Blender 4 Modeling and Geometry Node Workshop | 3D Tudor | Skillshare
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Blender 4 Modeling and Geometry Node Workshop

teacher avatar 3D Tudor, The 3D Tutor

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

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.

      Blender 4 Modeling and Geometry Node Workshop

      3:18

    • 2.

      Exploring Blender's Resource Pack and References

      7:19

    • 3.

      Mastering Blender's Viewport Navigation

      7:08

    • 4.

      Fundamentals of 3D Modeling in Blender

      16:24

    • 5.

      Utilizing References for Accurate Modeling

      13:37

    • 6.

      Starting Greyboxing with Primitive Shapes

      10:59

    • 7.

      Using Boolean and Bend Modifiers for Styling

      10:57

    • 8.

      Advanced Greyboxing: Towers and Staircases

      11:30

    • 9.

      Refining Object Alignment in Greybox Models

      11:47

    • 10.

      Enhancing Details in Greybox Wizard Buildings

      10:54

    • 11.

      Designing Functional Entrances and Exits

      11:43

    • 12.

      Expanding the Wizard Tower with New Extensions

      10:47

    • 13.

      Basic Techniques for Render Preview in Blender

      9:57

    • 14.

      Implementing Ambient Occlusion for Depth

      8:39

    • 15.

      Introduction to Blender's Asset Manager

      9:12

    • 16.

      Organizing Projects with Collections and Layers

      9:11

    • 17.

      Preparing Your Asset Manager with a Resource Pack

      8:50

    • 18.

      Importing and Utilizing External Assets

      9:46

    • 19.

      Bridge Modeling: Techniques and Tools

      9:46

    • 20.

      Crafting Detailed Stone Slabs in Blender

      11:25

    • 21.

      Dynamic Use of Mirror Modifiers for Railings

      11:15

    • 22.

      Mastering Seams and Sharps for Clean Modeling

      10:58

    • 23.

      Shader Basics for Realistic Materials

      13:59

    • 24.

      Applying Textures to Architectural Elements

      10:22

    • 25.

      Designing Curved Staircases with Geometry Nodes

      12:17

    • 26.

      Adding Railings to Staircases in Blender

      12:18

    • 27.

      UV Unwrapping and Texturing a Staircase

      10:54

    • 28.

      Creating Arches with Boolean Modifiers

      13:15

    • 29.

      Modeling Stone Edge Slabs for Bridges

      10:07

    • 30.

      Crafting Decorative Wood Framework

      11:46

    • 31.

      Building Framework for Structural Extensions

      11:32

    • 32.

      Constructing Detailed Roof Frameworks

      12:17

    • 33.

      Decorating Extensions with Wooden Framework

      9:43

    • 34.

      Utilizing Geometry Nodes for Roof Tiling

      10:50

    • 35.

      Adjusting Shader Settings for Roof Tiles

      11:42

    • 36.

      Cleanup Techniques for Wizard Tower Extensions

      11:38

    • 37.

      UV Unwrapping Complex Wood Frameworks

      12:12

    • 38.

      Modeling Water Entrances in Blender

      11:16

    • 39.

      Crafting Underwater Entrance Frames

      12:18

    • 40.

      Framework Setup for Window Placement

      10:16

    • 41.

      Modeling Main Roofs in Blender

      11:42

    • 42.

      Building Support Frameworks for Roofs

      11:15

    • 43.

      Starting Window Designs from References

      11:17

    • 44.

      Styling Windows with Custom Textures

      13:35

    • 45.

      Texture Application Techniques for Windows

      11:47

    • 46.

      Variations in Window Modeling

      11:25

    • 47.

      Circular Window Design and Modeling

      10:55

    • 48.

      Adding Decoration to our 3D Windows

      10:13

    • 49.

      Single Frame Window Modeling Techniques

      9:55

    • 50.

      UV Unwrapping for Small Windows

      12:37

    • 51.

      Modeling Unique Window Variations in Blender

      12:19

    • 52.

      Modeling symmetrical window decorations for frame

      10:48

    • 53.

      UV Unwrapping and Testing Window Placement

      12:49

    • 54.

      Creating Curved Staircase for the back of tower using Geometry Node

      11:19

    • 55.

      Adding Railing onto curved staircase using array and curve modifiers

      10:18

    • 56.

      Adjusting Staircase mesh and adding texture

      11:40

    • 57.

      Working on wood framework for round tower

      11:14

    • 58.

      UV unwrapping bottom section of tower

      10:05

    • 59.

      Modeling stylized cone shape rooftiles with roof generator and letuce modifier

      12:17

    • 60.

      Modeling roof wood support frame

      11:37

    • 61.

      Ading decorative wood framework onto tower using solidify, bevel and mirror modifiers

      11:55

    • 62.

      Manually adding in radial symmetry onto wood framework to wrap around tower

      12:25

    • 63.

      Starting sculpt process of terrai, creating base shape and remeshing it to get consta

      11:45

    • 64.

      Using claybrush and smooth brush tool for sculpting terrain

      11:05

    • 65.

      Continuing to create stone design for terrain and addaing staircase onto shape

      13:25

    • 66.

      Refining sculpting form

      13:28

    • 67.

      Adding water and refining staircase engraving within terrain

      11:59

    • 68.

      Modelling Second Floor of wizzard tower, balcony walkway

      11:29

    • 69.

      Balcony Curved Section, adding railings and refining shape

      10:44

    • 70.

      Adding Second Floor staircaise using geometry node staircase generator

      13:20

    • 71.

      Modelling wood supports for staircase on 2nd floor

      10:36

    • 72.

      Adding additional wood supports to staircase and refinining their attachment to tower

      10:41

    • 73.

      Finalizing Staircase

      10:22

    • 74.

      Adding Wood Supports around Large tower Section

      9:44

    • 75.

      Blender Optimisation for performance basics

      15:51

    • 76.

      Reinforcing Second Floor structure

      9:37

    • 77.

      Adding Additional Detail like windows and wood supports to upper section of main towe

      12:08

    • 78.

      Modeling Stylized Cone Shape Rooftop usisng geometry node and letuce modifier

      9:48

    • 79.

      Modeling Decorative piece for rooftop and starting modeling process for Door

      11:41

    • 80.

      Continuing modeling for door, adding hinges using subdivision techniques, creating ha

      10:06

    • 81.

      Continuing hinge modeling process to create another variation

      10:48

    • 82.

      Modeling stone framed door

      11:09

    • 83.

      continuing to model stone frame door

      12:24

    • 84.

      Creating Placeholder frame for gem in door

      11:24

    • 85.

      Adding gem to door and creating another variation of door with windows in it

      12:33

    • 86.

      Modeling final door variation

      10:22

    • 87.

      Modeling window instert for final door

      9:26

    • 88.

      UV unwrapping and texturing

      10:48

    • 89.

      Modeling rooftop and wood frame for tower extention

      10:45

    • 90.

      Additional detail for tower extentions

      10:40

    • 91.

      Modeling framework to decorate tower

      11:57

    • 92.

      Wood decorative supports for tower extentions

      11:43

    • 93.

      Random offset on wood framework and uv texturing for more natural design

      10:46

    • 94.

      Reorganizing our collections

      10:56

    • 95.

      Working on outer field, modeling a fence for backside of tower

      11:24

    • 96.

      Readjusting our stone fence and offseting individual planks using proportional editin

      9:53

    • 97.

      Modeling Stone Slabs

      9:47

    • 98.

      Creating Cobblestone surface using cobblestone geometry node

      14:17

    • 99.

      Refining cobblestone location using sculpt mode

      10:59

    • 100.

      Modeling stylized roof attachment with tile generator and curves for wood framework

      13:22

    • 101.

      continuing to model roof attachment for the front

      11:40

    • 102.

      Modeling roof that extrudes in a stylized triangular shape

      10:33

    • 103.

      Reinforcing roof structure with wood beams

      12:31

    • 104.

      Manually moving roof tiles to conform to stylized shape of roof

      13:08

    • 105.

      Working with wood beams for the wall

      11:19

    • 106.

      Final Touches to Framework

      11:22

    • 107.

      Making use out of ivy geometry node to grow foliage on tower

      10:23

    • 108.

      Creating Ivy Root material shader

      10:40

    • 109.

      Modeling and texturing brass chimney

      11:37

    • 110.

      Modeling ornate roof, curving wood supports

      10:52

    • 111.

      modeling backdoor extention

      10:58

    • 112.

      UV unwrapping and adding roof tiles

      9:53

    • 113.

      Creating stylized stone support archway

      10:47

    • 114.

      Additional detail for stone support

      9:50

    • 115.

      Modeling spiral wood supports

      10:41

    • 116.

      Improving staircase foundation with wooden slabs

      12:33

    • 117.

      Creating Stylized Stone Props using Stone Geometry Node Generator

      9:43

    • 118.

      Applying Vertex paint terrain shader

      11:55

    • 119.

      Painting in stone and dirt textures using vertex painting

      12:11

    • 120.

      Starting to work on final structure corner of wizard environment

      11:07

    • 121.

      Adding windows and decorative wood frame

      10:40

    • 122.

      Adding Random variation offset for framework and using lettuce to bend roof

      11:12

    • 123.

      Modeling Lantern

      12:10

    • 124.

      Using Chain geometry node to hang lantern

      11:12

    • 125.

      Modelling wood support for lantern

      11:59

    • 126.

      Creating metal bars for lantern lighting

      10:21

    • 127.

      Creating 2nd light variation, uv unwrapping from atlas, using magic uv to copy uv sh

      10:51

    • 128.

      Creating small floor light source

      11:16

    • 129.

      Continuing to add detail to light lantern

      10:05

    • 130.

      Breaking up mesh to create small wood tiles for lantern, using proportional scaling

      10:45

    • 131.

      Adding final frame work to lantern

      13:19

    • 132.

      Starting modeling on final wizard round tower structure

      13:55

    • 133.

      Adding detail to tower

      12:06

    • 134.

      Working on base overhang for tower

      10:38

    • 135.

      Adding Structural Support for tower

      11:49

    • 136.

      Adding window and framework to wall of wizard building

      11:49

    • 137.

      Continuing with decorative wood framework

      10:39

    • 138.

      Tweaking assets whilst looking at render preview

      10:17

    • 139.

      Placing Lightposts

      13:01

    • 140.

      Placing smaller light sources and attaching them to the wizzard structure

      11:58

    • 141.

      Simulating Cloth Flags in Blender

      15:39

    • 142.

      Enhancing Scene Lighting with Additional Sources

      12:50

    • 143.

      Fine-Tuning Point Light Sources in Blender

      9:31

    • 144.

      Organizing Blender Projects for Efficiency

      12:56

    • 145.

      Adjusting Meadow Parameters with Geometry Nodes

      11:12

    • 146.

      Applying Weight-Painted Meadows

      11:24

    • 147.

      Enhancing Staircases with Grass Textures

      11:26

    • 148.

      Adding Trees and Water Foliage

      11:14

    • 149.

      Placing Shrubs and Bushes

      12:32

    • 150.

      Finalizing Foliage Placement in Blender

      6:30

    • 151.

      Optimizing Rendering Parameters in Blender

      11:03

    • 152.

      Enhancing Scenes with Compositor for Vibrant Colors

      11:08

    • 153.

      Applying Color Grading Techniques in Blender

      12:47

    • 154.

      Final Compositor Tweaks and Background Adjustments

      9:51

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About This Class


[Click Here for Resource Pack]

Introducing: 'Blender 4: Modeling and Geometry Node Workshop'!

Get ready to embark on a magical journey with our newest and most enchanting Skillshare class of the year.

Dive deep into the mystical world of fantasy architecture with a 40-hour comprehensive guide focused on building a wizard's tower using Blender 4.

This Skillshare class will guide you through the creation of a stylized wizard's tower, complete with a serene pond and an ancient stone bridge.

Master Fantasy Architecture with Blender 4: Modeling and Geometry Node Workshop

'Blender 4: Modeling and Geometry Node Workshop' is designed to transport you into a realm where powerful arcane forces shape the very foundations of this magical structure, ideal for sorcerers in training or seasoned magic wielders.

Here's what makes 'Blender 4: Modeling and Geometry Node Workshop' magical:

  1. Foundation of Fantasy Storytelling: Start with learning how to effectively use references to plan your wizard tower, ensuring every spire and doorway contributes to the overall narrative of arcane mastery.
  2. Step-by-Step Greyboxing and Lighting: Establish the basic shapes and lighting of your tower early on, setting a solid foundation for intricate detailing.
  3. Progressive Skill Enhancement: From beginner-friendly methods to advanced professional techniques, elevate your modelling skills strategically throughout the class. Learn to create simple yet enchanting elements like doors and walls, advancing to more complex structures like winding staircases and ornate lamps.
  4. Mastering Geometry Nodes: Leverage the included pack of unique geometry nodes to add captivating architectural details and magical elements to your tower.
  5. Shader and Texture Wizardry: Explore the art of shader development to bring to life the textures that cloak your tower in mystery and enchantment.
  6. Sculpting Magical Landscapes: Learn the straightforward techniques for sculpting terrains that surround your tower, enhancing the fantastical setting.
  7. Weight Painting for Natural Elements: Discover how to use weight painting to create lush, realistic grass around the tower’s grounds.
  8. Vertex Painting for Detailed Terrains: Get hands-on with vertex painting to add depth and realism to the landscapes that form the base of your wizardly abode.
  9. Compositing to Animate the Scene: Delve into compositing within Blender to breathe life into your scenes, ensuring they tell a story of mystic allure and ancient power.
  10. Complete Scene Development: From conceptualization to final render, develop a full scene that encapsulates the spirit of a magical training ground for wizards.


Key features of 'Blender 4: Modeling and Geometry Node Workshop':

  • Enchanting Wizard Tower Creation: Construct a tower that pierces the sky with its tall spires and magical doors, surrounded by a mystical pond and a stone bridge that invites the curious to explore further.

  • Extensive Resource Pack: Gain access to a diverse set of resources, including bespoke geometry nodes, shaders, and texture maps. Learn how to seamlessly integrate these tools into your magical creations.

  • Structured Learning Path: Follow a curated path that guides you from the basics of 3D modelling to intricate professional techniques, ensuring a learning curve that meets all skill levels.

  • Innovative Techniques for Realism and Fantasy: Master advanced camera setups, lighting strategies, and compositing techniques to enhance the atmospheric effects and storytelling impact of your scenes.

  • Interactive and Practical Exercises: Engage with hands-on exercises that encourage you to apply what you’ve learned in practical settings, boosting your confidence and competence.

Step-by-Step Guide to Building a Wizard’s Tower With its quaint, multi-turreted towers, warm glowing windows, and whimsical winding staircases, this Skillshare class is designed to unlock the secrets of creating structures that look like they've been plucked right out of a storybook.

  1. Introduction to Blender 4 and the Class
  • Overview of Blender’s interface and the class objectives.
  • Understanding the project: The Wizard's Tower.

  1. Modelling the Basics
  • Greyboxing the tower and surrounding elements.
  • Establishing initial lighting and ambience.

Advanced Modeling Techniques

  • Creating detailed architectural features like staircases and ornate lamps.
  • Techniques for functional and aesthetic windows and doors.

Shader and Texture Development

  • Developing shaders for various materials like water, stone, and wood.
  • Texture painting for enhanced realism and detail.

Sculpting and Terrain

  • Techniques for creating realistic terrains and landscapes.
  • Vertex and weight painting for natural-looking flora.

Environmental Storytelling

  • Integrating elements that tell a story through architecture.
  • Designing with narrative in mind to engage viewers.

Compositing and Scene Finalization

  • Using Blender's compositor to add finishing touches.
  • Rendering settings for optimal output.

Your 'Blender 4: Modeling and Geometry Node Workshop' wizard's tower scene will include:

  • A Grandiose Tower
  • Arched Stone Bridge
  • Serene Pond with Water Features
  • Cobblestone Pathways and Fenced Walkways
  • Lush Terrain with Stylized Flora

Resource pack

Unlock the full potential of your 3D projects with our comprehensive resource pack. This pack features 14 diverse shaders, 10 unique tree models, extensive meadow and water packs, various types of foliage, a human reference, and 8 valuable geometry nodes for creating everything from stylized rocks to intricate cobblestone paths.

Summing it all up

With our step-by-step instructions, you'll learn how to:

  • Model stylized medieval architecture with its distinctive half-timbered structures.
  • Create vibrant ecosystems of flora that breathe life into your scene.
  • Design lighting that casts an ethereal glow, turning your model into a beacon of warmth.
  • Apply textures and materials that give a touch of realism to your fantastical creation.

This meticulously designed scene in 'Blender 4: Modeling and Geometry Node Workshop' not only teaches you the technical skills needed for advanced 3D modelling but also immerses you in the art of creating a fantasy environment that tells a story of mystery and magic.

Step into the shoes of a wizard architect, and bring to life a structure that’s not only visually stunning but also rich in magical lore.

Prepare to cast spells with your cursor and weave enchantment with your creativity!

Until our next magical encounter, happy modelling!

Neil

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

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Transcripts

1. Blender 4 Modeling and Geometry Node Workshop: Welcome everyone to the Blender four Modeling and Geometnowshop. I'm Neil from three D Tudor, and I'm excited to guide you on a captivating journey into the realm of fancy architecture. In this nearly 30 hour long course, we'll honors the full power of Blender four to create a magical Wizards Tower, combining ancient sorcery with modern three D modeling techniques. Now let's dive into what this course has to offer. We'll start with a comprehensive referencing guide. You'll learn how to source images, how to draw your own buildings, and use tools like pure rep to organize images for everything from mood settings to forest environments and architectural lighting. Next, understanding the importance of a strong foundation will cover gray boxing. How to lay out gray boxes that not only structure your model, but also tell a story. Every game you've ever played always starts with a gray box, and we'll integrate lighting and ambient occlusion right from the start to create amazing scenes that lays the groundwork for your fancy buildings. Modeling is at the heart of this course, from simple stone blocks to intcrate stairways and fancy lamps. We're building everything alongside each other together. And that means you'll learn the very basics of modeling all the way up to professional techniques. We'll cover everything from shaders and UV mapping. All of this done in real time with nothing missed out. This unique course also includes a complete resource pack with eight custom geometry nodes created here at three D Tudor, making tasks like roofs and stair building as seamless as possible. Professionals created these nodes for other professionals, which means they're incredibly easy to use. And what's more, you can use them in all of your future personal projects. This will quite simply revolutionize the way that you approach modeling and scenes in the future. Next, we'll be delving into environment sculpting using blenders robust sculpting tools. I'll show you how a few brushes and techniques are all you need to craft stunning rock and soil landscapes. Plus, the mystique of vertex painting will no longer be a mystery because we also cover in this course, our full vertex shader setup. With this, you'll learn how to blend terrain textures directly and blender, creating intricate pathways and rocky terrains. For those looking to add vibrant life to their scenes, our introduction to weight painting will teach you how to create lush meadows and blooming flowers. You will learn how to pair geometry nodes with weight painting, mean you'll never be stuck again, creating beautiful scenes that really come to life. Lastly, the art of compositing and rendering will take your projects to that next level. Our complete compositing guide covers everything from layering scenes to mastering emission, and ambient occlusion setups. Not to mention effective color grading techniques, which will add that final touch of atmosphere to your scenes. So if you're ready to start your journey with me into the realm of Blender four, then let's get started. Happy modeling, everyone. Cheers. 2. Exploring Blender's Resource Pack and References: Welcome everyone to Blender four Modeling and Geometry nodes workshop. And here you can see, I'm actually in the brand new or this time, brand new Blender 4.1 better. But anything really over Blender three should be absolutely fine for you to use. That is because we have asset manager and all that great stuff that's come along with Blender three. There isn't much change really from what we will be doing from Blender three to Blender four. There are some intricate details in there. But for the most part, you should be absolutely fine. I would recommend though that you do download something above blender four, if you can, because that is the newest version with all of the new things that we're probably going to be touching upon. Now, first of all, let me show you what comes with this actual cost. So that's the resource pack that you're going to download, and it's truly an amazing resource pack. So let's go into that now. Okay. So when you download the pack, you will receive something like this. These three files. One of them is the composite background. We're not going to worry about that too much. All it is is a background that we're going to put within our composite when we come to render out our scene. Next of all, we've got our doors and windows reference. I'm going to show you that in just 1 second. And then you've got the actual resource pack. So within this resource pack is all of the good things like materials, and I'm going to show you that as well. But first of all, let's take a look at the door and windows reference. So what we've actually done this time is we've actually created a reference guide for all of our doors and windows just so you can follow along a little bit easier. And you can see they're all laid out here. So when we come to create our doors, we'll be telling you, okay, we're going to be creating door three, and then we've got a reference guide to actually use. And of course, it's up to you if you want to tread off the beaten path and create your own doors. But this is a good reference to actually work too. Alright, next of all, then, we've got the actual resource pack, which I'll show you now. So here we are in the actual resource pack. And trust me guys, this has everything you're going to need to create this scene. And you're also going to learn how to use things like geometry nodes, things like foliage that you can pretty much either create yourself or you can find on many, many places online, most of them or some of them for absolutely free. So let's now actually take a look at this. So the first thing we've got is all of our materials that we're going to be using. As we actually work through the course, we will be going through these materials, and we will be, you know, discussing how they're actually together. Don't worry, you'll be learning how to create materials, how to bring in texture maps and all that good stuff to make your models really, really pop out. Next of all them, we've got a tree. This is the tree that we're going to use, but I've gave it so that you can have many variations of trees, and of course, I'm going to show you how to bring all of these in. We've also then got a meadow pack that comes with this actual course. And you can see in here, it's got a lot of flowers, a lot of grass. And I'll talk about why we've got that in there in just one moment. The same for the ivory leaves. We've got pretty much four different variations of ivy leaves. And both the meadow and the actual leaves are going to be used within our geometry nodes, which I'm going to move on to soon. Next of all, then we've got our water plants. So you can see from the actual reference of this course, the image, the main image of this course, that within our actual pond, we've got a lot of, you know, plants and really, really bringing things to life. This really makes it easy if you can grab packs or create your own of foliage or plants. These are some that we've actually created ourselves. And then you can just bring them in to many, many different types of environments. Next of all, then, we've got our trusty human reference, which we always have at three D Tudor and this is just to make sure that when we start, we start the right way and everything is built to the proper scale. So we're going to start things the right way, and you're going to learn everything from the ground up to take you to that professional level. Next of all, then, We've got our foliage. Again, like the actual water plants, it's a good idea if you can grab some foliage for free or make your own foliage, and then you'll be able to bring that into your environments. Basically, the more actual foliage and plants and trees and things like that you have available to hand, the easier you're going to find it to bring that environment to life. Because what you'll find is the environment looks pretty stark, Even if it's highly, highly modeled, you know, model to a really high level. But if it's got no plants and foliage and trees or vines and things like that, it's going to really look a little bit stock. So this is why we're actually supplying you in the actual resource pack with all of these things available. And from there, you can actually build off of that. Now, it wouldn't be geometry workshop without actually supplying you with our geometry nodes. We're going to be using these pretty much throughout the course, and these really are going to help you not only realize how powerful geometry nodes are, but also help you in creating a really, really nice environment. So the ones here, we've got our rocks. I'm going to show you as we work through these, how to use these, how we put them together. We're not actually going to be building geometry nodes, but you're certainly going to learn how powerful they are, and now we've actually put them together. You're also basically going to get these for life. So basically in all of your environments in the future, you are free to use these non commercially, of course. Alright, so we've got our rocks, we've got our chain. We've got our IV. We've got our stairs. We've got planks here. We've got our meadow, which we spoke about. So this meadow basically works off of this pack here. We've got our IV, which is over here, and this works off these leaves here. We've got our roof tiles, and of course, we've got our brand new node, which is our cobbles. All of these then are really going to help you not only create this environment, this Wizard tower, But in the future, you'll be able to use these to create wells or just beautiful stylized environments because all of these geometry nodes are aimed at stylization, because that was what we're focusing on today. But in the future, of course, we will be creating a lot more realism within our geometry nodes. Now, for those of you, brand new to blender, on the next lesson. What we're going to be doing is, we're going to be going through how to navigate around blender, as well as the basic modeling techniques because that's something you're going to need to know before doing actually anything. And for those of you who already know all that, just skip ahead to the next lesson, which will be our referencing guide because it's really, really important before we start anything that we actually get tons of references to know what we're going to be building. So in the future, you'll have all of these, which I'll show you how to point in your asset manager, you'll create a reference guide. And from there, you should be able to build something at the same level as what we've created here. A, everyone. So I hope you enjoyed this short introduction to the resource pack, and I hope you can see that you've got all the tools available to what you're going to need to build this, and I'll see you on the next one. Thanks, everyone. Cheers. 3. Mastering Blender's Viewport Navigation: Welcome back, everyone to Blender Fall Modeling and Geometry Nodes workshop. And this isn't where we left off, but this is where we're going to start. So the first thing we need to know is how to get around blender, how to move around it. So what I'm going to do now is going to pay you a short, well structured tutorial on how to get around blender. And if you already know all that, then just simply skip to the next lesson. All right, everyone. I'll see you on the next one. Thanks, cheers. Welcome everyone to the basics of Blender navigation. Now, before we begin, it's important to understand how the axises work within Blender. So we can see at the moment, we've got a green line going this way and a red line going this way. This is called the y axis, and this one is called the x axis. We also have one that is the Z axis, which we can't see right now. It doesn't actually come in with Blender viewport as default. But if you want to actually set it on, you just come up to the top right hand side, where these two interlocking balls are and just click the Z axis. And now we can actually see that. So how do we actually move around the blended viewport. There's a number of ways of doing this. One of them is over on the right hand side here. You can see if harbor over here, it's the zoom in and zoom out. I can actually left click and move these up and down then to zoom in and zoom out. Or I can use the actual mouse to actually zoom in and zoom out using the actual scroll wheel. There's also another thing you can do with Zoom, which is holding control shift and pressing the middle mouse, and you'll see you have a lot more control over zooming in and zooming out. Now, the next thing you want to discuss is actually rotating around an object. So how to do that? First of all, we'll bring in a cube with shift A, bring in a cube. Now, if I press the middle mouse button and move my mouse left to right, you can see we can actually rotate around. Unfortunately, though, we're not actually rotating around this cube. So to actually fix that, we need to center our view onto the actual cube. We basically want to focus our view onto this actual cube. So to do that, we're just going to press the little dot b on the actual number pad, and then you'll see that we actually zoom in to the cube. Now, if I scroll my mouse wheel out, you will see now if I hold the middle mouse boron and turn left and right, we're actually rotating then around the cube. And this is important because if actually bring in another cube, so I duplicate this cube with shift D, Move it over, so bring in my move Gizmo. And now you'll see if I rotate around this cube, I'm not rotating around this one. So that's fixed side, just press the double. Again, zoom out, and now I can actually rotate around this cube as well. Now let's look at something called panning, which means that we're actually going to move left and right, and we do this by holding the Shift button, holding the middle mouse, and then we can actually scroll left and right around our actual viewport. So now we've actually discovered how to zoom in and the different ways we can actually do that. How to rotate around an object and how to actually pan. We can also come up to the top right hand side here and use these buttons see it. So again, remember, we're looking at the y axis, the x axis, and the Z axis. If we come to our y axis and click that on, you will see now that you've got a front view of the y axis. If you click the x axis, then we can change it to that red x axis, and finally, the Z axis as well. Now, there are other ways as well that we can actually look around the viewport, and these involve using the actual number pad. So if I press one on the number pad, it's going to tap me into that y axis or front view. If I press two, it's going to actually rotate that slightly. And if I press two again, it's going to rotate it slightly more. Now, if I press the eight, it will rotate it the other way as well. Now, to go into the side view or the x axis, we can also press three on the number pad, and that will give us that effect. We can also press seven to go over the top as well. Now, what about if we actually want to go to the opposite? So instead of going from the bird side view, we want to come to the underside of our model. Well, that's actually quite easy as well. All you need to do is press control seven, and that then will take you to the bottom view of our actual model. We can also do the same inside view and on the x axis and y axis. So, for instance, if I press one, I'm going to be going into the y axis. If I press Control one, I'm going to be going into the opposite side on the actual y axis. Now, you can also find these options just in case you forget the top left hand side of it under view. So if I go down to view and go across to viewport, you can see here that this actually tells me exactly what I need to press to get the viewpoint that I've just actually explained. Now, we also have the button on the number pad, which is number five. And number five button in Blender toggles between perspective and orthographic views. Perspective view offers a more natural and realistic viewpoint with objects appearing smaller as they get further away, mimicking human vision. Orthographic view removes perspective distortion, making all objects appear at their true size regardless of distance useful for precision modeling and technical work. The other thing that number five does, for instance, if I come to my cube, at the moment, I am able to actually zoom into the cube. However, if I press number five, I will not be able to actually zoom into this cube no matter how far I zoom in. I'll still be able to move around it by pressing the little dot button, like so. But if I actually want to actually work on the inside of an object, I can quickly press number five, and then I can actually go in and work around the inside as well. Now, if you're working on a laptop or something like that or a table, and it doesn't actually have a number pad. You can also use if I press five, the actual squiggle key, which is under the escape board on the left hand side of your keyboard, and that then will give you pretty much the same options as we had before. So we can click the right view. We can actually click the back view, And we can click the left view, for instance, the opposite to what we had before. So instead of pressing one and three, we just press the little squiggle line, and then we can actually view whichever side we need to. Now, we're nearly at the end of this short introduction. There are a couple more things that you can actually do. If you come over to the right hand side and you see here where we've actually got the name of the actual parts within our scene, we can also grab them from here and then press the little dot born to zoom in. So I can grab this one, press a little dot dot born and that then we Zoom s in. The other great thing about this is we can also come in, shift select them both. Press the little dot button and then we're able to actually rotate around both of these cubes. All right, everyone, so I hope you enjoyed the short introduction to the navigation within Blender, and I hope from now on, it won't be a struggle navigating around the viewport. Thanks a lot, everyone. Cheers. 4. Fundamentals of 3D Modeling in Blender: Welcome back, everyone to Blender four modeling and geometry Nodes workshop, and this is where we left it off. Absolutely nowhere because we haven't done anything yet. But before we move on to the next part, what we need to know now is a few things about the basics of modeling within Blender, because what we're going to be doing soon is creating the gray box for our Wizards Tower. I would say that stay and watch this short, well structured tutorial on the basics. But if you really do know enough by now, then of course, skip on to the next lesson. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. Welcome everyone to the basics of modeling in blender. And this is a short introduction just to get you started on a few of the basics in modeling. So the first thing I want to do is bring in a primitive. So the way that we're going to bring into primitive is press shift and A, and then what we're going to do is open up a menu. And you can see that we've got all of these things along this actual primitive menu. But the one we want to focus on is the actual mesh. And from here, you can see we can bring in many, many things like cylinders, cubes, planes, and the one we want to bring in just for now is going to be our cube. Now that we've brought our cube, the next thing I want to discuss is object and edit mode. And you can see at the moment, over on the left hand side, we're actually in something called object mode. And this means basically, we can manipulate this whole object. So if I press G, I can actually move it around my viewport like so. If I press S, the scale, I can actually scale the whole of the object in. But the thing is we don't really want to work in object mode necessarily, and a lot of the time, we're actually going to be working in edit mode. So we can come up to the top left hand side and put this in edit mode, or we can actually press the tabbton and jump into edit mode that way. You will notice once we've actually gone into Edit mode, we have a lot more options to use, and more importantly, we have a lot of the topology now to play around with. So the first thing you'll notice the difference being is that we have now these three options up to the top left hand side. And if you have over them, it will say vertex edges and faces. Now, vertex is going to be these little points here. The edges is going to be these edges of my cubes or any of the edges. And finally, we've got the faces, which is actually the whole polygon face. Now, you can also instead of clicking on these, press one on the keyboard, and that them will jump you into vertex select. If you press two, you can go into edges, and three is going to take you into faces. And from here, we can actually manipulate any of these parts. So you will notice at the moment, I've got gizmo here. Now, if you don't have the Gizmo available, coming over to the left hand side, and you have this little born here that says move or you can press Shift space bar and bring in your move tool like so. So now, because I'm on faces, I can actually pull out this face like so. If I go to edges, I can actually grab one of the edges and pull this out like so. And if we're on vertexes, I can grab this vertex or grab the second vertex with Shift select, and then pull this out like so. Really, really easy to actually manipulate things once you know how to select each of these parts. Now, before we go too much in the weeds with actually modeling in this actual edit mode, let's just jump back into object mode for now. What I want to show you is how we can actually move this actual cube around. So, as well as moving it with the actual gizmo here, we can also press G and actually free move this object around, or we can press G, and y two, let's put it along the y axis, move it around, or the x axis, for instance, and move it this way, or even the dead axis and move it up and down. To drop it back where we started, let's just right click like so. So that's actually moving the location of it's not a cube anymore, but let's just say it's a cube. We can also scale this in as well with the S b, so we can scale it in or scale it out like so. Now we can also press the S bon, hold the shift button, and then we have a lot more finesse on actual scale. We can also scale this up by let's say a factor of two, so S, two, enter, and there we go. And of course, we can scale it down pretty small as well. Now, the next thing I want to discuss is rotating because if we rotate it with r and just rotate it around, we haven't got a lot of control over how this rotates. So what I want to do instead is, I always want to press R, then attach it to an axis, which might be the white, so the green one, and then rotate it either by freehand, or by actually inputting the value on our number pad. So if I want to rotate it, let's say, by nine zero degrees, press the ends born and now rotated this round by 90 degrees. Now, if I want to rotate it back, I can press y, the little minus borne on the number pad, 90, and then we can rotate it back. Now, there is something else that you need to know, We also want to reset our transformations, and this is one of the most important things within Blender, because if you don't reset your transformations, Blender still considers this a cube, even though it's not really a cube anymore. So what we want to do to reset the transformations is press control, A, all transforms, and then you'll notice that the orientation has moved over here because it will always move to the center of the world. From there, then we want to actually reset orientation as well. So we want to right click, set origin to geometry, and then it's going to put the origin right back in the center of this object. Now, it's also important to know resetting the transformations will also impact things like UV mapping, things like modifiers. Basically, if you ever have a problem in blender, always make sure that you reset the transformations, and then most of those problems will definitely go away. Alright, the next thing about resetting our transformations, it makes it really easy then to get something back to how we add it before. In other words, if I press S and scale this down, And then let's press r and Z and rotate it round this way. Because before this, I actually reset my rotations, what I can now do is press alternS and put it back to the scale that it was before I did anything, and then alter R and actually reset that rotation as well. So really, really handy, once you've actually reset your transformations in what you can actually do. Now, moving on, we're actually going to be looking now at duplication. So if I come round here, I'm able to actually duplicate this. If I press Shift D and then press the enter born, It's now a duplication, and I can move this over to the right hand side. So now we have actually two objects. Now, what if you want these two objects actually combined, and you didn't mean to actually duplicate it in object mode, for instance. Well, that's easy. We can just shift select the other one and press Control J, and now they both actually join together, as you can see. So if I press tab now, we're able to come in and actually work on them both at the same time. Now, what happens if we want to actually split them off, so we don't want the objects to actually be together? That's also easy. Just make sure that you select one of them first. And then all you're going to do is press L, just to select everything. So all of these faces, then you're going to press P. Come down to the way it says selection, and nine if I press tab, they're both actually split off. Of course, using the same command, if I press tab, I can actually come in, grab a face, for instance, press Shift D. I can actually also duplicate things with inside edit mode as well. So we might want to duplicate all three of these. Shift D. I can actually come in then and actually duplicate them like so. What it also means, though, is that these, when you duplicate them in edit mode will be part of the same object, of course, because in edit mode, they're not actually claster as an object, they're classed as the same actual part. Now, for the next part, I'm going to bring in a brand new cube, and I'm just going to show you some of the basic modeling techniques within blender and go through a few of the options. So here we have a brand new cube. And the first one I'm going to show you is if we come into Edit mode, we'll always be working in edit mode to show you these things. Just make sure you're in edit mode. I'm going to grab the top phase. And what I'm going to do is press, and that then is going to extrude this out. Now, sometimes you will need to extrude something out, and it will need to be along a axis, for instance. So all I'm going to do is go to Egelch, grab this edge, and then what I'm going to do is press, and you can see because it's not tied to an axis, it's floating around everywhere. However, if I press the x born, you can see now it extrudes out following along that actual axis, which then makes it really, really easy to manipulate it where I actually need it to go. The next one we're going to look at is something called beveling. And then all I need to do is come in, and I'm going to grab my edge. So I'm going to press two on the keyboard, grab an edge like so, and then I'm just going to press control B like so. And you'll notice now it's actually beveled off that side. You'll also notice down on the left hand side here. We have something called an operator panel. It will be close. Just open it up, and from here then with the actual bevel, we're able then to turn the bevels down, for instance, turn them up, move how the shape of the actual bevel is going to be and all that other good stuff. Now, pretty much anything you do in Blender is going to give you an operator panel like this. We're not going to go too much into this, but basically the moment that you press tab button to come out of edit mode, this is going to disappear, and then you locked in with the actual shape that you've chosen or the insert or the extrusion. So just bear that in mind. So the moment I press tab that actually disappears. Now, what about if we want to bevel off vertices and not edges. So, for instance, if I come to a vertice like this and vertice like this, press control B, you'll see that it levels off like this. But if I come to one that are the opposites of each other, press control B, you'll see nothing actually happens. However, if I press control shift and B, then we're actually able to bevel off the actual vertices like so. So that's another handy tip for actually beveling. Now, the next modeling technique we want to discuss is actually edge loops. So how do we get more geometry onto this? So, for instance, I want to bring some edges on here. I can press control, and that then will bring me one edge in here. If I left click then, you can see that I can put this either this side or this side. But let's say I want it right in the center. I'm just going to right click on the mouse, and that then is going to put it right in the center. Now, the other thing I can do with the operator panel again is then come in and turn all of these up to give me more actual edge loops, and I can even move them to the left. And the right. Now, I can also, if I press control, come in, press control. I can actually scroll up on the mouse wheel to give me as many edge loops as I actually want. Or if I want a little bit more finesse, I can actually type it out on the actual number part. So I can type out 120, for instance, and a 120 edge loops. To cancel at any time, just press the escape board, and then that will cancel it out. Now, the next modeling technique I wants to show you requires two actual blocks or two cubes like this. And all I'm going to do is, I'm going to come in, and I'm going to select opposing faces like so. And then I want to actually join these together, for instance. So all I'm going to do, I've selected them both. I'm going to right click and come down to what it says bridge faces. And now you can see I can actually join those together. Now, if fire press controls that and just go back a minute, you can also do this by coming in, and let's say grabbing this edge, And this edge, and what I'm going to do instead is, I'm going to press the F born like so, and come down to the bottom as well, and then grab both of these and press the F born like so. Sometimes bridge will not work because Bridge has to work with two edges and nothing in between. In other words, nothing selected there. If I come into this one now and try right click and come down to what it says Bridge edge loops, you will see select at least two edge loops. So we can't actually join it from there, and that is when it's a good idea to use the F borne instead. And now, the final modeling technique that I actually want to show you is something called insert. What I'm going to do is I'm going to grab this face here. I'm going to press the iborne and then you can see you can actually insert this face in. And from there, you can actually extrude it out if you want to. You can also then press Control B and bevel it off if you want to. And you can see now it's really easy to use all of those techniques that have actually showed you. Now, lastly, the last thing I want to show you is the insert again. But this time, we're going to grab this base and this base, and if I press, it's true you can actually insert them both at the same time. Now, the best thing though about insert is if I press the i and then press again, we can actually insert them separately from each other like so. Now, I see a lot of renders on Facebook and other social media that kind of look really, really blocky. And for instance, if I press tab now and going into object mode, you will see this actually looks pretty blocky. But there's a real easy fix for this, so it doesn't actually have to look like that. All you need to do is once you've actually finished, right click, come up and where it says, shade auto smooth, and that then will shade it off based on the actual angle. So really, really easy to either shade flat, shade completely smooth like so, or shade Auto smooth like so. If you actually are struggling and you actually want it to shady it a little bit smoother than what it is, you can come over to the right side where this little triangle is. Go down and open up the normal, and from there, you can actually increase this and shade it even more smooth based on a higher angle. The default is always set to 30. Just make sure you say it to 30 in case you actually overdo it. Now, the last thing I want to show you in this introduction is the actual cursor because I think it's very, very important to actually modeling. So what I'm going to do with the man is, I'm going to make another cube with Shift D, and then I want this cube on top of this que, for instance. Now, if I move my cursor over here, so shift right click, and then what I can do is I can press Shift desk and I'm going to go selection to cursor, keep offset, and that then is going to move the exact center of this cube or the orientation to my actual cursor. Now, how would I get this then on top of this cube? I would literally grab this cube. I would first of all right click and set the origin to geometry, just to make sure that origin is right in the center. So I would then press Shift D, cursor to selected, and that then is going to put my cursor right in the center. And then I would grab this cube. And from there, I'm able to go Shift D, selections cursor, keep offset, and now that cube is right next to this actual cube here. From here then, I can actually bring this up, and let's actually just have a quick play around of everything that we've learned. So you can see now if I pull this up, I'm going to join them both together then with Control J. And then the first thing I'm going to do is come in, grab this face, and this face. I'm going to right click then I'm going to come down to bridge faces. And then we're going to bring in some edge loops. So let's bring in two or three edge loops. Left click, right click. And then what I'm going to do is I'm going to press Alt Shift and click just to select all of this edge going around here and press the Sporne and pull it out like so. From there, then, what I'm going to do is I'm going to level off both of these tops. So I'm going to grab this top, shifts like this top. I'm going to press control B and actually level them off, like so. From there, then, I'm going to bring in an insert, so I'm going to grab the front top here. I'm going to insert this with the eye button, like so. And then from there, I'm actually going to extrude out. So I'm going to extrude this out like so. Now, let's say I want a bigger piece on the next bit. I'm going to press Shift B. Pull it out, so this is a duplicate of this face. I'm going to press the S bond to make it a little bit bigger, and then I'm going to press and pull that out along that axis. Finally, then what I'm going to do is grab this one and this one. I'm going to right click Ben and bridge faces like so. And you can see just how easy this really is now to actually start building out some really, really complex models with everything that you've just learned. All right, everyone, so I hope you enjoyed that, and I'll see on the next one, cheers. 5. Utilizing References for Accurate Modeling: Welcome back, everyone to blend the four Modeling and geometry nodes workshop, and this is where we left it off. Thereabouts. We haven't really done anything yet, but we're going to get there, guys. Don't worry. So we left it off here. But what I'm going to show you is whenever we start project, we always always grab loads and loads of references. Hundreds of references. This is just a short snapshot of me actually putting together some references for what I'm going to build here. When I'm finished, though, I'm going to have, you know, over 100 references, everything from lights, everything from towers, everything I can possibly lay my hands on. Even going so far as to put on some background music, which really gets me, you know, in that fantasy type space where I'm going to be building something like this Wizards Tower. So even going that far just to get me in the zone of what I'm actually going to be building. Now, what I'm going to do now is play you our well structured referencing guide, which is going to teach you basically how to grab all of your references, how to put them together, what's the best software to use and all of that good stuff. So please watch this, and I'll see you on the next list and everyone. Thanks a lot, cheers. Welcome everyone to our in depth referencing guide, and it's very important that we actually use references in pretty much any kind of modeling or environments that we're actually going to be work on. So before we actually do anything, before we put any cubes down or anything like that, it's really important that we have some really, really decent references to actually work with. So the first thing I want to recommend is that you can use something to actually put all your references on like photoshop or even word. But what I'm going to recommend is that you use something called pure So if you go to the site, that's called puref.com, you will actually open this. And from there, you can actually click Get PureRv and that then will take you to this download screen. And you will see at the moment, you've got 15 seven or custom amount. You can actually put this on zero and actually get this for free. So it's completely free, and you can come back and make a donation if you like. And then all you need to do is click download. So the only things we're going to talk about pretty much for reference in here, are going to be free except our mid journey part, but there are other alternatives like Dare and a load of others out there that you can use instead of mid journey. Once you open up Pura then, this is what you will be greeted by this screen. And if you want to right click, you can actually drag this around to any of your screens or you can actually make it smaller, like so. And it's a really, really good program, this, really, really handy, highly recommend getting this. So now, let's actually think about getting our references, and there are a few sources that we use to actually grab references from. But generally, what you want to do is you want to build up a kind of reference pack if you're going to be a hobbyist or a professional in three D modeling or environments, where you're going to see things, perhaps on Pinterest or sketch up, and actually, you want to save them in a file. So I know people with thousands and thousands of images that they've saved over the years. And whenever they're coming two a project, they'll then dive in and actually find all of the images that they've got on that particular thing, this could be a samurai warrior or a Chinese bell. Also, a lot of people I know as well who are working professionally at this will go around museums. They'll take their own actual images, and then they'll also upload those to the file as well. So the first point of call, if you've not actually got your own database yet is probably going to be actually Google. So let's open up Google, and you can see here that at the moment I'm looking for a Victorian delivery truck. Now what I'm going to do is, I'm just going to go through these and get some nice references like this one, for instance, and then I'm simply going to right click and I'm going to copy image. Then what I'm going to do is I'm going to go over to Puff, so I'm just going to open it back up, press Control V, You'll see now that I've got my nice image in here. What we're also able to do with purevs we're able to also pull it out and make it bigger if needed, which is really, really handy when we're putting in lots and lots of actual images. Now, the next thing I recommend you do once you've actually got an image in there, here's what you can do is you can left click and drag it over somewhere. And then what you can do is you can press Control N and you can actually make a note. So let's call this Victorian, trucks. Let's put it trucks. Now, within my scene, I might actually want a Victorian lamppost as well as part of the scene or something like that. So let's actually look at the next one. So the next point of call is actually going to be pinterest, and let's actually put in Victorian lamppost. So let's try that. So, let's see what we get, and we can see we've got many, many styles, especially this one. This one's actually really nice. This one's also really nice. So what I'm going to do is I'm going to actually take this one. I'm going to right click copy image. Go back to my Purev and then drop the images in there, like so, and maybe make this one a little bit bigger. What I tend to do is I gather a load of images for each of these things. When we're actually building a scene or even just the model, you want to grab as many images as possible. I'm talking hundreds of images here. And especially if you're doing a scene, you want all of the little parts. You want everything down to the lighting, the environment, the trees. You want to grab references for absolutely everything because it will make your scenes just really, really look so much better if you've got some really good references. So now, let me show you this is one that I'm actually working on at the moment. So I I come over and load recent, and I'm just going to load this one here. And you'll see at the moment, I have all of my props. I have all of my main buildings that I'm going to be looking out to users references. I have a ton of doors. I even have a load of foliage. I have all my windows. I have my lights over here, and I also have more importantly, all of the lighting. In other words, it's a scene. So what time of day is it going to be? Is it going to be, you know, early in the morning? Or is it going to be at dusk? Is it going to be a night scene? Or is it going to be midday with that sun beating down on my scene. Just make sure that it actually matches the scene. There's no point having a scene like this, for instance. So this one here, if you've got a log cabin out in the snow. You really want it to match your actual scene. Now, before moving on, there are a couple of other places that we do go to use for referencing, especially something like SketchUp, which is really, really great because you can actually come into an actual scene. And then what you can do is you can actually rotate around it and really, really check out how a model is put together like something like this, which is one of our actual own. But you can see here how easy is then to get a good idea of what actually incorporated in this scene. And what you can actually do from there then is we can actually come down, and we can actually get some screenshots of this or even RClick and copy image. There's also let's say if we wanted to do a Victorian truck, for instance, to keep it the same theme as what we've been doing. You can see that there's no end of actual Victorian or vintage type vehicles on here. Not as many as what there is on art station, but still a very, very good place to start looking for reference in. That leads me onto my next one, which, of course, is art station. This simply is one of the biggest resources for referencing or for looking up artists in the world. Well, let's put in a reference of Victorian, for instance, and let's see what we actually get. Let's search artwork. So we're going to search artwork and let's see what it actually comes up with. Should be lots and lots of things to work with here, especially good if you're looking for actual lighting, so you're looking for light effects like this one here. Again, we can take these an actual use them for references. And the best thing is about art station is, we can also come down and look at things that may be our concept to two D or actual three D, and we can also come down as well and look at what subject matter it is, so it could be automotives, so Victorian Automotives, or it could be architecture or something like that. So the possibilities with art station are pretty much endless and you're able to grab tons and tons of really, really high quality references. There are of course hundreds and hundreds of other places you could probably go to grab references, but I'm showing you these because as far as references go, these are some of the best places to go. Let's move on then to one of the things that we really use a lot of now, which you would have thought actually would come into it as far as referencing goes, but it actually is really, really handy. So let me introduce to you now Chat GPT. Here is Chat GPT. You can see that we have chat GPT four, but we also have 3.5. 3.5 is actually free, and it is actually good enough to do whatever you want. You really don't need to pay for this. It's also free. So what I'm going to do is I'm going to go to message, and I'm going to type in, give me ten different buildings for a Victorian town scene. Something like that. Let's click enter and let's see what it gives me. You can see now it's give me a lot of things to actually work with here. And the best thing about this is you can also say, give me ten more. And you will just then go ahead and give you ten more. Now, these things are really handy to use because then I can simply take these ideas and it'll also bounce ideas to me, and I can then go into Pinterest. Or Google search and actually look them up or try and find something like this. And I can kind of get ideas and design my scene around there using all of those things and especially pure rep. We can also take them in to our actual mid journey. Now, again, our mid journey is paid for, I think the lowest amount is $20 or something like that, but there are many, many free things out there. But I will still show you what we actually do with our AI based image generator. So you can see at the moment, this is the image that we've actually generated. And we've called it is Victoria a delivery van, and this is what we actually get. If we go to my images, you will see that we've generated a ton of images about all of the things. Especially we use this as well to generate textures. It's not just there to actually generate images and ideas and things like that. You can actually use it to generate transfers that are going to go on windows or adverts or actual textures. And we do use this, especially for things like curtains, because it's really, really easy to get that look that you're actually looking for. So you can see, we've got a lot of ideas for living rooms. We've got a lot of ideas for bedrooms and things like that. What we can also do in mid journeys. We can also go and explore. And what you could do is you could look up with a search prom Victorian. Let's put in carriage. And then we can also get ideas from this. So if I put in Victorian Carriage, you can see this as what comes up. Now, if we come over to here, we can also say if we click on here, this is the actual prompt that somebody put in, so you can actually take that prompt, maybe change it around a bit and then get your own images rather than just simply copying other people's images. It's a great place to start to actually gather your own images. The other thing is about mid journeys, I can come in. For instance, let's just go back. And then what I can do is I can hold the ship born down. I can grab all of these, for instance. And then what I can do is click the download born and download all of those images. And the best thing is about PureVs you can bring in multiple images at the same time. So you can just drag drop them, and then they'll all appear actually next to each other. So really, really handy things to have. So, lastly, then, to some don't do what I did a few years ago where I just dive straight into blender and not even think about references and just find references if I had to while I'm actually building something. Don't do it that way. It leads directly into building a beautiful gray box as well, all this, because first of all, you grab all of your references. You make sure everything's set out. You can go and find some more references if you need to, you know, if you suddenly have a spark of inspiration, you want to make something on the fly, then grab some more references for it. But to start with, grab all V references, have them really, really nicely laid out and spend, you know, even half a day to a day grabbing all those references. You can then save there as well into individual files, and then you'll have all other references around that particular build in there, ready to use maybe on another project in the future. All right, everyone, so I hope you found this useful, and I'll hope you'll take my advice going forward. Thanks everyone. See you on the next one. Cheers. 6. Starting Greyboxing with Primitive Shapes: Welcome back, everyone to blend of four Modeling and Geometry Nodes workshop, and this is where we left off. Now, what I want to quickly do now is just up and over to our resource pack once more. And here we are in our resource pack. And the reason I want to be in here is, I just want to grab our guy, so this little human reference here and bring him over into our actual gray box build. So what I'm going to do to do that is I'm going to press Control C. So just like you would do in a text document or something like that or an image. Just Control C. And then what we can do is we can put the blend file down. Press Control V. And you will see if I click on here, press Control V, that now it actually pops in. Now, it will pop in exactly the same place where it does in your actual resource pack. So now, all I want to do is I want to put our little guy in the center. Before I do that, though, I just want to delete all of these things out of the way. So I'm just going to quickly grab the cube, press delete, grab the camera, press delete, grab the actual light, and press delete. Now, from here, what I'm going to do is, I'm going to grab my little guy. I'm going to make sure that my curse is in the center. So shift and cursor to World origin, just in case it isn't, and then I'm going to press Shift and S again. While I've got my little guy highlighted, I'm going to click selection to curse that then is going to put him right in the center. Now, from here, I want to actually stand him on the ground plane. If I press one on the number pad, you can see at the moment is actually below where the ground plane is. So what I'm going to do now I'm going to move him up. Now, I can see at the moment. There is no actual Gizmo. Now, the thing is about Gizmos. Every single time you come on a new tab, you're going to have to bring in your gizmo again. I don't know why it's like that, but it always does that. So we can do it a number of ways. First of all, you can come up to left hand side and click the move tool. Or you can press Shift space bar. Come down and click the move tool that way. You will notice as well if you press tab, you will actually have to bring in the Gizmo again. Shift space bar, bring in the move tool. And now you should have the Gizmo on in object mode and in edit mode. Now, what I want to do now is I don't really want to be in this layout tab because we've got an actual animation timeline down here, and that's not something we're going to need throughout this course at all. We're not actually going to be doing any sort of animation except with the flag. So really, we're not going to need it. So what I'm going to do is, I'm just going to come up and put it on modeling. What they'll do is it'll set out a new viewport view without that timeline there, giving us more space to actually move and look around. Now, from here, what I'm going to do, you can see again, I need my gizmo in. Shift space bar bringing the move tool, that is in edit mode. Press tab to go into object mode, shift space bar, bring in your movetl. There we go. Now we've brought in the Move tool in the actual modeling tab which we want, and now press one. And all I'm going to do now is bring him up and put him on our actual on top of our actual x axis like so. Alright, so now it's done on the ground plane. Let's actually move him out a little bit. And what we're going to do now is start our actual gray box. And the gray box is really, really important because what it does is it lays down the foundation of your environment. So you want to keep it as simple as you possibly can while making sure that you still have a good view of how everything's going to go. In other words, we want to make sure, for instance, that anything that's kind of bent like the bridge, we want to bring that in there. If we have steps, we want to make sure that we've got steps in there because it does give you a better view. You can do this thing with ramps. But for the amount of time it's going to take to actually bring some steps in, it's just not worth it. So you might as well, make sure that things like that you actually bring in. Now, things where it's like the roof tops, and, you know, the slightly boat and stuff like that, you don't need to worry about. Forget about those things. All we're trying to do is lay down the foundation. So what we're going to do is we're going to start bringing in a gray box, and then we're going to bring in some lighting. We're going to bring in a good material. I'm going to show how to make an amazing material so you can see how everything's coming along and from there, then we'll build this out. After that, then, that's when we start the actual main build. It's very important that we start with the gray box. You will see in all games, In all models done by professionals, they always start with the gray box. Even if you have a look on YouTube, you will see that the original overwatch, how they actually started it, was all done with the gray box. None of the textures are in, none of the materials, nothing like that. Not even the characters are actually in there. It's just a couple of guns when they first started, and they were just testing everything out, testing the game playout and just seeing how the environment interacted with the gameplay. That's exactly what we're doing, and that's exactly what we're going to be doing here. So the first thing I want to do is I want to bring in an actual cylinder. So I'm going to press shift day. I'm going to come on over and bring in a cylinder like so. Now, you will notice when this cylinder comes in. The only thing I want to do with this cylinder is just turn down how many vertices it has because there's no point bringing in loads and loads of polygons in our gray box. So what I'm going to do is just come down to bomb left hand side here. And you'll see at the moment it says 32 vertices. Now, the moment you click off there, you will see this disappears. So just make sure. And if I come back to it, it's still not there. So make sure before clicking off it, so we bring in a cylinder again, make sure that you open up this sub menu. And all I'm going to do is put this on 20 so. Then we're going to do is press one, I'm going to bring it up and put it just on top of the ground plane like soap. Alright, now, this cylinder is easy to work with. It's nowhere near the right side. We're going to have to pull it up a little bit. But what I want to do is I want to bring in kind of the tower over the left hand side. So I'm just going to move this over here. And from there, what I'm going to do is I'm going to press the S borne, and I'm going to bring it up like so. I'm going to press one. I'm going to put it on my ground plane, like so. Now, from here, this is where we want to build out our bridge. So if I bring our little guy over, you can see that the moment, it would be stored with the kind of motors looking at the course reference image. So I'm going to pull it up to something round about about here. Now, from here, I can actually start building out my bridge. So what I'm going to do, first of all, is, I'm just going to bring in a temporary gray box bridge just trying to make sure everything's gonna come together. So what I'm going to do is I'm going to bring in a cube, so I'm going to press Shift day bring in a cube. Let's move it over them. Now, let's pull it up then to the ground plane again. So let's press one on the number pad, pull it up to the ground plane, like so. And now, if he stands on that, you're going to get a good idea. Of how much space is going to be on our bridge. And honestly, this amount of space on a bridge is going to be absolutely fine. We don't want it too dinky. In other words, we don't want it too thin or anything like that. The other thing is to remember, as we're building out this ground this gray box is that it's your own gray box. We're not going to be giving exact dimensions. That's not what this is about. You're not really going to learn so much building out a stylized environment if you're just constantly giving the exact dimensions or something. So there's a lot of people who say, Well, why don't we give proper dimensions? Because we want you to build your own environment. So giving you proper dimensions or the right exact dimensions isn't exactly helpful. It's your own eye that needs to do that kind of thing. I want to build it the same way as las here, or I want to build mine a little bit different. And it's your own eye that's going to pick up on seeing if a door is too small or too big. And that's why we're doing it this way. All right. With that said, then let's pull this out a little bit. So what I'm going to do is I'm going to press tab. I'm going to make sure I'm on face select, so I can press three on the number pad, grab my face. And then what I'm going to do is pull it out like so. Now, the next thing I want to do is I want to press tab and bring my guy down to the bottom of the ground plane. So let's press one. We can see him in there now. Let's bring him to the center because this is where this big kind of oval part is going to go where the kind of small boats are actually going to go through and then into the back into the actual tower. So there's going to be two openings here, and then the boats are going to go through and into the tower, as I said. Now, so we can see straightaway that there is a problem here. First of all, The problem is we've not got any real gap. So if he's coming in here in the boat, so let's pull him back. Let's press control head. If he's coming in here in the boat, he's probably going to bang his head. That's okay, but the problem is there's got no real depth to actually hold this bridge up. If we make the hole right up to here, you will see that there's nothing holding it there. There's basically not enough bricks to support the actual hole here. So what I'm going to do is first of all, I'm going to pull this up a little bit. So I'm going to grab this and I'm going to pull it up, like so. Next of all, I'm going to bring in some edge loop. So what I'm going to do is I'm going to press control, and I'm going to bring in, I don't know, something like left click, right click, 11 edge loops. It doesn't really matter where they are because this is only a gray box. Next of all, then, what I'm going to do is I'm going to grab the center up here. So if I press seven to go over the top, we can see the centers roughly here. All shift and click, just to grab them going all the way around, you can see that looks like the center. Now, if you can't tell, Hide this cylinder out the way with H. Go back to it. Let's press one, and now let's see. So we've got one, two, three, four, five, one, two, three, four, five. You can see then that is the center. From there, then what I'm going to do is I'm going to grab just this one on the top. I'm going to come up to my proportional editing. And what that enables me to do, if I press G now, you can see that I can bring them all up at the same time. If I click this off, you can see it just brings up one. So that's what I'm hoping to do. I'm going to click this on. And what I'm going to do is I want a nice smooth ox. So something like the cylinder or the shop might do. So let's try the cylinder first. I'm going to grab the cylinder, press one. And then we're going to pull it up. And what I'm going to do is I'm going to scroll my mouse wheel out, and what they'll enable me to do is actually bring up this actual bridge a little bit more like so. And you can see just how perfectly due that actually is. So now you can walk over the bridge and come to the end, and here is the actual door. And I think that's looking pretty nice. All right, so I know it's a slow start. It's going to be a slow burner because I really want to get through the gray box. I really want to explain it well, how we're going to do this. And I think it's really important that we get it right from the very beginning. All right, everyone. So I hope you enjoyed that, and I hope you're gonna learn a lot over the next few lessons, and I'll see on the next one. Thanks a lot. Bye bye. 7. Using Boolean and Bend Modifiers for Styling: Welcome back to everyone to Blend thefor Modeling and John Chin's workshop, and this is where we left off. Okay, so now we've got our bridge. Let's think about now bringing in this hole here. So what I'm going to do to do that is, first of all, I'm going to press Shift, curse to selected. That makes sure then that when I bring something else in, I can actually bring it in right in the center of the bridge. Next of all, what we're going to do is I'm gonna press Shift A. I'm going to bring in a cylinder. I'm going to spin my cylinder around. So x and 90. So we spun it around the x axis. I'm going to make it a little bit bigger like so. And what I want to make sure, first of all, is that this cylinder is going to be all the way through. In other words, poking all the way through. So I'm going to press S and y and just pull it out slightly like so. Now we need to decide how big this is going to be. Now, the way to do this, first of all, I want to actually hide it out the way and bring MGI a little bit further forward and then press lth to bring it back, and there we go. Now we can actually see what we're doing. Now, this cylinder, so you're going to have it where the actual water is right up to this point here. So do you really want it bending round like that? I think for this fancy themeed type thing, normally, a bridge it would be straight round, and then from here, would drop straight down. In other words, if I press sensed, it would be more like this actual shape here. Now, we don't really want that, so I'm just going to press Control D and just go back. What we want to do is actually it to be round, come round, and all the way then down to here, rounded like so. So I think this is fine. All I think is we need to make this much, much bigger, like so. And then what I'm going to do is I'm going to drop it down just a little bit like so, and I think, actually, something round to there, and then we've still got a little bit of bend in there like so. Alright, so I'm happy with that. And now, what I want to do is I actually want to pull this back a bit because you can see at the moment this is going round, it's flat here, and then it's going round here and it's not really flat here. So let's pull it over across s to get that bit into place. Now, you can see, On this end. Unless I actually pull this out a little bit more, you can see we're going to have a problem in that. It's not actually touching the actual cylinder here. We will deal with that in a bit. The first thing we want to do, though, is get this actual hole in here, making sure it's the right size. So what I'm going to do is I'm going to come to my bridge now. I'm going to press Control A to reset all the transforms, because at the moment, Blender still thinks this is an actual cue. And I need to tell Blender that, Hey, this is not a cube anymore. It's been shaped, and it's this weird kind of bridge shape now. So all I'm going to do is press Control A, all transforms, and now Blender understands that this is a different shape. And then you'll see Whenever you do that, the orientation is always put back to the world origin. We don't want that. So what we want to do is right click Set origin to geometry, like so, and now it's been set in the center of this object. From there, then, let's actually put this hole into place. And the way we're going to do that is using our first modifier, which will be a Boolean. So if I come over to the right hand side, adding a modifier, come over to where it says, generate, and you'll see one that says Boolean. Alright, with that done. Now, all we need to do is come over a little pipette and I'm going to select this actual cylinder. And then you'll see we've already got a hole in there. And as I said, we want it going all the way through. So just make sure yours going all the way through. And then finally, what I'm going to do is there's a number of ways of actually applying this modifier, but the easiest way is just pressing control a hovering over it. Now, you can also click the Danner and click apply. Or, like I said, press control lay over and over it, and then that we put that in place for you. Now, at the moment, if I pull this out now, you will see that we've got a nice, beautiful hole in there, and it's the right size to what we want it. And I think that is a good job because remember, we're going to put some bricks on here as well. Now, let's think about bending our bridge. So that's the next problem we've got. We actually need to bend our bridge. Now, luckily for us, because we came in and we gave ourselves lots and lots of edge loops, this actually shouldn't be too hard to bend because it can only bend if it's got edge loops in there. If it has no edge loops, it can't actually bend, but we've got loads of edge loops in there, so that makes it easy for us. The other thing at the moment is you'll see it's very blocky. Now the thing is about a gray box, you don't want the blockiness in there because you're trying to look at how it's actually going to you know, conform how everything's going to look, how the lighting is going to bounce off certain things. So what you want to make sure is that you right click and shade smooth by angle. Now, those of you using something less than blender four. You'll have to put shade Auto smooth, I think it is, and then come over to where this little arrow is, this little triangle is on the right hand side. And under one of these menus, I think there's one that's called normal. You click it open, and then you're going to put AutoSmoth on. But for all of us, using blender four now, we can just simply come up shade smooth by angle, and then you'll see that all of these kind of disappear. You will still have some down here because this is still quite low poly, but then you've got another sub menu that opens up here. And from there, you can actually turn it up like so to really smooth or really blocky, and there we go. We can do the same thing on here as well, right click Shade Auto Move, and there we go. All right, so we've got everything ready now. Now, all we want to do, it's coming over, adding another modifier, and this time, we're going to go to deform, and we're going to go down to where it says, simple deform. This one here, simple deform. And what this modifier is going to do basically is it's going to deform our mesh in the way that we want it. So we want to come over to bend and we want to come over to the Z axis. And now you can see that it's actually bend it this way. And that's exactly what we want. So we can bend it more or we can bend it less the other way, or wherever we want it. So let's now pull it out into place. Now, I think that's looking a very nice place. I think it needs bending probably a little bit more. So let's bend it a little bit more. Let's pull it more into place. And we can see now how we're actually going to bend this round. So I'm saying that we can bring this part out now and put it into our cylinder. Now, before we do that, we want to make sure that we get a door in here so we can see exactly how far we need to pull this out. So let's do that next. So what I'm going to do is I'm first of all going to bring in a cube, shift a cube. Let's bring that in. And then what I'm going to do is I'm just going to drop the cube down. Over here, I'm going to pull my little guy over here. And what I want to do is now I want to make this kind of the right scale for an actual door, just as a kind of placement. So what I'm going to do is first of all, I'm going to press S and y, bringing the depth, and then we're going to pull it over to my guy. Now, you can see at the moment, my guy, he's got his arms out. He's like a little bit of a body builder, and you can see that he's taking up a lot of the door anyway. So as long as you kind of stick between this and this one, you will have enough room, and it will look right as an actual door. So what I'm going to do is press S and X, like so, and this now is a good size for a door, and don't forget you're also going to have the kind of wooden parts that are going to go around the door as well. All right. So that's a good size. What about the height, though? Well, the height looks a little bit too low for me. You can see he's gonna crack his head on top of it. We don't really want that. So let's pull it up a little bit, like so. Let's make sure he's actually on the ground plane, so like so. And we can see he might want a little bit more. I mean, he's an average sized guy, but normally, you'll have a good foot ahead above you, at least, you know, to actually go in a doorway. So we're gonna pull it up a little bit. So what I'm going to do is going to edit mode, grab the top of here with face elect, like so, and then pull it up a little bit. Without the proportion and on, let's turn that off, pull it up a little bit, and there we go. All right. So now we've got that. Now I'm going to do is I'm going to put this into place. Before I do that, though, always the same Control A, reset all your transforms, right click the origin to geometry. And now let's bring it into place. Let's spin it round. So R Z 90, spin it round into place, and just put it where it's going to be. So I want it right on top of here. I'm going to pull it over here. And then all I'm going to do is, I'm just going to press R z rotate it round on the Z axis, and just put it into place like so. Now, that's looking pretty good. I'm happy with that door. It just needs pulling this way. Now, at the moment, you can see if I pull it this way, it's going to pull in a weird angle. We don't want that. So what we're going to do is put this on normal, and now you can see that I can pull it over nice and easily where I actually want it to go. Alright. From here, then, what we need to decide is, is this big enough. Now, I think that this tower part here is perhaps it's not quite in the right place. So if I go over the top, you can see it needs moving over a little bit, so let's grab our tower. Let's press G and just move it over. Now, you can see it's kind of fit in with this point here and this point here, a little bit better in place. I think it needs to be a tiny bit bigger, so I'm just going to press S and make it a little bit bigger like so. And then we're going to press one and just make sure again that it's on the ground plane. We can worry about dropping it down the ground plane, you know, below here. Once we've actually got our terrain in and things like that, at the moment, we don't need to worry about it. Now, the one thing you'll see is the door has slightly come out. So let's come back to our door. Let's pull it out a little bit, like so, and there we go. Now, that is looking good. Now, now, the next thing we need to do is we need to bring up this tower above the actual door because it's actually going to come up and then come out. So what I mean is, I'm going to bring it up. I'm going to grab the face here, pull it up. Like so. And then what I'm going to do is I'm going to press enter S to extrude it out, and there we go, that is what we're looking for. Now, again, with things like this, it's how far do you want to pull it out? Do you want it to be actually pulled out, or do you want to straight tower up there? I think for me, it looks really nice like this, so I'm going to keep it like this. I'm not sure if this is going to be higher yet or lower. I'm going to check that out, once I finish my gray box. But for now, what I'm going to do is, We're going to pull it up to where we actually want it, like so. Now, on the next lesson, what we're going to do is we're going to actually put in a window. So a window is going to be a bit smaller than an actual door, of course. So we're going to bring in a window. And then what we can do from there is we can see how big this part needs to be as well. But I think for now, if I press tab, it's a pretty good start on the actual gray box. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 8. Advanced Greyboxing: Towers and Staircases: Welcome back, everyone to blend the fall Mdling and geometry, no workshop. Now, I think the other thing that I forgot is I need to show you how to save. So let's go out. Let's come down to Saves, and let's save it out as something. So all I want to do is call yours, whatever you like. This is what I'm going to call mine, and then all we're going to do is click Save As, and then it's saved out. From now on, after every single lesson, just make sure you come up and save it out like so. Now as we move on these lessons, I'm going to be giving you more and more tips as we move forward. I don't want to give you more at the start and just totally front end everything. And like, I'm really burn out your brain trying to work out all of these different things and do it slowly over time. Just in case you think, Oh, this could be done a better way, yes, it probably will be done a better way as we move through the course, but for now, we're trying to keep it as basic as possible. Alright, so now we've got this, let's actually come to this part here. And what I'm going to do is I'm going to duplicate it. So I'm going to press Shift D, enter. I'm not going to move it anywhere, and then I'm going to pick it up like so. I'm going to pull it out then into the place. And now I'm going to do it, and I'm going to make sure this is the size of a window. Now, we can see if I grab my guy and pull him over, so I'm going to press one, press the G button jaws to move him over, we can see that this would be some window, massive window. We don't really want that. So I'm going to grab this part, press sons head, and pull it down, like so, and now it's more the right size for an actual window. So from here, we're going to be using these for the windows and this for the door, and that then is just going to be our gray box. Alright, so now we've got this bit. What we can do now is just give this some kind of top, some kind of actual roof. So what I'm going to do to give this a roof is, I'm just going to come to the top of it. Make sure I've grab this top, I'm going to press enter, pull it out, like so, and then, pull it up like so, and then S pull it in, like so, and that is the basic roof. Now, I know that on this roof, there's going to be you know it's probably going to be bent in and things like that. Not going to worry about that at all. All we want at the moment is our basic gray box, as I said. Okay, so now the next thing is pass this wall, there's another wall with two actual arches in there. So what I want to do now is I want to bring in that part of the wall. So all I'm going to do is bring in a cube, and I'm going to put it set it back here. So I'm going to press Shift S, cursor Shift S, cursor to world origin, like so. Shift, let's bring in our cube. Let's pull our cube up to the ground plane, so I'm just going to pull it up to here, something like this. And then what I'm going to do is I'm going to set it back like so. Now, the furthest it can go back, it cannot go past here. So we want to make sure that it's actually into this cylinder. So we have got a little bit of room to play with, but not too much because once we actually start, you know, pulling it out this way, you will see that it starts popping out the wall round and about here. So there's only a little bit of room to play with, and I would say that's the most room we actually going to play with. From there, then, the other thing to take into account is the intricacy of the building. The more intricate a building is, the better it's going to look basically. If you've got really plain building, which is just a cube, it looks really boring. It doesn't look realistic. So you need to make sure that you're making your building as intricate as possible, but with that comes a lot of complexity. So what I'm going to do now is I'm going to come to my cube. I'm going to go to the top of it. So grab it just the top, and I'm actually going to pull it up into place like so. So I'm going to pull it up kind of halfway up this actual cylinder part here. And then what I'm going to do is I'm going to come around to this front side and I need to pull this out. Now, how far do we pull this out? Generally, when I'm pulling something out, I will make sure that I can fit a window in this part here. So how do we get a window? We're going to grab this window here. I'm going to press Shift D. I'm going to pull this window back like so. And then what I'm going to do is I'm going to reset the transformations but in a different way. Because the transformations have been reset on here, if I press Alt r, you will see that it actually spins it round and puts it nice and straight for me back to the original what it was. In other words, if I press and rotate it like so, if I press Altar, I can actually reset it back to the transform. If I press S, like so, and press alts, I can reset it back to the transform. However, if I press S and then press Control A, reset all the transforms, Blender will take this scale and keep it. So I'll never be able to go back to this size, for instance. It will always go back to the size that we just scared it up at. Now, all I want to do is press and 90 and spin it round. And from there, then, what I can do is I can press control three and come round now to the back of my building. Now, what I'm going to do is I'm going to put this window round about here, lower it down a little bit, and that's where I'm going to have this window. And from there, then I can see this is a nice scale. And from there, then what I need to do is I just need to pull it back into place like so. Alright, now what I want to do is I want to come back then to my wall. Put on a grammar wall, we tab in edit mode, grab the top of it, pull it up just above this window, like so. And then what I'm going to do now is I'm going to press and pull it up again up to here. And then finally, what I'm going to do is I'm going to press S and y and pull it together. And then you can see now we've got an actual roof. Now, from here, then what I can do is I can come now, grab this side and this side of it, and then all I can do is I can pull these out into place where they're going to go. Now, at the moment, I'm going to leave them there because we've got another roof that's actually going to come this way. And again, this is why it's so difficult for this part, getting everything where you actually want it because you've got, you know, this is going to go back into another room and everything like that. It's pretty complex, guys. So don't worry if you don't get it right the first time. Now, from here, what I'm going to do is I'm going to bring in another cylinder, and I'm going to put this for the main tower that's going to be up here. Now, the problem we've got is we need some steps coming down here as well. So we need some steps kind of coming down and actually coming around here. So let's first of all, make our steps, and then we can actually put some kind of n for those steps, and then we can pull everything else into place. We can also do things like decide if this bridge needs coming out more, which I think it actually will do. Let's bring in our steps first, though. So what we need to do is we need to bring steps from here. So from this part here, all the way down to our actual ground plane. So if I put my guy, just on top of that, we need steps coming all the way down, rotating round onto this ground plane here. So the way that we're going to do that is basically going to come bring in a cube. So I'm going to press Shift A, bring in a cube. I'm going to put my cube on the ground plane, like so. And then what I'm going to do is I'm going to make it a little bit bigger, making sure that hits the top of here, so you can see here is where it's going to start, and now how far do we actually want it to come along. I'm thinking that if I bring it over to roundabout here, that should be a good actual size for some steps. Alright, to check that out though, what we can also do is we can now bring in. So if I bring this just over here, we can now bring in our main actual tower and then put our steps against it. So I'm going to come back to this cylinder here. I'm going to grab the bottom of it. I'm going to press Shift D. And then what I'm going to do is I'm going to put this back onto global now because I want to move it along the x axis, I'm going to pull it over. Like so. And then from there, what I'm going to do is I'm going to make this much, much bigger because it is the main tower, so much bigger, like so. Let's pull it back then to where it's going to go. And I'm thinking if I pull this to here, you can see, I'm trying to get it into this building here, but I don't really want it going quite that far. So all I'm going to do is, I'm just going to pull it here for now. And then as we build around, we'll be able to check out the size. Then what I'm going to do is I'm going to press and pull it up, like so. And now what we're starting to do now is actually get the sides of it laid out. Now, I still think that's a little bit big. So what I'm going to do now is come back to my steps now. So I'm going to grab my steps. Now what I'm going to do is I'm going to come into Edit mode, press Control B and bevel this off. In fact, before you do that, I'm just going to press Control A or transforms, right clicks at origin geometry. And now I'm going to press Control B, bevel it off, like so. Now, you'll notice that as another actual pop up menu appears here, if it doesn't, just open it up. And then what we can do is we can come down to it says custom and you'll see that the preset should be on steps. So put it on steps, and there you go. That's what you've got now. And now if you increase these segments, you will end up with something like this. And there we go. There we have our actual steps. Now, they're kind of rudimentary, they're not the right scale or anything like that, but we don't want to worry about that right now. All we want is just some basic steps. I'm just going to see actually, if I can increase the amount of them, and I don't think we actually can. So what I'm going to do is going to leave them like that for now, and I think they'll be due as a good gray box actual idea. Alright, from here, then, You can see we have another problem at the moment. In that, we have no kind of segments in here. This segment down here as well isn't working properly. So what I'll do is I'll just press and pull that down a little bit like so. And then what I'm going to do is I'm just going to grab the whole thing with A, and I need to bring in some subdivisions in here. So what I'm going to do is I'm going to press right click triangulate faces, and then right click and I'm going to go to tries to quads like so. Now we've actually got some segments in here. We should be able to bend this a little bit into how we actually want it. So what I'm going to do now is I'm going to press tab. Control or transforms, right clicks the origin geometry. Adding the modifier, and again, we're going to go to deform. And we want to bring in simple deform. But rather than do that, we might as well, grab our steps, shift select our other bridge. And then what we can do is we can press Control L and come down and we can copy modifiers. And there you go. You can see now we've actually copied the modifier, so it's been exactly the same way. Now, of course, we don't want it to bend that way. We want it actually, not this one. Sorry. We want it to actually bend the other way. So all I'm going to do is just bend it that way, like so. And from there, you can see now we've actually got a really, really good idea, if I rotate this round of how our steps are going to fit into place. Again, it's a gray box. It's only rough. That's all we want. We're just trying to get it in some kind of place like so. Now we can get a good idea if we come to our cylinder of where this cylinder is needs to be and where our door needs to be and kind of build this out from there. All right, everyone, so I hope you enjoyed that. Let's actually say about our work, and I'll see on the next one. Thanks a lot. Bye bye. 9. Refining Object Alignment in Greybox Models: Welcome back, everyone to blend the four modeling in Geometry Node workshop, and this where we left off. Now, at the moment, you can see that these two here, both highlighted in yellow, are actually joined together. We don't really want that because we want to work on these independently. So what I'm going to do is, I'm actually going to press the tab. I'm going to come on over then to this one here. I'm always going to make sure when I'm selecting everything that I'm always in this edge select here because then it's easier to select everything. So if I press L now, I can actually select everything, and then it will select all of these islands. Then what I can do is I can press P, come down and separate by selection. And now you'll see that this one and this one are actually split. Now, if I come to this one, and first of all, going to reset all the transforms, right click the origin to geometry, and then I'm going to go over the top with seven on the number pad, pressing the G born, and bring this into place next to my steps here. Now, from here, this looks to be in the right place. All I need to do now is make sure I'm happy with the actual size. I think it's a little bit too big at the moment, and I also think that it needs bring it in at the top. So first of all, let's make it a little bit smaller and I'll show you a different way to do that. So rather than actually pressing this and bringing it in and then having to reset it back on the ground plane, let's come into edit mode. Come to our face select Alt Shift click. And instead of pressing S, if you press Alt S, what they'll do is it'll bring it in like so, which keeps it the same actual height on here. So we're just bringing in the width of this, and it's much cheesiy as you can see to actually wit with. From there, then, I can actually bring it across like so. Now, the other thing I'm going to do is I'm going to come to the top of here, I'm going to press the S born and just bring it in a little bit, like so, because I know that's where it's gonna want to be. Now, I'm not going to put a top on this or anything like that, because what I want to do is build out this part here as well. So what I'm going to do now is I think I'll come in and I will build my next roof out on here, going down, so how far is it going to be out. And then from there, I can realize where we actually need this to actually be. So all I'm going to do is I'm going to grab this part here. I'm going to press shift, like so. I'm going to press R, Z 90 and spin that round, and then I'm going to bring this then into place. Now, of course, this bit is going to come down to here, but it is going to be poking out much much further. And I also want it to be higher up. So the first thing I'm going to do is I'm going to pull it up a little bit, like so. And then what I'm going to do now is, I'm just going to check out if I'm happy with the height. I think I'm happy with the height. So what I'm going to do now is just pull it across slightly, like so. And then what I'm going to do is now, I'm going to bring in an edge loop because I want this part to come out from roundabout here, so you can see just above my guy's head. So if I come in, tab press Control, left click right click to drop that in place. Press one on the number pad. I want it to come out just above his head. So something like here, so it's not going to bang his head on anything, but it's going to come out to roundabout here. Now, the next thing I want to do as well is, I also want to pull out half of this as well. So I want to make it you know, this bit here to come out. So what I'm going to do is going to press Control. Left click, right click, like so. And now I can do is I should be able to come in and pull this part, this part, this part, this part and this part out a little bit. So what I'm going to do now is press, pull them out to the actual stairs like so. And you can see now already that's looking pretty nice. Albeit, This part here needs to come out a little bit more, as you can see. So this part on here, we're going to have a little bit coming out here. But I think all in all, at the moment, that is looking pretty nice like that. And yeah, I'm happy with how that actually looks. Alright, so from here now, we get a better idea of where this part needs to come. So what I'm going to do is I'm going to come. I'm going to pull this out a little bit. So it needs to come round about there as you can see to fit everything in. It also needs to make sure that the top of here isn't quite so pulled out. And then from there, what I can do is I can also pull this up now. So if I pull this up, we can get a good idea of where our actual kind of, you know, tower needs to be at. Now, as well as that, from there, I can see that these steps, they are going way way to in this part and not enough along here. So, in other words, these steps need to travel kind of round here, like so. Now, at the moment, we don't have our geometry node in there, which is what we're going to use to create those steps. So what I need to do is I need to just pull this back a little bit. So making sure that this part here is still in there, so let's pull it a bit further forward. And then what we can do from there, It's kind of hide this with another little part. So you can see at the moment, I can bring this slightly over as well. So I'm going to bring it slightly over like so, and then I'm going to hide this with another little part in here. So the way I'm going to do that is I'm going to come back to this part. I'm going to grab this part here. And then what I'm going to do is I'm going to press Shift D. To duplicate it, pull it out, like so. And then what I'm going to do is I'm going to pull this probably, I think it's still a little bit high long there, so I'm just going to press S and's and pull it down like so. And then what I'm going to do is I'm going to pull this into my wall now. So I'm going to press to pull it back into my wall again. And let's now think about pulling it out a little bit further, like so. And let's also, I think, actually you know what? I think that's gonna be okay there. It does look a little bit different from what I built before. Well, yeah, I think that's gonna look a little bit nice. So what I'm gonna do is, I'm just gonna pull this down a little bit. And then we're going to press and pull it up, like so, and then I'm going to come to the front of this, so this part here and pull it back into place. And there we go. That's our actual part. And you can see that it's actually looking pretty nice. From there, as well, what I can do is I can have my kind of, you know, it's a kind of platform, which is going to go around there to this part here. Now, what I'm trying to just work out, I feel like this bomb part, we are going to have to bow it a little bit of thing just to get a clear idea of how this is going to look. So let's do that now. So what I'm going to do is I'm going to come to this part. I'm going to grab the bottom of it. I'm going to press the S bon, just to pull it out a little bit. And then I'm going to bring in some edge loops. So control, left click, and we're going to bring in, I think, five, so one, two, three, four, five. Left click, right click. And then all I'm going to do is I'm going to grab the center one. So shift and click. Come on over to proportional editing. Let's put this on shot for now, I think that'll be good enough. And then all we're going to do is press the S bon, pull out. So. And whenever I'm doing this, I'm always looking, is that going to look right? I always pull it right in. I don't think so. So when you're going to try the root, and there you go. That's actually looking better. Now, you can see the top of this is way way too big at the moment. So I'm just going to pull it into there, like so. And then I'm going to go to the top now and grab the top, and let's just pull that bit in as well. Like so. And we will obviously refine this more. We just get in the actual shape nailed down here. All right. So from here, I've got a nice shape, how far do I want this to come out? If I pull this out to let's say round here somewhere, I actually think that's probably going to look a little bit better. In fact, you know what? I'm going to pull it out a little bit more. To there so that this bit is just actually in this structure here, and I think that's actually going to look much, much bare like that. Now, of course, we've got a problem with our bridge and our steps. So let's now bring these out and see where we can get these two. So we can see now that if we pull them out there, we've got a lot more visual on these two arches in there as well, which is going to be really nice. So yeah, I think that's going to look much bare like this. All I've got to do now though is bend this a little bit more. So I'm just going to come to this. I've still got my modifier arm. And what I'm going to do is I'm going to bend it a little bit more. Now, you can also see Then I need to rotate it a little bit. So let's rotate it. Let's put it back into our wall, go back into the wall, like so. And I'm thinking, this is looking better than it was. Now, I'm also going to pull this out. So I'm going to pull this out, put it in place, rotate it around. So all dead into place like so. And that looks much, much better. Now, the one problem we've guys, as you can see, is that this part here isn't going into the wall. So what we're going to do is we're going to come to this part. I always find it easier actually if you turn it off. So if you turn it off like so, and then what you can do is you can come in, you can press the button, pull it out. And then if I go back now and right click Shade Smooth, I can come back now and turn it on and you'll see now it bends into place. So really, really easy to do that. And there we go thinking that, in, much, much better. And again, We're going to be refining this a little bit more. Now, the other thing is now that because we've moved this all this way, this bottom part here, the steps really wanted to come up to this part. Near enough, it's a little bit too far, the gap on here. So what I'm going to do now is, I'm going to grab just this part, so I'm going to press L, and I'm just going to press P selection, like so control A all transforms, click set origin to geometry, and then I'm just going to pull it out this way while I work on this part. Now, these steps, unfortunately, the problem is that they need to wind around. At the moment, we've not brought the ohms node in, so we're not really seeing that. So all I'm just going to do is I'm just going to put them into place and going to bring that in, I can wind them around there. The main thing is, though, I want to make sure that this is out far enough. And at the moment, I think it's a little bit lacking, and it needs to come out a little bit more. So I just need to be careful that I don't bring it out too much so that you know, we've completely ruined the effect of this. So let's come in now and grab all of these, and let's pull them out a little bit without portion editing on like so, and I think that is looking much better. And now what I'll do is I'll grab this part and I'll pull it back into place like so. And I think now that is perfect. So that is what I'm actually looking for. I'm thinking I'll pull it down a little bit, maybe there. Then I'll put my guy on the floor. There we go, let's have a look at that. Yes, and I think that's a really, really nice gray box now. Alright, so what we'll do then on the next lesson is, we'll get these two archers in there because we need to actually create kind of a part inside of here. So we'll get the archers in there, and then we'll actually get this part here taken out as well. And then from there, we can actually start building the back. Luckily, the back is much easier than the front. The front is quite a complex piece, actually. Alright, so let's save out our work, and I'll see you on the next one, everyone. Thanks a lot. Bye bye. 10. Enhancing Details in Greybox Wizard Buildings: Welcome back everyone to Blender for Modeling and Jump workshop, and this is where we left off. Alright, a thing I'll do now is I'll come around to this side over here. And what I'm going to do is I'm going to pull this little bit out a little bit, so we're just going to come to this bit. Now, if you want to see through there, you can actually click on this. And then what you'll be able to do is see through there and grab all of these parts like so, and that makes it a lot easier to actually work with. Alright, if I turn this off now and pull these out, I'm going to pull them out this way. Now, the one problem we've got is, as you can see, is that the whole thing is kind of come in this way. I don't actually want that. I want it to actually all come together. So what I'm going to do is, I'm just going to grab the tops of here. I'm going to grab then the center of here. And now if I pull this out, it should pull it out more evenly like so. Again, this is a gray box, so we're going to come in and fit this once we've actually done it, but we just want it to look relatively okay without bending it too much. Alright, so that's looking good. Now, the next thing I want to do is I want to bring this back. It's a little bit too far forward. So I'm just going to grab all of these. And then I'm going to do is I'm going to pull it back to just in front of this. So just in front of this one here, like so. And then what I'm going to do now is I want to bring this part out. So I want it over hanging a little bit. What I'm going to do is, I'm gonna come in. I'm gonna grab these two here. And then we're just gonna pull them out, like so, and then that's going to be over hanging like so. And I think that's gonna look pretty nice. All right. So the next thing we can see we've got a problem with, is that the bottom of he isn't going down to the ground plane. So let's sort that out first. Again, I'm going to put on this x ray, and then I'm going to grab this one, not that one, this one and this one. Turn it off, press one. Let's pull it down then to the ground plane. And I think we need to see through there again. Yes, there we go. Pull it down to the ground plane, like so, and there we go. All right. So that's that bit done. Now, before we actually harry on on this bit. What we need to do is, first of all, bring out this part. So we need to decide how far this part is going to go because inside here is going to be an actual room, like I said. So what I want to do is, I really want to pull this part out. So what I'm going to do is I'm going to cm to this part here. And I'm going to grab this part. And we can see at the moment how far that is in. So you can see it's all this way in. We don't really want that. We want it to kind of come out a little bit further. So what that means is, it's probably easier to grab this part. So grab this part, press shifty, to duplicate it, OZ 90 to spin it round. And then what I want to do is I want to put it into place like so. Now, I do want it to come against this wall, but I also want it to come right at the end of this wall here. So what I'm going to do is I'm going to go in, and I'm going to press S and X and pull it out like so. And now you can see, it's flush against this wall, and it's relatively flush against this wall. And finally, then, all I want to do is pull this down. So I want to pull this down, making it a lower roof than the other one. The other thing, of course, is we can see at the moment is this needs pulling all the way back. So we don't want this stuck out here. We want to pull it all the way back, like so. And there we go, if I double tap the A now, you can see, we've got a little bit of flashing, that's going to happen, but you can see now that's looking pretty nice. Now, you can also see Mbolians down here, and it shouldn't be down here, so let's pull it over this side. Now, the other thing is, how far do we want this to come out? Well, around the back of here, we've actually got another part that's going to be an actual doorway here, and then we've got a kind of roof coming down here and a chimney coming up here. Lots and lots of intricacies. So we need to now decide how far this is coming out. Now, the way to do that, I'm going to grab my door. I'm going to press shift. I'm going to bring it out. I'm going to press T and R just to reset the rotation. And then I'm going to press R Z 90 to spin it around. I'm going to press three on the number pad, and now I'm going to put my door into place. So this is the big walkway, really, this part here, so I'm just going to pull it into place like so. Into there, and now I'm looking how much room I've got on each side. I think even I'm going to pull it out a little bit more, which means now I've got a good idea. This distance here needs to be the same on this side roughly. So what I'm going to do now is I'm going to grab this one and this one, hold them out a little bit, press three on the number pad, and then just make sure the distance is roughly the same. Again, when we're building things like this, we don't need it to be perfectly accurate or anything like that, we want it to be more haphazard. It's not building a luxury condo or something. It's building a stylized wizards tower. So we do need to take that into account. Alright, from here, then, let's think now about the top, what's going to go over here. So what I'm going to do is I'm going to now bring in another cube. So I'm going to press Shift A, bring in a cube, and I'm going to place my cube just over my door, like so. Now, with the door and this placement here, it is actually better if we put this right in the center of the door. So if I come to my door, press Shift S, cursor selected, come to my cube, Shift S, selections cursor, then that'll drop it right in the center. And from there, then I can actually bring this out now. So how Far Do want this out. So this is going to be a beautiful kind of entrance way here. What I'm going to do then is press S and y, pull this out a little bit, right to the sides like so, and I'm also thinking how far out do want this. I think actually, this should be fine like this. Maybe a little bit more. So what we'll do is we'll just grab the front, pull it out on the x axis a little bit more. And then what I'll do is now, I will create the top of the roof. So I'm looking how high this is up there, if I'm happy with that. So let's pull it up roundabout to here. And then what we'll do is we'll press, pull it up. Something like here, and then S and y and pull it in. Like so. Now, this is how I want mine to be. Obviously, if you want yours to be a little bit different, then it'd be better. You know, do it however you want. Just make sure it all fits together, and that's what we're doing this gray box for. So I'm going to pull that back to there. And I think, yes, I'm happy with how that looks. Having a good look round. Making sure I'm happy with everything. And yes, I think I am happy with that. Now, we will have some stairs, you know, leading up here and all crazy things going around. But I think, yeah, this is looking good. I think the one thing I need to do is just pull that up a little bit. Like, so. All right. So now, let's bring in another cylinder. So what I'm going to do is I'm going to press Shift S, urster selected. Shift A. Let's bring in another cylinder. So another cylinder, and let's pull that over this side, so I'm going to press S, pull it over, where I actually want my chimney to be. So I'm going to say I want my chimney to be round about here. I'm going to pull it down, and then I'm going to grab the top, and I'm just going to pull that up where I actually want it to be, which I think will be something like this. Alright. That's looking so far so good. While I've got these here, I might as well put the supports in because it is going to give me a good reference for that. So what I'm going to do is press Shift A, bring in a cube. Press the S born, then all I'm going to do is slot these into. So if I press control seven into the corner here. So I'm going to bring it to here. I'm going to bring it down into there. Then all I'm going to do is grab the bottom in edit mode, press in one or three down to the ground plane, and then we press L Shift D, and then just bring it over here, like so. All right. So far so good. I think that looks really cool. And now, we've got our main building actually built, which means we can now start work on this part here because we can see that these two buildings now, we could probably join them together, and then it will make us able to create this kind of part in here along with the actual, you know, build room that's going to go in here as well, because I've got enough room in there now, as you can see, before. It was just this tiny space, but now we can see them go all the way back to here. All right, so let's join these two together. So this one and this one, Pest Control D, and there we go. So we're really, really mulching along now. It's really starting to come together. It is a difficult build. I think before we end this, before we end this, let's actually have a look at the front of this. So I'm always looking at the silhouette of the building when I get to this stage. So I'm looking at how it's all coming together. You can see it's a beautiful silhouette at the moment. However, it is missing this part on here. So I'm going to come to this part, grab this top part, enter S, pull it out. So and then, pull it up. While I'm looking at this view, as you can see, and then S, pull it in. Like so. And from here then, you can also get an idea of how far you want to pull it up. And now you can see that is a very nice silhouette. And if you look from any angle now, it's looking pretty nice already without even finishing this. The one thing, if we're looking around the back of it, I would say that this needs to be a little bit higher. So you can see from here, this needs to be kind of here somewhere. So let's actually do that. So what we'll do is we'll grab the top of here. We'll jaws, pull it up. Yes, and that's looking much, much better now. Like so. Alright, this is looking pretty nice. So what we'll do then on the next lesson is, I think we can finally get onto these archers here. And from there then, we can actually start working on the back of it and pretty much then, Once we've done that, we're then going to move on to the terrain. Because once you've got the gray box in there, the terrain can be built out. It's much easier. Once you've got the terrain in to actually visualize everything as well. So we're going to finish this gray box. We're going to add in some materials. We're going to check the lighting, and then we're going to come to the terrain. All right, everyone, so I hope you enjoyed that. I'm going to save out my file, and I'll see you on the next one. Thanks a lot. Bye bye. 11. Designing Functional Entrances and Exits: Welcome back with one to Blender fall Modeling and mitre nodes workshop, and this where we left the art. Alright, so now it's time then to put these little arches in here. So if I press one on the number pad, we can see that these need to certainly be a little bit smaller. So I'm going to make them this kind of size, basically just big enough to allow boating. I'm also then going to put them into place. So let's put this one into place like so. And we're going to want two of these in here as well. And the other thing is, we only really want to create the arch here because you're not going to actually be able to go into there, so it doesn't need to have a lot of depth. So what do we actually mean by that I mean that I might as well on this block here, delete the floor. So let's delete the floor first. So if I delete this floor, this floor. So this one and this one. Let's press delete and faces. And we can see we've already got a problem as well with this floor here as well. We've also got a problem with this wall here. We don't really need it. So what I'm going to do is first of all, I'm going to come in, and I'm going to delete this main wall out of here, delete and faces. And there we go. So then we've got a nice big room to actually work with, in this part here. And I think apart from this part, so this part here, we'll also have to delete this as well. Now, remember, when we come to actually build our properly. We're not going to have all of this mishmash of parts in here, overlapping parts and things like that. We're going to make it much, much neater. But at the moment, we're just going to work around this. So what I'm going to do is I'm going to come in, delete this floor. So delete faces, delete this floor out the way. And then I can see that I also need to probably delete this wall here as well. So I'm going to come in. I'm just looking where it is, if it's not, you know, showing anywhere and delete this one as well. So we should have now a nice space. In there to actually work with. You can see I do have one that's this one here as well, but I don't actually want to delete that because I delete that it's going to delete all of this up here. So I want to do is just delete this part here. So to do that, I'm just going to bring in an edge loop, so control. Left click, bring it over just in front of this wall here, and then finally I can come in, grab this part. I can see that there's not going to be anything showing and delete that part there. So delete faces, and there we go. So now, if I go over the top, I know it's hard to see. But what you can see is now that we've got a big empty space here, which is what we can actually work with. Alright, so that's looking good. Now what I want to do is I've got the right size for this. Where's the actual height. So how high they'll want it. Now, I want to be able to see these archways from here. So from this viewpoint here. So I'm going to want one roundabout in there, and I want to make sure I can get a second one in as well. So I'm going to actually bring it in a little bit. So I'm going to press S and X, bring it in a little bit, like. So then if I press Shift D, you will be able to see that I can actually put one at the side of it, and that's exactly what I want. They're a little bit bigger these than the ones that had in my original because I think, actually, I should have gone a little bit bigger. So that's why I'm doing that. Now, before 0.1 at the side, I want to make sure that, for instance, I want to delete it out the way because I've not got it set up the way that I want it yet. So first of all, I'm going to press delete on that. Then I'm going to come to this one. And what I'm going to do is pull it out. And with the arches on here, I actually don't want them to come around like the bridge. I don't want them to be like that. What I want them to do is actually come down from the straight part. So where this goes around to the straight part, I then want to drop them down. So what I'm going to do is going to grab this part, this part, press delete, faces. And then what I'm going to do is I'm going to come in. To the part that drops down. So you can see from here going all the way around to here. For press one now, you can see now these are straight, so nice and straight from there to there, press delete and faces. From here, then, what I want to do is I want to come in. I want to grab this one and this one, press one, and I want to press E and Z and pull them down past where this is going to be, so you can see it slightly past because this is going to be a boleum. Now, from there, I can press the F born to make a face on here. So F. And then what I can do is I can press Shift and click, press the F born, come around the back then, and then Shift click, press the F born, and there we go. Alright, let's reset them all the transforms. So Control A, A transforms, right click, set origin, geometry. And now let's see if I pull this into place, what it's actually going to look like. So I'm going to pull it all the way back all the way back to here, and this is what it should actually turn out like, so you can see have gone arch. Now the thing to remember about these arches Is that? How high do you actually want them? Because you're going to have some bricks going around there as well. So just take that into account. You're gonna have some bricks going down the side, so you don't want it to be too close to this wall. So let's have a look. If I bring another one in, so shift D, let's pull it over. So, is that going to fit in nicely? I think actually that is going to be pretty nice, so I'm going to go with this. If you want to make them a little bit thinner, grab them both. Just make sure that you're on instead of medium point that you're on individual origins. And then what you can do is you can press S and X and pull them in a little bit like so. And I think actually that's looking a little bit better. From there, then let's join them together with Control J. And then what I'm going to do now is I'm going to come to this wall that I've actually prepared, and then I'm going to press Control A, A transforms, set origin to geometry, add modifier, and then we're going to go to generate an a Boolean, like so. The Boolean, of course, is going to be these that we've just created. And I always tend to if it goes like that, just put this on fast, and then normally it actually fixes that problem. Normally, this happens because this isn't a full block. In other words, this is just a phase, and so it sometimes doesn't work it out properly. So what I'm going to do now is I'm just going to come over, press Control A, and delete those out of the way, and then come back to Maboan now, and you can see here's Mbolian. So here you can see when I select them all, it's going to select them going all the way around. And this is one of the problems that we have B Boolean. So now let's fix that. So what I'm going to do is going to press Shift click Shift click. And you going to come to all of these parts that want to delete, like so, and you will have some other problems where you'll have to come in and delete some more parts, like so. So Old shift click, Old Shift click, press delete and faces. And now you can see that hopefully, we should have got rid of everything, and all we'll have now left is these two bullions and if you delete those, you will end up with something like this. Now, you can see that we've still got this part here, which we didn't take into account. So what I'm going to do is press tab. I'm going to come to this part, press delete faces. There we go. All right. So that is looking pretty nice. Now, you can see, as well. It's getting a little bit harder to see in there. And but the thing is, because it's a great box, we really don't need to worry about the inside of here at the moment. But what we do want to do is create how far back it's actually going to come. And we also probably better off creating a floor that's going to come out here. So what I'm going to do is I'm going to actually use a cube to actually do that. So I'm going to press Shift D because you can see, Mcurse you know what? We'll actually just bring in a cube and see where it comes. Shift D. Let's bring in a cube, and we'll bring it in. We'll go over the top with Control seven. And I'm just looking. Can I actually see, No, that's not going to help? I can't see anything from that view. So what I'm going to do is, I'm just going to put it round about here. Like so I'm going to press sensed, pull it down. Oh, so it's into there. And then I'm going to pull it back a little bit. And this, you'll find is the easiest way to do this. And then what I'm going to do is pull it down all the way down, so it's touching in there. And then what I'm going to do is pull it back. Like so. And then I'm going to grab this edge on here, pull this out. Like so, because the actual river will be or moat will be just above here. And then what I'm going to do is I'm going to pull this now. Into here, and we're going to pull this back to where I want it. So I'm thinking something, something like that, I think should be fine. And now you can see what we've actually done there is enabled ourselves, if I come in, let me come out, enabled ourselves to actually have control over where we're actually going to put this room. So now you can see if I go in there. It is a little bit hard to see. You can see now I've grow all like this. Now, for me, what I want to do is I want to create my room. So what I'm going to do is I'm going to come in. Press Shift H. That then will hide everything else out of the way. And then we're going to press tab, press control law, left click, right click, and then I'm going to press Control B to bring in the bevel and I'm going to pull it out all the way to give us some thickness on our room. From there, then, what I want to do is scroll the mouse wheel back, like so, and then we've just got those edges on the outside, like so. And then what I'm going to do is another edge loop control law. Going this way this time, pull it all the way to the back. So. And finally, then what I can do is I can grab each of these now. Like so and then press and pull them up. And there you go. That is a room. And now you can press l tag in object mode. Like so. And there you go, now you can see you've actually got our room. Now, we're not going to put a roof on there or anything like that, but we're able now to get a good idea of how the room in there is going to actually look like because we are going to have you know some steps in there. And the door over here. But that looks very nice. I'm happy with that. Now what we can do is we can move around to the other side. First of all, before we finish, let's just bring a door because I just want to put a door in here. So I'm going to pair a shift D on my door. I'm going to turn it around. So Alt and R like so. And then all I'm going to do is put it into place here. So I'm going to make sure first of all, it's on that ground plane. And I'm then going to spin it round, so Rs spin it around into place, like so. And then finally, I'm going to just pull it back. So I'm going to make sure I'm not normal. Let's pull it back into place. Like so. And this now is really, really starting to come along. All right. You can also see that the steps are way way too big at the moment I mean he's got to jump down them like some giant. And again, we'll be fixing that once we've actually got this gray box finished. Okay, so on the next lesson, we're going to start working around here. I just want to make sure that my door. I think my door has to come a little bit over here, actually. Yeah, I think it needs to come, which means we need to rotate it. Because, while I'm also going to do is have some more, you know, another kind of steps going up here. And then what we're going to do is going to have a ramp going from here, and then going up to another load of steps up here. So to really, you know, bring out that intricacy. So this is the next hard part now, but we're nearly not far off done with our gray box. All right, everyone. So again, I'm going to save on my work, and I'll see you on the next one. Thanks a lot. Bye bye. 12. Expanding the Wizard Tower with New Extensions: Welcome back if you want to blend the fall modeling and geometry node workshop. Alright. So with this now, you can see, pretty much we've laid down the main foundation of it. It's looking really, really intricate, but we want to push it a little bit further. So always in your own gray boxes, try and push it a little bit further, try and make it as interesting as you possibly can. And I think the way to do that is we'll also add on some steps leading up to here. And then we'll also add on some steps leading down to here. This will be really good as well, from a viewpoint. You can see the top of the spiral over here, and then they'll be a kind of step crawling around here. And then finally, there'll be another step. Coming up here somewhere, which I think will make it really, really interesting. And finally, then we can actually have a fence going around here, some steps going down here and just really, really finish off the piece and make it look really enticing. Alright, so let's do that first. So, the first thing then I'm going to do is I'll put a part on here, and from there we can work with the door on this part. So let's bring in a cube. So all I'm going to do is I'm going to press Shift A, bring in a cube. Let's bring it around them. And the other thing is, well, people might ask, well, you know, the gray box took so long to actually create. But this is, like, one of the most important parts. You should really take your time doing this, so don't worry if it's taking you know, a little longer than you thought it would. Alright, so from here, then what I'll do is I'll pull this. I'll start with it all the way down there. I can move it around if I actually need to because I'm going to put another block on here as well. So let's actually bring this up now. So all I'm going to do is, I'm gonna press tab. I'm gonna go into face, let's grab this top face and let's pull it up into place like so. And what I want to do is here. I want it to actually be into the roof. So rounda here into the roof, So what I'm going to do is, first of all, though, I'm going to pull it out a little bit, so I'm going to pull it out a little bit, like so. And then what I'm going to do is I'm going to put this part below the roof. So this part below and then press and pull it up to the top of this roof. And finally, let's press S and X, and it should be on normal. I should have stated that it should be on S and X, and then you should be able to pull it in because it's based on its normals. Alright, so, something like that looks good. We might need to. Pull the whole of this out. So I'm just going to grab the whole thing. I'm going to press S&X and jaws widen it a little bit, like so, and I think then that will be enough room because basically, if somebody's walking into a door, we've got to remember there's going to be a door here. So once I put my door on, you've got to have enough room for them to walk into the door and then go somewhere. We can't have it where it's really thin down here. They walk into the door, and then they just stood against a wall or something. So we have to think about that as we're actually building it. Now, let's grab this actual door here. I'm going to duplicate it with shift, and I'm then going to pull it out. And all I'm going to do then, is I'm going to press tar and rotate it round, and then I'm going to press R and Z and rotate it around to the same axis as this. Now, we can use snapping and things like that. We're not going to do that because it is just a gray box. So let's just get it in place first. And then from there, we can see if it's actually going to fit in. So if I pull my door here, you can see there it's fitting in very nicely there. Albeit, it's going to be a little bit tight down each side, but I'm absolutely fine with that. I think maybe, maybe we might want to pull it out a little bit more. So all I'm going to do is grab this one and this one, pull it out a tad more, and then grab this one and just pull it over, like so. All right. So now what we're going to do then is work on this bottom section here. So there's going to be some steps that are going to come down to here down to this other part on here. And finally, then there's going to be another part around here. So let's do that part now. So what I'm going to do again, I'm going to grab a cube, so a cube. I'm going to put it right over here this time, so bring it right over here. I do want it face in against the x axis. That's absolutely fine. And then what I want to do is bring it up from here. So I'm going to bring it up probably. I want it to be the top of the roof here. Maybe just just below, like so. And then what I'm going to do is I'm going to pull it out, so S and y this time. Let's pull it out. Like so, and there we go. It's going to be something like this. And then finally, I want to come to the top now and bring that in. So if I press S net, I can bring that in, and there is going to be my roof going against here. From there, then, let's bring it down to here. W it. I think coming down past here will be a little bit low. What I'm going to do is, I'm just going to grab the top of it. I'm gonna press, pull it down, like so, and then I'm going to bring my door now. So I'm going to bring this door again, so shift D. And you see what I mean with the doors. They're so handy giving you kind of a reference, and that's why I actually use them. So, tar, let's bring our door. OSD 90. Let's spin it round. And then what we're going to do is we're going to put it in place now. Alright. Also, we're moving pretty fast as well. But we have got key commands down here. And for those of you who are, you know, struggling, just rewind and go back. There's nothing wrong with that. It's always going to happen in the beginning. Don't expect to learn everything straight off the bat. We can't go super super slow because it will make the course, you know, exponentially long, so we can slow things down. That's no problem. We can always do that. Alright, so I'm going to put this round about here, which means now I need to lift this one up. So I'm going to pull this up to round about here, and then we're going to come in and actually lift this one up like so into there. So, this should be in there. This should be hidden in here. And now we can see we can have some steps going all the way round to here. As you can see, we've got some steps coming all the way round to here, and now is another part on here. It it's not the final part because we've got our tower over here, but it will actually finish off kind of this piece. Alright, so let's come in now and bring in one more cube, so cube bring in a cube, and let's bring it over here. And then what we need to do now is we need to work out where it's going to actually go. So I would say that it's probably going to be good to go at the top of this roof. So right at the top where this roof is, that is where we should be putting it, I think, so I'm just going to pull it out, pull it out, and then I'm going to pick it up now. From round about there. Yeah, something like that. And then what you can do is you know, the part that's going to come round here so the platform can come all the way then round to kind of the top of this roof. And why I do that is because the wooden parts then can all kind of slot together. So we'll go more into detail about that as we actually carry on. But it's always thinking about, Okay, what we actually going to do this. Alright, so I've got this here now. Again, I'm going to bring in my door. So if I grab my door, shift and then going to bring it over 90, and it's going to be in the side here. So we're going to want one door in the side and one door in here. Now, the important thing to remember is here that when we put this door in place, not only does it need to fit in this space here, but it also needs to have enough room to actually do something inside of here. So, in other words, if a guy walks in here, he should be able to open the door to walk in there and walk in another door to come out and up here. So we need to think of that and take that into account. I think on my original I made this a little bit too thin, to be honest with you. Alright, so I'm gonna pull my door up a little bit. Like so. Put it in place. Let's grab my door again, put it in place. And then what I'm going to do from there, I'm going to press shift D. I'm going to bring in another door and just put it the other side. And now here we can see that these probably going to be a little bit too thin. So grab my cube, press S, and y, pull it out a little bit, pull my door this way. Like, so pull my door this way. Like so. And yeah, that's looking absolutely fine. Now what we'll do is we'll bring up the top of this, so I'm grabbing the cube, pull it up. Like so, making sure there's some nice clearance there, pressing. And then what I'm going to do is press S and X, and pull it in, like so. Alright. So now that's on. We're pretty much done with this side, and we're pretty much done with the backside. We just need to now put on this little tower that's going to go on here. So to do that, what I'm going to do is I'm going to come into this part. I'm going to grab this part here. I'm going to press Shift S, cursor selector to move my cursor there to make it easy for me. And then we're going to press Shift D, I'm going to bring in a cylinder. Now, at the moment, my cylinder comes in at 32 because I restarted blender. I'm going to put this down to 20 again and just put it where I actually want it. So I'm thinking something roundabout there. And I know I keep saying something roundabout there, but again, I really want you to create your own building, so don't worry about it if it doesn't turn out, you know, the same as mine. Let's press S then and pull this out. And then what I'm going to do is pull it all the way up. So I want it to be higher than this tower, but not as high as this tower, since this is the main one, and then that will give us a really nice shot and silhouette of our actual building. So now, if I grab the top of here, like so, pull it up to something like here. And then what I'll do is I'll press and pull it out. I always tend to when I'm doing roofs, I don't just press and pull it straight up. I press first, and then S pull it out like so, and then pull it up, and then S, pull it in. And that I tend gives me a better idea of what my tower is going to look like. Alright, let's right click then and Shade Smooth, and there we go. This is what we've got. Now, we don't need to really do anything else on here. We just want to have a quick checkground just to make sure that we're actually happy with how this is. And I'm thinking that all of this, we can see this beautiful archway now. We can get a good idea of our you know, our actual bridge. And you know what? I think actually this is looking better than the one I originally made. Yes, I do. So now, what we'll do is on the next lesson, we'll actually start bringing in our sky texture because it's no point having a gray box. If you've got our sky texture in then, you can't see any of the lighting. And I'll also show you how to bring in a material, which is going to kind of show you how everything is going to be, you know, the ambient occlusion on there, because that then makes a real big difference. So you can actually see shadows and now it's actually going to look. Alright. Before we do that, though, let's save it out. And I'll see here. On the next one, everyone. Thanks a lot. Cheers. M. 13. Basic Techniques for Render Preview in Blender: Welcome back, everyone to Blender fall modeling and Guat node workshop, and this is where left off. Now, at the moment, you can see that we are in our viewport, and we're also in object mode. So we really want to be in render view. So we've got material view here, which is this one. Now, obviously, we've got no materials on here, so it is just going to be white, and I don't actually like the way that the it actually looks. So what I tend to do, first of all, is go to my render view. And at the moment, you will see that we've got absolutely no lighting here, and we're also on EV. Now, I tend to work in Blender cycles because the field like I get a much better view of what it's going to look like towards the end of the actual build. So that's what I tend to do. Also, I tend to use sky texture because I feel like I have a lot of control over that sky texture, and it saves me a lot of work looking at HDRI. That is not to say that sky texture is better than HDRIs. I'm going to go into sky texture in a minute. But it's up to you how you really want to light it, but we will be using sky texture because that is in built within blender as well, which has that added bonus. The problem with the sky texture is it doesn't work so well as I said in EV and it's mainly working in cycles. All right, so let's go over to our world. You'll see here on a world at the moment. This is what we've got. So we've got our world here. If I come over then and change this to red, you'll see that the whole world goes red. Now, this is just the basic cell. Of course, we want to change this. So the way we're going to do it is go over to shading panel. We're going to load that up. We're going to put it back onto the EV render. And then what I'm going to do is I'm going to click this button here, which is going to give me a new world. Then what I'm going to do is just put in sky, environment, like so. And then all I'm going to do now is zoom out a little bit, and you can see that I've got nothing here. And the reason I've got nothing there is because I'm still in object. This is basically for your shaders, the actual materials that go onto your actual building and things like that. So let's come over and put this first of all on Wild, and there we go. This is what we've got. So this is our sky environment at the moment. And if I come in and delete this background, like so, you will see everything goes black. Now, let's come in and press Shift D. And what I'm going to do is I'm going to search for sky. Texture, bring that in, plug it in, and straightaway, you will see now we actually have something that we might be able to work with or start to work with. But you can see it actually lights it up really, really nicely. Now, we've not finished yet because once we actually put some of these options on and you can play around with these, by the way, once you've put them in. So first of all, let's look at the sun size. Now, this su size, you're probably not going to find it hard to see, but when I actually turn around, I'm looking for my son at the moment. I think my son is actually around here. So if I make this really, really small, let's have a look. I'm going to point to zero, actually, and then I'll show you what it does once we've actually set these up because you might be able to see it a little bit there. So let's turn first of all, this sun intensity down to not 0.1. And you should see that doesn't have a big impact on our scene at all. And this is because what I was saying before, it's actually in v. So let's actually go over now and let's turn this to blender cycles, like so. And now you'll see if I come to my son and put this way up, you can see now it has a huge effect on our actual scene. Now, I'm going to put this on 0.16. So I recommend you do the same. And then what I'm going to do is I'm going to turn my sun size up now. Let's see if I can actually see my son now. Generally, it's round in the sky there is my son. Okay, so now we can see that we can turn the sun down or we can turn it up. And this is really handy if you want an actual sunset or something like that. So it also has that in built within the sky texture. Alright, so let's now go round. And what I'm going to do is, first of all, I'm going to turn my sun elevation up to around 68, something like that. And you can see now we've actually got some shadows because the sun is higher in the sky. Next of all, we've got the sun rotation, and you can see ours, we turn this round. We start to get some really nice shadows again, obviously, because the sun is changing direction in the air. Now, the next thing we've got is altitude, and this is basically how the sun looks. But we're about the actual model is. So if you want your model on top of Mount Everest or something like that, two, then you need to put this altitude up. And what'll happen is, it will change the actual atmosphere. So if I put it this to let's say $20,000, you will see now, this is what it would look like up the top of the mountain. Because it's 20,000 meters up is what it's registering. Now, I'm going to set this to zero. I want it at sea level, basically. So let's put it back down there. Now we're going to mess around with the air, the dust, and the ozone. And these just have different effects on how the actual scene is going to look. So, for instance, it could be a very deserty scene or something. You can turn the dust right up and you can see what kind of effects you're going to get. You're not going to get dust within the air or anything like that, obviously, because that would, you know, require a particle system or something, but you certainly can start to get that kind of atmosphere and from there you can actually work with it. So, I have a number of settings that I actually use for my particles, sorry, for my actual sky textures, and I'm going to set my air to not 0.5. I'm going to set my dust to 1.769, and then I'm going to set my ozone to 6.923, like so. And there we go. That, I feel for me is a really, really nice mixture of all of these things. I think I get some lighting. Always at the end, though guys, I always, you know, mess around with these. It's not like I just set these in stone or anything like that. But to begin with, I always set them up. So we are going to go more in depth on cycles and EV a little bit later on in the course. But for now, what we want to do is we want to make sure that if we can, we're using our GPU, not our CPU. In other words, we're using our graphics card because it is much, much faster, especially if we're looking at, you know, our scene in real time. So let's come over, first of all, and go to edit. We're going to go to preferences, and we're going to do a couple of things on here because we've reached the stage now where we're moving past the great box, and we really need some information, and we really need our render engine actually set up. So what I'm going to do is I'm going to come to system, first of all, and you can see, I've got all of these options on here. This Optics x is the one that I actually won. Now, the thing is, I want to turn on my graphics card here, so you can see this is my graphics card, and this is my CPU, which is my processor. So what I want to do is I want to turn it onto Kuta or Optics X. Any of these will be great if you have any of these. If unfortunately a non, you can't really do anything about that, but just turn this onto optics X or Quta. Optics x should be the new cycles render engine, which means that it should be much, much faster to actually render things out. Now, once you've done that, you will have the ability now if I close this down, so let's close it down. By the way, I'll just go back and say, I used to think that ticking both of these on was the best way because I thought if it wasn't using ographics card, it would start using your CPU. It turns out at the moment from some information that it's actually better picking just geographics card. So just pick tick that one on and leave the other one off. Let's close that down. And now we can do is we can see this is the sample rate, how quickly it's actually loading these before it gets done, if I turn this round, you can see how quick that is. And then if we come down here now and put this on GPU, Now you can see how fast that is. So look at the difference in speed, and this is because it's using our graphics card instead, so much, much faster, and that is exactly what we want. Alright, so what we'll do now is we'll actually look at one more thing before we finish. So let's go to edit preferences. And the other thing I want to show you is if we come to interface, Come down, you've got one that says status bar. Now, the moment down on the bottom right hand side you can see, it's blender 4.1 0.0 beta, and this is because at the moment, I've got my blender version on. I recommend turning all of these on. All of these things are really important. Scene statistics when I turn that on, as you can see, shows me the number of vertices in the scene, the number of triangles, and the number of objects, the scene duration, as you can see, shows me the number of frames that are there. We've got system memory. And one of the most important ones is the video memory. So this is V RAM. Now, VR is when you're getting problems with rendering, and it'll say out of memory or or out of memory. This is generally down to how much V you're using. So generally, you'll have to turn things down if you haven't got a lot of V RM. But you can see at the moment, my V RM is being used here, 5.2 out of 8 gigabytes. So it says I've got 8 gigabytes. Now, the V RM is something that's normally on the graphics card. So there's not a lot you can do to actually bring that up apart from buy a new graphics card. So, so let's close that down. And then what we'll do on the next lesson is we'll start going through the ambient occlusion and how we can actually get a good idea of what this is going to look like, even more than what we've got here. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 14. Implementing Ambient Occlusion for Depth: Welcome back everyone to Blender for Modeling and Geometry node workshop, and this is where we left off. Alright, so let's actually go in and look at the material we can use on here to really bring this thing to life and actually check how good the gray box is going to be. Now, there are a couple of ways of doing this within cycles, and with EV. I am going to show you both. And again, later on in the course, we are going to go a lot more in depth into the render engines of Blender. So first of all, let's come to the EV one because this is the easiest one. At the moment, you can see the sky doesn't look very good. It's not the same as in cycles, for instance. But what we can do with EV is, we can put on ambient occlusion. And then what we can do is we can open this up and change this around like so. So now you can get a little bit of ambient occlusion as you can see. You can also drop this down, or turn it up. We can turn it up even more like so and bring in lots and lots of shadows, like so, and you can see it does make a little bit of difference. As I said, with the HDRI though, In here, it is going to make more difference, but I prefer to use the cycles render engine. We can also got some other options within EV, which is screen space reflections for water and metallic and also bloom, which is going to actually light things. So if you've got some lights in the scene, it's automatically going to add bloom to them. So it's very good for real time rendering, But now, let's move over two cycles. You notice as soon as I click cycles on, we are going to lose a lot of those shadows. We don't have any options here to put in ambient occlusion or bloom or anything like that, but luckily, we are able to wing it in a certain way. So what I'm going to do is I'm going to go to object. I'm going to click on this first tower. And then what I'm going to do is I'm going to come over to my materials panel, which is here. I'm going to click new. I'm going to call this ambience Mcclusion Now, from here, what we can do is we can actually bring in something called an ambient occlusion. So if we go in, shift A, type in ambient occlusion, so ambient with an M, like so, ambient occlusion is here and drop that in. Next of all, what we're going to do is we're going to bring in a color ramp. Color ramp like so. Now, what this enables us to do now is adding ambient occlusion to our actual model here. So if I come in, drop this in the fac, drop the color then into the base, and there you go. Now, what we can do is we can turn this up, and as you can see now, we're getting all of this shadow underneath here. Now, I recommend don't turn it up too much. Instead, you can bring in so you can see here, I can move this white up and down. And what that's doing is it's basically distributing the shine from here and just pulling it up towards those, you know, inner parts where there should be some kind of depth there. But what I want to do is I always recommend pressing control and clicking and bringing in one more and turning this then a little bit more gray than what it is. So if you bring this down a little bit, you'll see now we've got a lot more control over how this is going to look. And now you can see this is looking much, much better with these kind of shadows in here. Now, what you can do is finally, you can grab everything except the guy. Let's just hide the guy out the way. We don't want to give him any ambient occlusion. We can grab everything like this, grab this part last. So make sure we shift select it last, and then we can see that we've got our ammentocclusion in here. And then all you're going to do is you're just going to press Control L and you're going to copy or link materials like so. Double tap the A. And now we've got a load of amment occlusion in there, and you can see jaws down nice, this actually looks. And more importantly, you've got a real idea of what this is going to look like from the actual gray box. You can see all of this darkness down here. Alright, so let's now go back to modeling. And then what we can do is we can press S tab, And the other thing you can do as well, is if you come up here to this board here, you can see that I can turn this off and then I've gone even better like you've got no what's it called wire frame on here, no axis or anything, and now you can have a real good view of what everything's going to look like. The other thing I recommend you do is as well, if you come over here to the right hand side, where your cycles render is, make sure that you put de noise in on in the viewport, and you will see that it actually softens everything out. So when I'm finished with something like this, what I tend to do is then I'll tend to come over, turn off this, and now I'm looking round from all of the angles, what it's going to look like, getting a real good view of how everything's going to go. Now, I can see that we've got a lot of darkness in this part here, and that might not actually work out too well. So what I'm saying is with this part, especially here, might come in, turn this on again, and let's move it closer in and see what that's going to look like. And this is why, of course, we are creating our actual gray box to make sure that we're getting everything right. And now we can see, for instance, that this is looking a little bit better. You can see that we've come a little bit too close to here, So I'm just going to look again. I'm going to actually put this back again and let's have a look where it was. But it was all the way over there. Just got to be careful of this part here. Now, the one thing I would say is that this part here is not too bad? It's just this part here, which tells me, probably going to be better off making this a little bit bigger. So what I'm going to do is press shift and click, Altern just pull it out, Altern, pull it out a little bit. L so have a look now. That's looking much, much better now. We've not got as much in there. I'm also thinking though, is it going to be better pull it out a little bit as well. And yes, it is. And yes, I'm thinking that's looking bare now. And when I'm looking from here now, it just looks a little bit bare and what it did. Now, of course, we're going to have some wood in there as well, so that's fine. I'm also looking at this part over here and where it's going to go through my roof. And I think that this part just needs to go up a little bit higher, so I'm going to press Shift click. And I'm going to pull it up. Now, you can see there, we're pulling up at an angle. We don't want that. So let's press control plus. And what we'll do is we'll also put this onto global. And then what we'll do is we'll pull it up slightly. So when we've got a piece of roof wood coming here, it's not going to intersect with this too much. You know, you're not going to have a piece of roof tile stuck out here. Now, that's looking good. And what I tend to do now is I go all the way around looking at my angles. So you can see here if we take an angle from here, this is looking very nice. You can see the composition is really, really nice. And I think this part here is pretty much done. I'm very happy with how that looks. I can imagine how I'm going to support all of these. Okay, so that's looking good. Now, let's come round the back and do the same thing here. So imagine that there's going to be some kind of steps going down here. There's going to be some steps coming up here and going all the way around. And yeah, I think this is looking really, really good. So hopefully, you've got something like this with a fair amount of intricacy. I'm looking at this bit in here as well. And I think if you've got anything close to this, it's going to turn out really, really nicely. Alright. So what we're going to do now on the next lesson, we're going to first of all, save this out, so I'm going to go to save this out. Now I'm going to just bring up the resource pack once more. And you will notice at the moment, the resource pack, if we come over to our collections, we have some collections, but a lot of it isn't in the place it should be. Now, I really want to show you how to actually put all of this in order. And I think it's good. If first of all, I show you a video on the next lesson, which is going to explain all of the asset manager. And then from there, we will actually put these in their own asset manager. I think that will be the best way to do it because then you'll really get a good grasp of how to do this. From there, then, what we'll be able to do within, you know, our own Tower scene. We'll actually be able to pull all of these things in whenever we want them, including all of the materials, all of the grit nodes, and all of the water plants and things like that. All right, everyone. So I hope you're gonna enjoy that, and I'll see you on the next one. Thanks a lot. Bye bye. 15. Introduction to Blender's Asset Manager: Welcome back, everyone to Blender four, Modeling and Job, you knowed workshop. And now what I'm going to do is I'm going to play a quick tutorial all about the Blender Asset Manager. I early said new Blender Asset Manager. But it's been around since Blender three, so it's not exactly new at this point, but it's still an amazing amazing thing that you should really learn because it's really, really going to speed up your workflow. So I'm going to play that now, everyone, and I'll see you on the next one. Thanks. Bye bye. Welcome everyone to the Blender Asset Manager Guide. And based on what we're going to do in this one is just go through the asset manager, show you how it works. It does seem fairly complex on when you first start this, but actually it's quite simple once you get your head around it. So here you can see, I've got a standard scene here, and I've actually brought in some actual assets, and they're named. This is important, actually, that just make sure you name the assets before you actually put them into the asset manager. Now, you will notice when you first come into Blender, whether that be Blender three or blender four. At the top here, it doesn't actually say asset manager. So that's the first thing we want to do. So to do that, all we need to do is come to the little plus born. We're going to come across to where it says general, and then we're going to go down to where it says asset manager. And once you click that on, you'll actually be taken into the asset manager, and this is the easiest way to actually work with this. And the thing is now you'll see at the moment we have our asset manager down here with all of the files on the left hand side, and in this, this we'll be populating all of our assets. Let's actually just pick this up a little bit, then. And then what we're going to do is you can see at the moment we have current file and we have essentials. And under essentials is basically all of the assets that Blender has decided to put into the asset manager as default. What we want to do is we want it to be on current file. So now I'm going to do is I'm going to come to my first asset, which is going to be my tree. And now what we're going to do is we're going to add this into our current file asset manager. With this selected it it come over to the right hand side, you can see here it says tree. If a right click, you'll see here, it says one that says marks asset. The moment we actually mark this asset, you will see now that actually appears in this space down here. You will also see that if we put this onto material mode, and now if I come in and actually drag this out, you will see that it actually comes out with materials actually attached, which is really, really handy. So now let's delete this out of the way. And what I'm going to show you is now, if we focus on our actual car, let's press shift in space bar just to move it over here. And then what I'm going to do is I'm going to come over, right click and I'm going to mark this asset, and you'll see now our car appears there. Now, if I come up and right click and put clear asset, and then spin this round, R -90, like so, right click Markers asset, you'll see it appears exactly the same way. So to actually change the rotation in the asset manager itself, what you need to do is you need to now reset all of the transforms. So what I'm going to do is, I'm just going to clear the asset, and then we're going to put control all transforms, right click set origin to geometry, and then right click and I'm going to come down, markers asset. And now you'll see it's actually rotated that round for you. You'll also see as well. Now if I pull this out, it comes in with all the materials. We can actually do some other things as well. We can actually also save out materials. So what I'm going to do, first of all, though, is I'm going to come down and click the little plus button. And what I'm going to do is I'm going to call this assets, like so. I'm going to call the next one materials. Like so. Now I'm going to do is, I'm just going to save out my work, and then I'm going to go to unassigned. And you'll see at the moment we have these two assets that we put in there. We can simply shift select them both or shift select them all, if you've got a lot and drop them then into our actual assets, and now they're going to appear in our assets. Now, let's move on. And if we click on this bench, what we'll do is we'll come over to our material. And we can see we've got two materials in here. So let's click this one, markers asset, the same thing. And then what we'll also do is come to this one and we'll right click and markers asset. Now, you will see when you've marked them as asset that we've got this little book here, the same as we've got up here. And now you'll see we haven't got any assets in there at the moment. So these two materials didn't go in there, and that is because they will be in unassigned. Now, let's grab both of these materials. Now, drop them into our materials, and there we go. We've got materials, and we've got assets. Now, the best thing about asset manager. What you can also do is you can also use this for things like geometry nodes. The only thing that you can't use it for at the moment is animations. But pretty much everything else, you can use it with the asset manager. Now, the next thing we want to look at is actually doing that then with an actual geometry node. So I'm going to do is press Control V, and here is a geometry node that I've actually created. You can see here that if I pull this up over on the right hand side, you can see it's actually a geometry node. And at the moment, if I press tab, you'll see it has actually no mesh or any kind of topology because it's obviously a geometry node. Now, what I want to do is I want to come up, right click Markers asset, and now you'll see that I've got something that says unassigned. So let's make one more now and what we'll call this is geometry or Geo node. Like so, and then I'm going to come to it on a sign and put it into my geometry node there. So you will see now if I bring this in, it actually comes in as a geometry node, which is really, really handy if you've got loads of geometry notes and you want to bring them and drop them in your scene. Now, let's first of all, come up to file and save because this is all great in that, but actually, how do we use this in other files. So the way that we can do that is we can come up to a new blend file. So let's open up a new blend file. So here is our new blend file. And what I want to do, first of all, I want to come up and add in my asset manager. So plus asset manager. And at the moment, you'll see there's nothing in there. And what I want to do now is, I want to go up to edit, I want to come to preferences. And within preferences, you will have one that says file path. And this is basically going to tell Blender where it needs to go to look for asset manager. So let's actually come in, and what we'll do is we'll click the plus. And then all I'm going to do now is find where I've actually saved out that previous file and I saved it in something called Blender Asset Manager, which is here. So this is the one that I'm going to add it to. You'll see here that it doesn't show any blend files or anything like that, and then all you need to do is add asset library like so, and then we can actually close that down. Now what I can do is I can come down and you'll see that I've got one that says Blend asset manager. And here are all of those actual files that I actually put in there, as well as where it says assets, geo nodes, and materials. So now I can simply come in, drag and drop my actual truck in there. I can actually turn on the materials. And now you can see once again, it actually comes in with all the material. Now, the best thing is, if I actually bring in a cube now and just drop that there, shift space bar just to move it. And then what I can also do is I can come to where my materials are drag and drop straight on to my actual cube. Let the actual shader compile and load up, and there we go. Now we can actually drag and drop materials as well. Let's come to our geometry node then, and I'll show you that that also works. So now we can see we've got a geometry node that we can actually use, which is really, really handy. And now you can see just how useful the actual asset manager really is. Now, the other thing, if we go up to edit and go to preferences, you will see that we are able as well to add many, many asset libraries. Just make sure that you save your blend file. So if I bring this over here just to show you, make sure you make a file, and then within there, you're going to actually save your asset manager. Because the most important thing actually is when you're actually saving it in here, you will see that what else comes in is an actual text file. This text file gives blender all of the data that it needs to actually set up these groups. So very important, If you're moving your asset manager to a different file. Make sure you move this text file as well. All right, everyone. So let's close that down. And lastly, before I finish, what I will show you is, if you come to Com file where we don't have anything, you can also select all of the things in your scene. Right click, go down and mark as asset. And then you'll see that they all get poured into the asset manager. All right, everyone, so hope you enjoyed that, and I'll see you in the next one. Thanks a lot. Cheers. 16. Organizing Projects with Collections and Layers: Welcome back, everyone to Blend the four Modeling and Join workshop, and this is where we left off after the asset manager. Now I'm going to play as one more short tutorial, and this tutorial is going to teach you all about collections and things like that, because we're really going to need that to actually deal with this actual resource pack. Once we've done all of that work, then on the next lesson, we're going to dive into this resource pack, get it all s out ready for actually bringing in to our Wizards Tower scene. All right, everyone. So I'll play that now, and I'll see you on the next one. Thanks. Bye bye. Welcome everyone to our collections guide. And you'll notice over the right hand side in blender. You will have something that's called theme collections over here. And this is basically how the old blender used to actually handle laying. So with different layers, you would have different scenes or different objects in place. It's changed a little bit now. And in the new blender, 2.8 onwards, we're now dealing with scenes and collections. So the first thing you'll notice is over here that we've got one that says collection. Let's call this collection plane. And then what we'll do is we'll actually put our plane into that collection. Now, at the moment, you can see within this collection, our plane is actually here, and we don't actually want the other three. We want them basically into a different collection. So what I'm going to do is I'm going to right click. I'm going to go and click New collection. And then what I can do is I can call this cube. Like so. And then what I can do is I can left click and drag and drop my cube into the new collection. And then what you can actually do is you can actually close these up and you can see how neat that is. Now, what we're going to do is I'm going to show you the other way of doing this now. So if we come to our actual sphere, what I'm going to do is I'm going to press the button. I'm going to then click New collection, and I'm going to click sphere. Like so press enter or hit the K boron, and there we go. Now we've actually got a new collection with our sphere in there. The other thing is you can also come, you can press the n button, and then what you can do from there is you can actually click on one of these, so let's say we wanted this cylinder in the cube, and it will automatically put the cylinder in the cube. Now, if you don't want that, you can press the n button again, new collection, and let's put cylinder. So, and then click Okay. And then we go. Now we've actually got a really nice collection sorted out really fast. Now, what about the objects in there, then? Well, what you can do as well, is, let's say we want to change the name of this cube. We can come on over to it. And instead of actually going in here and renaming it, what we can actually do then is press F two, and there you go, the object name comes up. And if we change this to cube 33, press center, You will see now if we go to the right hand side, this cube is called 33. Now, it's important in large scenes to actually put things into collections because that way you can actually increase the performance of blender, or you can hide certain things out of the way. Because what you can also do is you can grab multiple objects, press the button again, drop them in a new scene. So I press M, new collection, and let's call this one objects. Like so, and there we go. We have our new one with all of the objects actually in there. Now, you can see as well that because nothing is left in there, we've not got this little arrow there, so all of these are now empty, but it's quickly and easily able to just press M and put them in their own collections once more. The other reason why this is actually important is because many of the displacements or particle systems and lots of other things within Blender or even omg nodes, you can actually use collections to do certain things to a certain bunch of collections. Okay, so the next thing we're going to look at is over on the right hand side, we're also able then to hide any of the collection. So if we click the little on here, that will mean that this collection has been hidden away from the viewport view. Now, it's important to distinguish between viewport and Cam review. So the came review basically means that if I click this off, when I actually come to render this scene, everything within this collection will be hidden out of the way. It won't cast any shadows or anything like that, it will all be hidden out of the way. Now, the other one we've got is this little tick born. If I select this, you will see that it just turns both of them off, so it won't be visible in the viewport nor in the render. Now, the other thing to look at is if we click this little down arrow, we also have a few interesting ones here. So we have one that says indirect only. We have one that says hold out. But the ones we're most interested in is actually this one here. So if I click this little arrow here, You can see now we get a new option. And if I come and click it on here, you will see now that if I come across, these will still be rendered in the viewport, still rendered in the render, but I'm not able to actually click on them, which makes this really handy if you're trying to grab a load of actual assets or objects that you won't actually be actually selecting this collection on top of that. Now, the other thing is if I turn this on, I can also do a search here for let's say cube, so if I typing cube. So I'm able now to quickly and easily find it within my actual scene. The other thing is over on the right hand side as well. The double tap, the able and to deselect everything also actually works. So let's turn this off now. So now, let's have a quick look at this in actual action in a real scene. So you can see here, we have a scene here with many, many, many parts, which aren't named, and we need to basically put these into their own collection. Because you can imagine a scene like this with thousands of parts all in the same collection is obviously having an impact on the blender performance. So what I'm going to do is I'm just going to hide the floor, hide this part of the floor, hide maybe this car. And then what I'm going to do is I'm going to go over the top. And all I want to do now is just make sure that I'm not going to select anything else apart from this actual building here. And then all I'm going to do is, I'm just going to press B and just try and select everything on that actual building like so. Just make sure I've not got my camera selected or anything like that. And then what I'm going to do is I'm going to press the born new collection, and let's call it butchers Shop. And then press Enter and click. Okay. And now what I'm able to do is I'm able to now come all the way to the top of here, so I go all the way to the top and then let's start closing up these collections like so. So we've got square building there. We've got bookshop and butchers, and now we've got the butcher shop, which is the one that we've just made. And now you can see, just how quickly, I can actually clean all that up. So I've come along and I double tap the A. So I've not got anything selected. I bring back my floor, like so, I double tap the A again. And then what I'm going to do is just close the hide the butcher shop out of the way. And you can see this is the parts that I've actually missed. And then all I can do is I can select these three parts or four parts like so, press M, and let's drop them into our butcher shop. And then they'll be hidden out the way, leaving the other parts that are left, which I actually missed. So butcher shop again, and there we go. So now we're able to hide the butcher's shop, or we're able to bring it back into the scene. So from there, going a little bit more advanced now, what we're also able to do is hide all of our collections in one go. We just need our mouse in the view port, and then all you need to press is number one, and what they'll do is hide all of these collections. From there, what you can actually do is you can press number two, and what that'll do is actually bring in the gray box or the second collection on there. Number three then brings in the third actual collection, and so on and so on and so on. As you can see, upturn maximum, I think of even nine or zero. So you can see very, very easy once you've put them in collections, to rename them, to actually increase the performance within blender, to hide them in the actual viewport or hide them in the render. And then also once you've done that to select them. I'd have to be a very, very big scene to have more than ten collections. Within the collections as well, you can also add in a collection, so I put new new here. And you'll see if I open that now. We've actually got a new butcher shop one. So within the collections, you can also have collections within themselves, and you can build a really, really large hierarchy from there. All, everyone. So I hope you enjoyed that. I hope you found it useful. Thanks everyone. Cheers. 17. Preparing Your Asset Manager with a Resource Pack: Welcome back everyone to BlenderFo Modeling and Jo Mcino workshop. And now that you've watched those two videos, you should have a really, really good idea of out set up your collections and out set up your asset manager. Now, I'm going to go through this with you, setting up this resource pack because I think it's important of not just watching but actually doing at the same time. And also, I'm going to talk about how you can add things into this resource pack. And make it even better. Basically, this can be your resource pack, which you use in all of your future projects and things like that. Or you can even split it up into geometry nodes, into materials, into foliage and trees and things like that. That's what we do here at three D Tudor as well. We actually split them up. So we have many, many blend files with all of these kind of resources in there, and from there, we're able to drag and drop them into any of our scene. And that's what we want to be able to do here. So what I'm going to do, first of all, is I'm going to come to my actual let's do these first the geometry nodes. So if I come to these, first of all, I'm just going to hide just these texts. So I just want you to hide these texts at the moment. So hide them out of the way. And then what we're going to do is going to come to this one first. Now, the first thing I'm going to do is I'm going to grab all of these, and I'm going to put them into their own collection. So just grab all of your geometry nodes, including the sphere, and let's press M, and let's press new collection, and let's put it into geometry. Nodes. And I'm also going to come along and just select all of this, press Control C, and then just click Okay. And I'm going to show you why I'm going to do that in a minute. Alright. So now we should have if we come over to the right hand side to our collections, we should have one that says geometry nodes, and there they all are. Now, we can see one of these actually has these little kind of books in there. That means, for some reason, this one's already a geometry node. We don't really want that. So let's right click and clear the asset. And then what we're going to do now is rename them. So we'll come to this one first. We'll press F two on the number pad, and we'll call this rocks. And then space, not ox, rocks. Space. Control V, press the enter born and there we go, you can see now it's renamed. Let's come to this one then, and we're going to press F two chain. Control V. There we go. Let's come to this one. This one's already named. This one needs naming stairs. So F two stairs. Main Control V, and there we go, and then we'll come to the plank. And I know this might seem tedious, but trust me, in the end, it's going to make a lot of sense and it's going to make your workflow much much faster. So let's just keep going down them. So cobbles. Like so. Let's come then to this one, which will be meadow. So I'll call it meadow. Paint, because that one is the painted on one and which we'll go into a little bit further, and this one should be curve meadow. So I'm just going to rename this. I'm going to call it meadow curve. And then I know which one's which. And this one we're able to draw on. Finally, then, this one, which is the roof tile. I'm going to press F two, roof tile. Like so. All right. The only one we don't need is this sphere. So what I'm going to do is I'm going to put this into its own actual collection. I'm just going to call it not needed. It's just there so that we know where to draw on something. So, in other words, if I come in and just move this out of the way. So if I press G, you'll see now those curves are still on there. So that's all it's there for. Alright, so now we've got all of these. We can actually close this up. And then what we can also do is we can come to our ummage nodes and hide them out the way like so. Now, you will see in here as well, if I press tech and bring back all of the text, we should now be able to just come in, hide the other way, hide that other the way, and then we're just left with these texts here like so. Alright. The next thing we're going to do is just hide the floor out the way, and then we're going to come to my trees. So I'm going to grab this tree. I'm going to shift, select all of these trees, and then I'm going to press, new collection, and let's call it trees. Like so. Then what we're going to do is going to close that up. You can see as well on these trees. Again, we've got the same problem where they're already been putting the asset manager. Just select them all, right click clear asset, and there we go. Now we can close all of those up and hide them out the way. Ext of all, then, we've got foliage. Let's press M, new collection, and we'll call it foliage. Like, so, click Okay, and there we go. There's our foliage. Now, before we go any further, we'll hide these out the way. And then what we want to do is now we want to save this out the way. So if I go to file, save our. Now, you can see here at the moment, I put this, so you've got your original resource pack here. I recommend saving this out somewhere else. So what I'm going to do is, I'm just going to delete this one. This is what I called it. I'm going to select a new one, and I'm going to call it course resource. Pax. And that's just so I know which one it is. You can call it wherever you want, and then I'm going to go in, and I'm just going to call it resource pack course. Like so. All right. Like that. And the reason I'm doing that is because when I come to save this out with the actual asset manager, you will get a little TXT file which we're going to go into, which I think I've showed you in the video anyway, but that's important. So let's first of all come in though and carry on. So I'm going to grab my little human reference. I'm going to press M. I'm going to call it human reference. Like so. Enter and there we go. And then we close that up, hide him out of the way. Now, let's come to water plants. I'm going to grab them all. Water plants. Press the er button, so, hide them out the way. Like so. Now we're coming to these things, which need to be in the collection they are. So you can see here we've got all of these collections. And the only thing I want in these is to have these meadow packs and all this stuff in there. I don't want anything else, and I don't want to actually change the name of these collections. And the reason is these collections are named for a reason. And if we come back, so if I press Altag to bring back everything, and then let's go back to our meadow. So where is our geometries and we'll just unhide all of these. You can see that if I come to this, for instance, go down, you can see that this is based on collections. But we don't really want to change that because we still want it to be based on collections. So I'm going to leave that as it is for now. Now, let's go back to it, then, so we should have now, water plants is the one we did last. These ones we don't want to mess around with, as I said, and finally, we've got now material. So if I come, two man materials. Before I put them in their own kind of collection. What I want to do is, I just want to make sure that all the materials are named. So if I come to this one, you can see it's ground material. You're just going to go through them and make sure they're all named. This is what you should do when you're putting anything into your asset manager because you really don't want it, where you're going to be bringing in things like this, where it's got two materials on there. This one is obviously fabric. It's also got in dark on there, so just minus that off, and you want to make sure that everything is named correctly. This one, again, has black metal on there. Let's minus it off. It should be brass. And from there, then you can just grab them all now. You can press the n button, and you can put them into a new collection called materials. So. Enter twice, and there we go. Now, what I'm we just going to check now before carrying on, is just to make sure none of these have been already put into an asset manager. So you can see all of these don't have those little books at the side of them, and that's what I'm just making sure of as I go down these now, none of them are going to be like that. I'm not going to check those. These should be absolutely fine. And then what we're going to do on the next lesson is. I'm going to press AaltH bring back everything. Let's bring all these things back on, like so. And what we're going to do on the next lesson is then we're going to set up our asset manager and bring all of these parts into the asset manager. First of all, let's save it out. And I'll see you on the next one, everyone, and by the end of this, you'll know perfectly well how to sell your own resource packs. All right, everyone. So hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 18. Importing and Utilizing External Assets: Welcome back to everyone to blend the phone Modeling and geometry note workshop. Now, if you watch the asset manager guy, which I hope you did, then you'll know exactly what I'm going to be doing next, but this will be kind of a follow along just to help you understand it even better. So, the first thing is, you should have the asset manager here. If you haven't, it's on the little plus. You go to General, and you can see one that says asset manager. And from there, we just move it over. So right click reorder to front. Let's now hop on over to our asset manager, and let's first of all put this to current file. So in the current file, there shouldn't be anything here at the moment, and that's exactly what we want. All right, first of all, then what we're going to do is we're going to pull these up, so I'm going to pull this down, pull them up, J, so I can actually see what I'm doing. And then if you remember, I talked about how the text file is really important when you actually come to save this out, and it will be showing you why that is. So first of all, though, let's go to geometry notes. What I'm going to do is I'm going to grab all of these geometry notes, so we've actually got them in a nice collection now all nice and ordered neatly, and then'm going to right click and I'm going to mark them as asset. And then what I'm going to do now is I'm going to come down over here where assigned is, and you'll see now that we've got all of these marked as actual assets. So first of all though, I'm just going to remove all those. So let's clear assets. And now all I've got here is stylized stone and tree box, which I'm also going to remove. So actually, you know what? Let's actually clean this up first. So we've got a composite. I'm looking why these are. So what I'm going to do is I'm going to take these out. So clear assets, like so, and they're also going to come to these. I'm going to clear the assets like so. Alright, so there we go. Now we've got all of these parts. You know what? Let's clear everything. Let's just clear everything and start again. So clear assets like so. Now, what I'm going to do is I'm going to first of all, come to these parts, right click Markers asset. And here we are. Now we've got all of the Jumptondes. Now, from here, when we actually go back to our Wizards tower, we will be able to bring all of these in now basically whenever we want them. That is exactly what we want. But before doing that, let's put them in some sort of order. So all I'm going to do is put this as geometry nodes. Like so. And then what I'm going to do is go to assigned, grab all of these. So all of these with shift select and just drop them into geometry nodes, like so. And now when I click on this, you'll see they're in there. Now all we do is save out the files so save like so. Now, because we actually named this and we gave it a new kind of branch, and we also saved it out. What happens is now, if I bring this over, you will see in there, we actually have a blender text file. And this base is going to store all of this information about these actual groups I'm actually saying up here. So it's really important that we don't delete this out of the way. Alright, so let's move on now. So what I'm gonna do, I'm going to come. I'm gonna hide that out of the way. And then what I'm going to do now is I'll come to trees. Let's do our trees next. So I'm going to grab all of my trees, right click, and we're going to mark as as set. In fact, you know what? We'll first of all name this tree. So we'll call it main. Tree. And then I will know that that is the tree that I want to use within the course, and I'm going to select all of these right click and markers asset. Nothing happens in here because they've all gone to assigned. So now we want to do is you want to come over here where the little plus bone is, click the little plus bone and let's call it trees. Like so, come to assign, grab them all. And then we're just going to drop them into our trees, and there we go. Now we can actually hide these out the way as well, and let's move on down. So now we've got foliage. So let's do exactly the same thing, right click markers assets. Let's create a new one, we'll call it foliage. Okay. Like so. And then we'll also while we're here, create another one, and we'll call it human reference. Like so. And then water plants, plus water plants. Like so. And then finally, we've got materials, which probably is one of the most important ones. Materials. Like, so. Alright, let's go up and save out our work. So we're just going to save that out. And now in on the sign, we've got our foliage. So let's grab all of our foliage. Drop it into our top one, which is the foliage, and let's work our way down now. Human reference, right click, Markers asset. Let's drop them into human reference. And let's go now to the next one, which is water plans. Grab the more. Right click, Markers assets. Drop them all in then to our water plants, which is down here. And then finally, let's put that up, and we've got a last one, which is materials. And then all I'm going to do is right click markers assets, and there we go. Now, the one thing is about these materials, it's actually putting them in, as you can see, as spheres. And the reason is for that is because we don't want to do it actually that way. There's a little bit more to this when you're doing materials. So what I'm going to do is I'm going to right click, clear assets. And instead of that, what we're going to do is we're going to come to each one. Hold this up a little bit. Let's close that up, coming over then to your materials, materials, which is here. And now what you want to do is just right click Markers asset. And you'll see here now that you've actually got it as the actual sphere still, but it's actually called the right thing. Now, when I bring this in now, it's not actually going to bring in a sphere, it will actually just bring in something where I can drop onto a cube, for instance. So if I press shift day bring in a cube, let's move it over. Let's put it onto material. Another moment, this cube has no material on, as you can see, but now I can drag and drop that on. Now, if you only have it on a sphere, so in other words, if I come in and right click this as a markers asset. So markers asset. Here is my sphere with my terrain on it. If I drag and drop this, it will just bring in the sphere. That's not what we want. So that's why we're doing it the way that we're doing it. So what I'm going to do is right click clear the asset. I'm going to delete both of these out the way. I'm not going to need them. And then what I'm going to do is just work my way across. So I'll pull that up again. I'll come to this one, right, click Marker's asset and just work my way across. And unfortunately, this is the quickest way of actually doing it, I think. Maybe someone can say if there is a quicker way, but this is the way that I've been doing it. Like so. Like so. Like so and two more so. At least we haven't got a lot of materials, so markers as set, and there we go. Now, let these just actually load up. There's just one to load up there. And then what I can do is I can grab all of these and drop them in two man materials, like so. Finally, then all I'm going to do is save this out, so file, save this out. And now what we can do is we've got everything done now that we needed to. We're not going to mess around with the meadow packs or anything like that. We don't need those. Once we bring in our meadow, John Cindi will bring all of these in anyway, so that's absolutely fine. So now I'm going to do is, I'm just going to close this down now. So I'm going to close that down. And then what I'm going to do is now come back to my actual gray box, as you can see, and we'll just give this a quick test. So first of all, let's put it on material. We haven't got asset manager up here as you can see, and we really, really need that. So what I'm going to do is click the Plus button, general asset manager. And then what I'm going to do is right click and reorder to the front. And now I'm going to do as you can see at the moment, this is the user library. If I click on here, there isn't anything current file. There isn't the resource pack on here. So what you need to do now is you have to go over to edit preferences, go down to file paths, close the user library. We don't want that on there. Click the Plus button, Okay. And then what you're going to do is you're going to find that resource pack now. So we can see we've got a resource pack, where is it course resource pack here it is. And then what I want to do is add that as an asset library. So if I add this now, like so, and then close this down, you will see now if I go over. I've got one that says course resource pack. And within here, if I open this up, you can now see that we've got foliage, John Cos, human reference. And the best thing is now that I can now just drag him out straight into actual project I'm working on, or I can come to, let's say, materials, where's materials, here it is, and let's drop this on here, for instance, and there you go, as simple as that. So that is the way that we use asset manager. That is what we're going to be doing from now on. And on the next lesson, I'm thinking that we're probably going to start building some of these out. And I think we should start with something a little difficult, which will be this bridge, and then we can actually start with the actual steps. The one thing I'm going to look for, first of all, before doing anything is just make sure I've got my human In here, there he is because I will need him, of course, to actually create these steps, because at the moment, they're way way too chunky. All right, everyone, so I'm going to save out my work. I hope you enjoyed that. I hope you learned a lot, and I'll see you on the next one. Thanks a lot. Bye bye. 19. Bridge Modeling: Techniques and Tools: Welcome back everyone to Blender for modeling and Jo C's workshop, and this is where we left off. Alright, so first of all, what I'm actually going to do is bring in a ground plane. So I'm going to press Shift S, cursor to World origin. Shift A. Let's bring in a plane. Let's bring the plane out, like so. And let's also give this plane some material. So all I'm going to do is grab this one, press Control L and link material, like so. That gives a little bit of darkness down there and gives us something a little bit better to work with. Now what I tend to do is I start blocking things out. In other words, I start blocking the things out that I actually you know, want to actually work on and break it down this structure down into parts. So what I'll do is, first of all, this will be in its own collection. So it doesn't actually need to be called something, but I'm just going to call it for now ground plane. So just keeping things nice and neat. And once we've done that, we can hide it out of the way. Next of all, then we've got the bridge, so I'm just going to press M new collection, bridge Like so, click okay, and there we go. And then we can hide that out of the way as well. Next of all, then, we've got the front tower. I'm going to call it the front tower, not the main tower. I'm going to grab all of these parts then. And then what I'm going to do is M new collection front Tower. Like so. Click okay. Hide it out of the way. Then we've got now the main kind of building. So I'll call this main building. M. Again, doesn't really mal what you call them. So don't worry too much about it. So main building so, hide it out of the way. And then we've got the side tower. So we'll call this side tower. Like, so, hide it out the way. And now we've also got this part here, and you can see this on there was the window. I'm not really going to need this at this point. So all I'm going to do is just delete it out the way. Now we've got a human reference. So let's put him. He should actually be. No, it's not. So let's put him in his own. So M new collection, human reference. And I will tell you something else as well. Human reference, the way that I found him on here, by the way. So for instance, at the moment, if I scroll up, I can't really see where he is. But if I come over here, The same thing works in the viewport. If you press the little dot born on the number pad, you can zoom into him like so. If you're coming over to the right hand side in the collection, press the little dot born, you can also find him that way as well, which makes it really, really handy both ways. All right. So now let's come to the main tower. With the main tower, I'm going to grab all of these parts. And what I'm going to do is press M bullet Main Tower. Like, so hide it out of the way. Now, we have go door there that I missed, so I'm just going to press again, put it in the main tower, which is all the way down here, and then I'm going to hide that out the way as well. Now we've got the rear entrance. So we'll call it the rear entrance. So I'm going to grab all of this, like so. And then call it rear entrance. Like so. Okay, hide it out of the way. Then we've got the main kind of building. Now, I do think I want to split these off. So first of all, I'm going to call these parts here. So these parts like this. If I press G and then press right click and drop that back into place. I'm just making sure I've grabbed it. And what I'm going to do is I'm going to call it side building. So side, building. Like so. Hide it out of the way. And then finally, we've got the small buildings. So I'm just going to make sure that I've grabbed them all, press the button, and we'll call it small. Buildings. Like so, and we can also hide them out of the way. And that's everything now hidden out of the way. And now I can do is I can just put these parts up. Like so, and this enables me then to block everything out. So now, if I press TH, bring back everything, I'm now able to come. Select one of these, for instance. And what I can do is I can hide it out of the way with H. I can press l TH to bring it back. Or I can come across, for instance, for this one. So let's go to the front tower. So this one over here. I can grab all of these, like so come in my view port press Shift and H and hide everything else out of the way now except this tower, which makes it really, really easy to work with everything now because it's really working with it in blocks. Let's press TH and bring back everything now. And what I'm going to do now is I'm going to come to my first part here, which is these parts here, so I'm just going to grab both of these press shift, hide everything else out the way. Double tap the A. Let's go into object mode. Now, the next thing I want to talk about is it's really hard at the moment, if I just bring back everything just for the time being, and I'll show you, A really easy tip to get a better visualization of what you're looking at in object mode. So if you come over to the right hand side here with this little drop down menu, make sure you're in object mode. And what you want to do is come and put cavity on, and now you can see just what a transformation that actually makes, making it really, really easy to see what you're doing. Let's come in now, go to file, go to save. There we go. Now, next time you load up blender, that cavity mode should be on. Now we can actually come back to this press shift H, bring it back, and what we're going to work on first is, of course, this actual bridge. So let's come in first of all, and what we'll do is we'll bring in a cube. We need to keep it the same. That's the point of using a gray box, so I'm going to bring it down to something like here. And then we're going to pull it out, so S and next, pull it out, and then we just need to make sure that it is going to be the right size. Now, you can see, we're a long way off. The other thing is what we've got to take into account is this is going to be going into the floor because it's not going to be just floating on the water here, so we've got to take that into account. And once we've done this now, all I'm going to do is go in, press control and bring in a few edge loops like so. So left click, right click. I brought in ten edge loops now. It's probably going to be better off if I put the sit 11 because then we're going to actually get a center one, so I can just come in, put this sit at 11, and there we go. Now, the next thing I want to do is I want to bring this up to be round about the height of this. And then from there, I can bring it up to make this kind of nice bump that we actually want. So the way we're going to do that is we're going to select this edge over here or this face, control select this face, and then just bring them up to be round about the same level as what we had it. You can press one as well to make sure that you can get it to the right level. So there we go. That's the right level. Now, at the moment, we can see this is probably not going to be long enough. Don't worry about that. We are going to do that once we've actually brought the curve in. The main thing at the moment is we want to bring this out. And we want to bring it up to have that beautiful curve over there. So what we're going to do is we're going to press tab. In fact, before we do that, we'll just reset all the transforms with control A. Right click set origin to geometry. And then what I'm going to do is press tab. Come to the top right in the center. So I want to make sure I've got selected right in the center. Press one again. Then what I'm going to do is bring in map proportional editing, and let's actually bring it up. Now, you can see that we can bring it up with the actual shot, but we do end up with this problem here. So although it looks pretty nice, it's not really what we want. So let's press Control Zed. And then what I want to do is I'm going to put it on. Let's try. I'm wondering, you can just go through these and try them anyway. It doesn't really matter. So you can see that one is probably going to do it. Now, the problem we've got is, as you can see, when I bring this up, it brings up all of this, and I don't really want that. So there is actually a little trick we can do here. What we can do is we can come, grab the bottom, so grab this face here. Control, select this face here, press control plus, and then we'll grab them going all the way up. From there, then you can just press H, hide them out of the way. Let's come back now, grab the center one, press one, and let's pull them up, because now we're actually going to be interfering with those ones down there. Now, from here, you can see we've got a slight bend on these parts, and we need to pull these out flat. So let's deal with that next. So what I'm going to do is going to press l tate just to show you. And now you can see that's completely flat. That's what we actually wanted. And now we want to do is going to come to each of these sides. So this side and this side. And then all I'm going to do is press enter. So we've extruded it, but we haven't actually pulled it out. We want to turn proportion editing off. You want to come up then to where it says medium point. So I'll put that medium point and then press S and X and pull that out slightly, to give us that nice flat edge at the bottom. Now I want to do is I want to come in, right click, shade smooth by angle, and there we go. We've got a beauty beautiful bridge there. It's got a really nice you know, top to it, much, much better than one one they had, which is what it should be, of course. And now what we can do is on the next lesson, is we can start getting the bend into place. And from there, then we can actually start, you know, kind of building this bridge out completely. And that's what I recommend we actually do. So we take in certain chunks of this now that we split up, and we're going to build them out separately and bring it all together. All right, everyone, so I hope you really enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. 20. Crafting Detailed Stone Slabs in Blender: Welcome back everyone to blend the phone modeling and geometry know it's workshop, and this is where we left. Alright. So now what I want to do is, I want to actually bend this around, getting it to something like this. I think I'm going to do that actually before putting in the kind of hole in there. I think it's going to be bed. I think it actually looks, you know, it kind of gets big here and then small as it goes to the back. I don't really like that. So what I'm going to do is I'm going to bend it round, and then I'll put that actual boolean in there. So, let's first of all, get the right pen. So again, I'll press control a right click, set origin, geometry. And then what I'll do is I'll come add in a modifier, and the one we want is going to be deform, and it's going to be a simple deform like so. We're then going to go to bend. And what I want to do is put it on the Z axis, and there we go. We've got our beautiful bend in there, and now we can actually see if it's going to fit into place. So now I'm going to do is I'm going to increase the bend, increase the bend, and then I'm going to go over the top now. Rotate it round a little bit, so Ronstad and I'm going to put it round about there and just try and make sure that it's fitting into place. Now, from here, what I can do is I can actually get rid of this initial bridge here. I don't really need anymore. And from here, then I can actually build the steps on there and things like that and get it really nice and neatly into place. I'm also going to press tags just to bring back everything, just to make sure everything's fitting in. As you can see now, it's nice. It's got a nice kind of bump to it and things like that. And I recommend also at this point that we work on putting on our fence over the top of it before we do anything because then the fence will actually bend with the actual bridge, and that's exactly what we want. Alright, so let's come back to these two again. Let's spress ltHide sorry, Shift H, just to hide everything else out the way. Double tap the A, and now let's come to this part again. Let's first of all, now we know we've got it in the right place. We need our steps in the right place. So actually, you know what? We'll just make sure these steps are going to be in the right place first. So you can see, At the moment, I'm going to have to come in with the jump node and kind of bend these steps going around all the way around to here. It's going to look really nice. It's just a problem at the moment where we can't really get an idea of where these steps are actually going to come to. So, you know what? We'll just not worry about those right now. I'll just work on my bridge for now. I think, yeah, I'll put the actual fence going all the way to there. So what I'm going to do is press Shift H again. I'm going to come in, hide the curve out the way, and let's actually start now putting in our actual fence. Now, the funny thing about this is it's slightly bent at the moment. We don't really want that. So what I'm going to do is just press tar and just straighten it up because it does mean that it's going to make it way way easier when we bring our actual fence in. Now, the other thing is, before we start, I always recommend just pressing OH, bringing your guy in cause he's going to give you an idea then of actually how high your fence wants to be. So what I'm going to do is, I'm just going to position him on here. I know it's a stylized scene, and I know it's, like, you know, a bit lumpy. It's going to look really nice. We just need him in there, really, to give us an idea of how high this fence needs to be. I'm going to grab my bridge once more, press Shift H, hide everything else out of the way, and now we're ready to begin. So first of all, the fence is going to be sat on some kind of actual stone slabs on here. So let's come in and do those first. So easy way to do that is we'll just grab this one here. So this edge, control, select this edge, and then no longer new is press Shift and D. So. And then now I'm going to press E and Z and pull that up, and there we go, This is the start of our stone slabs, as you can see. So you can see now it's going all the way over there. They're quite the right thickness. And now all I want to do is press L on them, press P, selection, so. Now I'm going to do is and I'm just going to come out into object mode, grab these stone slabs, press control A or transforms, set origin to geometry. And now what I'm going to do is Now, I'm going to come in and take off this simple deform, because I don't really want that on at the moment. So I'm just going to take that off adding another modifier, and this time, it's going to regenerate and it's going to generate a solidify which is going to give this some thickness, and that's exactly what it wants. So now let's bring out the thickness first so you can see, and luckily here, we've actually got a problem, and it's got that problem popped up because you might have this problem and not know how to deal with it. Now, these problems happens with modifiers to normally always two things. There's always two things that I mess up your modifiers. The first, There is one more, but we'll talk about that after. The first is going to be whether you've reset your transformations. The second is going to be about normals. Now, let's actually discuss normals, and then we'll move on to the last point. So normals. If I come up to here, come down, you'll see face orientation. And what this is is basically which side is the face facing. So you can see these are the moment of facing outwards. In other words, this face here, the front of it is facing outwards. If it's facing on the inside, it's going to be red like this one here. Now, it's important that when we take this through to a games engine, that all of our faces are facing outwards. Because if they're facing inwards, then the render engine within something like real engine will just come up and it'll be invisible. You won't be able to see the structure because all the faces are facing the wrong way. Now, we also wax in blender where if they're facing the wrong way, it will try and solidify it in the opposite way. And we don't want that. So if we come into this now, press A to grab everything, press Shift and, and what they'll do is that will recalculate all of the normals, like it says down here to be on the right side. And now you can see this looks absolutely perfect. Now, the last thing that might mess up your modifiers is down to topology. If you have really, really poor topology, lots of triangles in there, it's going to be really hard for Blender to level things off, and that is one of the problems you will face. But we will come across that a bit later on in the course, and then we'll show you how to deal with that. All right. So for now, Let's take off our face orientation, and let's actually come in, press the tab bon, and let's get these into the right place. You can see the hanging over here, and we don't really want that. Luckily, there is an offset born within Blender where we can bring it down to let's say minus or zero. And what they'll do is it'll put it halfway between. And now when we bring this out, you can see that we can bring it out in a much more even fashion. Now, we don't really want this to be right on this edge, you know, half on the edge, half off. That's not normal. So what we want to do actually is bring it over like so. Just so. It's over the edge like that. Okay. You can also see our guy now he's got plenty of room to walk up here. The fence would look. Okay. So now what we can actually do is we can actually start splitting these up once we've actually applied this nifier. So we can see that these are looking pretty nice now. They're going to go up to the edges, like so, and I'm quite happy with those. So all I'm going to do now is come back to these. I'm going to go over. I'm happy with the thickness of my bricks. I'm just going to press the control A and actually apply that. Now, what I want to do is I really want to split these off from each other because we don't kind of want this where it's going over here and little lumpy bits. So the first thing is, if we shade to smooth like so, you can see that what you'd end up with is kind of a piece of cement going over here, and we don't really want that. We want it to be into actual blocks. So what I'm going to do is, I'm just going to come in. And I'm going to grab this one. So I'm going to select it shift and click going all the way around. Select it going there because I want to keep this face, and then shift click Shift click, and just work your way along. And all we're going to do is split the map like so. Now, the reason I want to keep that back face is for the next part, if I press y now, That is basically going to split them up. If you press G after the y, you can see now the split. Now, you will notice if I press G, that inside of every one of these is a hole, and that is because we've actually split them up, and we need to fill those holes in. So the easiest way to do that is to press control Z, put them back into place, press A to grab the hole, and then all I'm going to do is go to mesh, come down to where it says clean up, and then I'm going to fill holes. And now you'll see that all of those holes get filled. I'll just grab this one, for instance, pressing L, pressing G, and you can see inside there, all of those holes are filled now. Now, the next thing I want to do is I want to right click Shade Auto smooth. The next thing is I want to make these smaller but it's not going to be done in the way that you think. We don't need to come into each of these and actually make them smaller. What we can actually do is bring in another modifier. So I'm going to press Control A, all transforms, set origin to geometry, add in a modifier, and this time, we're going to bring in a bevel. And as soon as we bring that in now you can see exactly what that does. Now, what I tend to do with these is with stone. I tend to most of the time turn up the segments. So as you can see it when we turn up the segments, now, they look a lot more like stone and rocks. And then what I'll do is I'll turn this down to something like that, and there you go. You can see that looks much, much nicer. It's up to you. Just remember the more segments you add the more geometry you're going to put in there. So let's turn it down once more. Let's turn up the segment, and there we go. I think that looks very, very nice. Now, I'll just show you I won't actually apply this. But if I come in, you can see at the moment that I've got two segments on there, but we can't actually see this. But if I apply this, so don't apply, but just watch. So Control A, now you can see we've got two segments on there, and it creates a lot of geometry as you can see. Now, the other thing is if I go back and press Control Z, You can see at the moment as well that we've got sharp edges on here. So if I come in and right click shade auto smooth, keep sharp edges. You can see that on there. We don't really want this on because what it does is apply sharp edges on here. If I come in and instead of that press right click, sorry, press control because we're in face select and clear sharps, now you can see it looks way way different now. We've got a little bit of roundness on these stones, which is what we want. Shade auto smooth, and there we go. It's looking really, really nice without sharp edges on. Now if the press tab, you'll see that sharp edges are back. And even if I tick them off, it just seems to bring them back, which I don't really like. I don't know why it's actually doing that. Anyway, I think it's something with the new blenderes. It likes to add sharp edges. But anyway, I think the next blender version, it won't be doing that, adding those sharps on, 'cause I don't really like adding sharps on when I've not asked it to. Either way now, we've got these now. Now, all we want to do is actually make sure that these are uneven. So on the next lesson, what we're going to do is we're going to make these a little bit more uneven because at the moment, they look way way too straight, and that's not something we want. All right, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 21. Dynamic Use of Mirror Modifiers for Railings: Welcome back everyone to Blender por modeling and Jumpde workshop and this where we left off. Alright. So now let's actually get this bridge actually fixed. So all I'm going to do is I'm going to come in now and show you how to randomize them a little bit. So the first thing you can do to randomize is make sure you've selected them with A, and then you're going to come over to mesh, transform, come down to what it says randomize and then just turn this down a little bit. So if you turn this down to maybe 0.1, like so press the taboard and now you can see they're very, very uneven. And that's the easiest way to do this. You can even go in and do it once more. I always find that sometimes makes it a little bit better turn it down again. Because it will be completely random, and there you go. Now you can see they're a lot more uneven than what they were. Alright, so we've got that now. Let's pull them over to this side now. So all I'm going to do, I'm going to press shifty. I'm going to drag it over, and I'm going to press R z hundred 80, and now it's just going to be a bit different to the other ones. So let's pull it over, like so. I'm not even going to use the mirror or anything like that because they don't need to be too even. I just want to make sure that these bricks are actually uneven. Now, the thing is actually not actually I'm thinking that these maybe I'm just looking. Let me just move my guy out of the way. Yeah, actually, they do look fine. I'm just overthing this. So I was thinking maybe these look too similar, but I think they actually look fine. All right. So now let's come to our bridge. So our wooden parts that are going to come up here. So let's bring him back into the middle. Let's press Shift D, cursor selected, so we select the actual guy and put the cursor there. Let's press Shift A, and I'm going to bring in a cube. So let's bring in our cube. And what I'm going to do is I'm going to place this where I want it. Perhaps not right in the middle, 'cause if I place it right in the middle, as you can see, it's going to be, yeah, kind of messy if we do it like that. So what we want to do is we want to decide where is this actual walkway, so the actual fence going to be. And I think here and maybe here would be a good place to put it. So what I'm going to do now is it doesn't matter if it's so even. All I want to do though is I'm going to put it over to this side, I'm going to put it down into here. I'm going to make sure that I'm happy with the thickness. So this thickness for my actual fence looks absolutely fine. And then what I'm going to do is bring it up now. Now, I'm going to bring it up like so. And then I'm going to bring my guy over, like so, and I'm going to look then how high this actually is. So you can see how thick it is, you can see how high it is. And you can imagine a piece of fence going over there. And whenever I do things like this, so whenever you're looking at, you know, balconies and things like that, I always imagine that the balcony We someone leaning over, the minimum it wants to be is around where your belly button is. So around here would be the minimum because then you're not going to fall over. It doesn't want to be down here, for instance, near the groin area or down near the knees, because they're just going topple straight over it. So the minimum place you want it to be is around the belly button. All right. So now we've got that. Let's actually make this then into an actual fence. So I'll come back to my fence. I'm going to press S, bring it out, and then, to bring it up and then to bring it up again, and finally, the S, and we're going to bring it in like so, and there we go. Just a simple, simple fence is all we want for this. Now, next of all, we want to array this over to get it nice and even going all the way over. And then from there, we can actually start building our fence. What I'm going to do is I'm going to come in, and I'm going to add in a modifier. Before we do that, though, let's just reset all of our transforms and the origin, add in a modifier, generate an array. And now let's move the array over. So you can see on the x factor, this is one, which is moving it over here, and we do want it going across here, like so, and then let's just increase the value like so. And what we want to really do is we want it to come right to the end of here. So I need to pull this out a little bit like so. Now, pretty much on here, We've got it really nicely in place. You can see all of these are in the kind of center of the stones except this part here. Now, it's up to you whether you want to move these a little bit this way and this way. I think it's probably a good idea to do that. But for me at the moment, I'm just going to leave them as they are. So what I mean is this one at the moment is like halfway in this stone here, and this one is also halfway in this stone here. So I think what I'm going to do is just mess around with these blocks a little bit once I've actually got these in place. Alright, for now, though, Let's actually get our fence in place. Also, are we happy with our these looks? In other words, do we have too many at the moment? Is there too many of these? I think, actually, I think maybe let's reduce it by one, and let's pull it out a little bit more. Like so, and now we'll end up with one right in the center. And actually, I think that's going to look better than what it did. Alright. So now what we do is we need our planks award. Now, our planks award need to follow these kind of fences. So I'm going to actually apply this array now, so press control A. And then what I'm going to do now is bring these up. So I'm going to press L, bring this up and sit it into place, bring this one up and this one up and sit them into place. We don't actually want to bend them. We just want to sit them into place like so. And then finally, this one and this one and bring them up. And sit them into place like so. And there you go. That's looking pretty nice. Now, at this point, you've still got the ability, if you want to to drop them down a little bit. I think, honestly, they're a little bit too high, so all I'm going to do is just grab the tops of them. I'm going to then press control plus on the number pad a few times just to get underneath it, and then all I'm going to do is just pull them down very, very slightly, and a thing that looks a little bit better. Alright, so now the planks of wood, let's bring those in. So first of all, I'm going to press Shift S on this one. So Shift S s to selected. Shift A, let's bring in a cube. Let's make the cube, much smaller, and let's pull it into place like so, press the dot button. Let's make it the right thickness, so S, and y. Like so. And let's bring it down. Like so. Let's press S and to make it a little bit thicker. And now all we want to do is just create the right kind of balance now in the thickness. So I'll think this is a little bit too thicker at the moment. So let's pull it out. And then all I'm going to do is just grab this, pull it over, and then pull it up. Now, what we're looking for here is to keep kind of the same distance from here to here. So, this one's looking fine. So what they'll do now is press L. I'll press one, and then I'll press Shift D, bring it over, pull it up, and into place. It doesn't need to be perfect. It just needs to be round about that. And then all I'm going to do now is put on my x ray, come round to this side, press one again, and then just pull it up. Like so. And then we're going to grab this again, shift D, bring it over. Like so. And then we're going to come to this side. Bring it up. And then come to this side, press one, bring it up. Like so. And that then is looking pretty nice. Now, we can just, I guess, copy these, so I could just grab each of these, press shift, bring them over and then rotate them, but just make sure that run medium point. So RZ 180, spin them around, put them in place. And there we go, you can see now, they're looking pretty nice and they're at the same level. Now, the one thing I would say, though, don't do that. Like move them around a little bit. You don't want them all to be the same. So even at the bottom at this end, just move them a tiny bit. It will make a big difference. And now from here, what I'm going to do is I'm going to press shifty again. I'm going to then bring them down, and this will be then the bottom part. Now, on the bottom parts, I want them, of course, to look different from the top parts. So I'm actually going to take the time to actually make them a little bit different. Like, so, Because I definitely don't want them to look the same, and I want them to look a little bit uneven and all it is about is just moving them around just a little bit, like so, and it doesn't take longer. Well, there we go. Let's move this one down. And let's turn this off. Double tap the A, and there you go. You can just see how nice that actually looks. And now, What we can do is we can grab all of these and all of our little planks of wood, like so. Join them all together. So Control J, join them all together. Control A then, all transforms, right click, set origin to geometry. And now what I'm going to do is, I'm just going to move them over the other side. So Shift D, move them over the other side, or 180 to spin them around, put them into place them wherever you want them, like so. And now you can see they're looking different from each other, which is exactly what we wanted. All right, so let's now think about first of all, bevel in them. So I'm going to grab this one here. I'm going to come on over a modifier generator bevel. I'm going to turn this down to naught point naught at three. And there you go, you can see, it's got a beautiful bevel on there. You can see the difference from this one to this one, and that's looking pretty good. Now, do you want to come in? Grab them all, mesh, come down to transform, randomize, turn this down all the way down. At 0.1. Let's check what that looks like. And I think, yeah, that's added a little bit more to those. Now we're going to do is grab this one, grab this one, press Control L link or copy modifiers, like so. Come back to this one now. And again, we're going to do the same thing, Mesh come down to clean Mesh Cleanup, transform, come down to randomize. And then let's turn this down to Noah point at one, like so, and there we go. That is the bridge near enough D. Now on the next lesson, what we need to do is we need to join all of this together. Including this, this will also need to be leveled. And then finally, we can use the bend on there as well. And then we can bend all of this together, which should actually then we should be able to actually bring in the boolim. All right, everyone. So I know it's a slow start, but I've got a lot of stuff to get through. You know, as soon as we start on other things, we'll be able to pick up that pace. But now I need to get through this stuff, and it will be a little bit slow in the beginning. All right, everyone, so I'll see on the next one. Thanks a lot. Bye bye. 22. Mastering Seams and Sharps for Clean Modeling: Welcome back everyone to Blender Fall Modeling and John and China's workshop. And by the way, the seams and the sharps and things like that, we will be covering very soon. As soon as we've actually got this into place and the way that we actually want it, then we'll actually be doing that. Alright, though, for now, let's come back and what we'll do is turn the bend on. And then what I'm going to do is, I'm just going to see, If I can grab all of these, so let's grab them all. I'm just looking at the bevel. The problem is, we've got a bevel on here. I don't really want to join them all together because this bevel on here is not point North three. This bevel is not point North one with two segments. So we just need to be careful of that. So what I'm going to do is join both of these together, join then both of these together. And then what I want to do is I want to add the same curve on these. Now, unfortunately, if I grab, let's say this one and this one, press Control L, you will see if I copy modifiers, it's going to bend it the other way, which is what we don't want, and as well as that, it's going to also get rid of the bevel. So we don't really want that. So what we want to do instead is, let's work this a little bit slower than what we're doing. So let's come to these, first of all, add it, close this one up, add a modifier, and we're going to generate a where is it a deform and we're going to have simple deform like so. All right, you can see now it's bending that way. We don't want that want to bend and we want it on Z and we want it actually to come the other way, like so. We can see now we've got a little bit of a problem in here in that it's not all bending the same way and that's what I was actually worried about, actually. I really really don't want that. What I'm going to do instead is, I'm going to, I think, apply my actual modifiers instead. Sometimes we'll end up having to do that. Now, the best thing before you actually apply and modify is because it's a bevel, there will be issues with the material. So I'm going to play you now, the actual seams and shops setup before I do anything else, because I think that's important to actually go through there. So you'll understand what we're doing when we're actually applying seams and shops. And then what I think I'll do is on the next lesson, we'll go through the textures and shaders. And so you're up to date on that as well. At the moment, though what I'm going to do is, I'm just going to turn this one off because I think I want to actually turn this all together. All right, everyone, so I hope you enjoyed that, and I'll play this for you now, so it'll be the seams and sharps and I'll see you on the next one. Thanks a lot. Bye bye. Welcome everyone to the short introduction to marking seams and sharps part of the course. So before I give you examples of what I'm actually talking about, let me just briefly explain what they are. Seams you can think of like seams on a piece of clothing, like a shirt or a pair of trousers. The main job of seams is to make sure the texture that you're trying to place on your mesh goes on correctly, but more importantly, gives you control of how that texture will look. Sharps are marked like seams, but serve an entirely different purpose. We use sharps to give us control of how sharp and soft angles are on our measures. This makes them look realistic. It is also important we do this not only for rendering and blender, but also sharps carry on through other software or games engines, we want to use, like substance painter or real engine as an example. With all that said, let's get started. So here we are in blend with our starting cube. Now, if I click on my cube and go to my UV editing, you'll see that the cube is basically unwrapped in this actual way. So basically, it unwrapped like a present. Now, if I come across and I grab this cube, and I press Shift D, and then we press Shift space bar to bring in our gizmo and we move it across. And now let's say I want to alter this cube a little bit. So what I'm going to do is I'm going to press the tab button. I'm going to go interface elect, click the top face Shift space bar to bring in the move tool, bring it up. So. Now, let's say I want to unwrap this. Now, if I grab this with L just to grab everything and I press the U button for unwrap, you'll see that it unwraps exactly the same way. Even if I reset the transformations of this, it will still unwrap exactly the same way. Now, let's mark some seams and see how that has an actual effect on our actual lung wrap. Let's grab the top and we'll come down to the bottom. And what we're going to do is we're going to press control. And then come down to where it says, Mark seams. Now, it's important to remember that it's control leap to mark seams in face select. But if for instance, we're in Edge slick, so if we come to this edge, if we press Control leap, you will get this option up as well, mark seams. But you can also right click in Edge select, and you can also see we can mark seam this way as well. So for now though I'm not going to actually mark this scene. What I'm going to do is I'm going to grab the whole thing with L, like so, and now I'm going to press Unwrap, and you can see it unwraps completely different. Now, let's bring in some textures so you can see what exactly I'm talking about. So if I press tab, I'll come up to my materials panel up here and I'm going to give this material. So I'm going to come across to the right hand side, click on my material button. So let's now bring the material I've already prepared. So if I come across this little down arrow, come on down, you can see, I've got one here called wood, and let's click that on. Now you can see what's happened. We've actually applied our material to this object, but you can see it's pretty much a mess. The top of it looks fine, but the bit going around the side is all bent and skewed. So if I zoom out and I press tab now, you can see that the reason is that it's not actually UV unwrapped correctly. So how do we fix that? If we come up to edge select, I'm going to grab this edge, and now I'm going to do is I'm going to right click. Come down to mark seams, and now grab the whole thing again. I'm going to press U, Unwrap, and now you'll see it unwraps absolutely fine. You can see that woods looking really, really nice actually on this mesh now. So what this does, the seams do is actually gives you control of how this actual texture is placed on this mesh. You also need to take into account that this is basically an infinite loop. So if I come round and I look at this face and this face, you can see that they're going around. If we have no seam, when I talk about infinite loops, it's basically going round and round and Blender doesn't actually understand how to unwrap it. So you'll end up with that mess we had before. Now, the other thing to take into account is if I turn this wood around, for instance, I'm going to do it. I'm going to come over to the left hand side, the viewport of my UV editing, press A to grab everything 90, spin it round. Now, the other thing I want to show you is that where we join these actual seams up is also really important because you'll never ever get it perfect on here, where there's an actual seam. So let me exaggerate this a little bit. So what I'm going to do is I'm going to press tab. I'm going to make this a lot smaller and I'm going to move it into the center of my UV map, and then I'm going to press tab. Now you can see that these edges don't line up whatsoever against this other side. So this texture here doesn't line up with this texture. And the reason is because we've got a scene down there, and that is the actual break in the texture. Yet if we come round to this side, and I spin this round. So if I grab it or 90 and now go to this one where we can see, you can see that these line up perfectly. And the reason is because obviously there's no seam there. The seam is here. You need to take that into account on your own measures and objects that when you're applying textures and materials, try and put seams where you're not going to see them. So if it's on a door handle, for instance, try and put them on the inside where no one's actually going to see them. So always bear that in mind when you're actually marking your seams. So now, let's discuss sharps. So if I bring in a new primitive, so if I press shift A, I'm going to go across the mesh, I'm going to bring in a cylinder. Now you'll notice that this cylinder has all these little edges around there, and let's say you want to make a cup or something. The last thing that you want is all these hard edge faces in there. Now, there are things we can do to sort this out. So the first one we can do is we'll bring in another cylinder. So I'm just going to move this one out of the way. So shift space bar, bring in Mgzmo move it out of the way. Shift A, bring in a another cylinder. And this time, I'm going to come down to where it says, add cylinder and turn up the vertices to 100. And now, you'll notice that we do have a round edge. But the problem is that we've brought in 100 vertices to actually achieve that, and that's not something we want. We want to use as few polygons as possible while still getting a really good looking mesh. So how do we achieve that? Well, there are a number of things we can do. First of all, we can come across to this right hand side, what we can do now is come to where it says normals and click on Auto smooth. Then we can right click on the viewport and click Shadesm. Now you'll notice it's actually been smoothed off. But the problem with this is, if I turn up my auto smooth, you can see if I turn it up all the way, it goes really, really funky. That is because at 170 degrees, Blender decides that these edges along here needs moving off. So it doesn't give us a lot of control. If we do this on the other one, so grab this one, right click, shapes move, Autos move on. You can see again, even with lower amounts of polygons, we're still able to smooth it off. But if we turn this off, we're still going to end up with the same problem as what we had before. So how do we solve that? Well, if we come in now, press the tab button, come to the top, grab the top, shifts like the bottom. Press control because we are in face elect, and we'll come in and mark a shot. And now you'll notice if I press tab, that nows got hard edges on there. This gives us control. So this is why we actually use shops. No matter what I turn this up to 180 degrees, which is the highest it goes, it will not get rid of those shops that we mark. We can also mark shops around the edges as well, sea grab this one and this one, and now because we're in edge select, we can right click. Come down, mark a shop. Press the tab and now you'll see you've got hard edges on there. So it's very important that you mark sharps, where you're going to actually want hard edges. It's also important that you get into the habit of making sharps, when you're actually marking seams. And then what happens is, when you join two objects together and you turn up the auto smooth if needed, you're not going to end up with some measures like this. Okay, for one. So I hope you enjoyed that introduction to marking scenes and sharps, and as they say, on with the show. 23. Shader Basics for Realistic Materials: Welcome back to everyone to blend the four Modeling and Jury node workshop, and this is where we left off. So, now you've seen the seams and shops who should have a good idea of how to actually mark seams, how they work, and especially how they work on the UV map. And now I'm going to play you is the next one, which is textures and shaders. And this then is going to bring you up today for when we bring in our own textures and shaders, how we bring those in with the node wrangler and all that good stuff. All right, so I play that now, and I'll see on the next list and everyone. Thanks a lot. Bye bye. Welcome everyone to the blender shading and texting introduction. And you can see here within my scene I have actually brought in a few shaders just to kind of explain how they actually work. So first of all, what is an actual shader? A blender shader is a type of material that can be applied to three D models within blender. Shaders define the way surface of objects appear under various lighting conditions, simulating a wide range of materials and effects such as metals, glass, plastics, wood, and more. Essentially, shaders tell blender how to render the surface of an object based on its properties like color, transparency, shyness, texture, and reflection. So within Blender, we use actually a no based system for creating and customizing shaders, particularly within its powerful rendering engines like cycles and the newer EV render engine. Now, it's important to note that the actual shaders within Blender react differently to each of those shaders. So at the moment, you can see that I've actually got this on EV. But the moment I put this to cycles, these actual shaders, some of them, at least, will react differently. So now you can see that our emission here that we had that was glowing doesn't glow anymore, and that's what happens in typically in blender cycles. Also, the glass now, we can actually see through the glass and see this is actually a glass shader. So it's important to know straight off the get go that some shades will work in EV and some in cycles. Now, next of all, we need to look at the different types of shades within blender. So some are created entirely in blender through node systems, which we're going to look at in just 1 minute, and the others are created through textures. Generally, these will be PBR text Now, a PBR texture is a physically based rendered texture, and it's a texture map designed to mimic the way light interacts with surfaces in the real world, based on physically accurate models. These textures ensure that materials react to lighting conditions in a realistic manner, making them essential for creating life three D models and environments within blender. So now, enough of all the back story on textures. Let's actually go up then. And first of all, we want to bring in an add on. Now, this add on is in bill within blender. In other words, it comes with blender. I wish they would actually turn this on a standard, but so far, you have to actually enable it, but trust me want to say it's one of the best add ons that Blender ever produced. So let's go to edit. And what we're going to do is come to preferences. We're going to go over to add ons, and the add on we want is called the node wrangler. So, type in node. Make sure the node wrangler is turned on, and then all you need to do is just close this down. Next of all, we're going to go over to our shading panel, which is this one over here. And then what we're going to do, we're going to click on this cube, which at the moment, doesn't actually have a shader on it or any material. We know that because if you come over to the right and the side, where our material panel is here, you can see this is completely empty. Also, in the shader panel, you can also see if I zoom out, this is also completely empty. If you do happen to have a shader in here, and then there's nothing in here, just zoom out as far as you can, and then you'll find all of the nodes. Now, what I'm going to do, first of all, is adding a new shader, and what we'll do is we'll double click it and we'll call it wood. Like so. And now you can see here is actually set something up within blender, just a basic principle BSDF. Now, this basically is the super node. It's where all of the texture maps will plug into. This is the main node that you will be using. All right. So now what I want to do is, I just want to click on this node. And what I'm going to do is I'm going to press control, shift, and T. And what then that will enable me to do is open up my actual computer file. And from there, I just want to find my textures. So here are my textures that I'm going to use as an example. And you can see here we've got wood grain. And you can also check out what these actually look like by coming over to the right hand side here and clicking this on, and now you have a good idea of what these are actually going to look like. We can also make them larger as well if we need to. So you can see here at the moment the size is 128, and we can just bring that up to actually make them bigger and see exactly what textures they are. Now, to bring them in, all I need to do is select the first one. Shift select the last one, so we've got a more selected and click principal texture. And what Blenders going to do from there is is actually going to bring them all in and set them up for us like so. So you can see now because of the node wrangler, everything is set up for us. Now, within our actual shade in panel, you will see over the left hand side, we actually have a UV map here, and it's not actually showing anything at the moment. But if we come on over and we select one of these actual textures like so, you will see if i zoom, we've actually selected this actual metallic shader. I can also come down and select the roughness, for instance, I can select normal, or I can select the actual image texture like so. So just remember, if it's on the wrong one, it's probably because you've got one of the textures or the wrong texture actually selected, and I generally want to have it on the base color. Now, with blender four, comes a new principled BSDF And now, a lot of the options are actually hidden behind these little tabs here. So emission, for instance, is now hidden behind here, so I can turn this up, as you can see, bring it down and change the color of it if I saw one. So just remember that some of them might actually be hidden. Now, because this is a basic video, we're just going to go through a few of the actual options that we normally get within our actual textures. So a PBR setup normally consists of a base color known as the albedo or cut just a color map, and metallic map, a roughness map and a normal map. There are more maps, but they take a little bit of work to actually set them up within blender, and this is the basics video, so we won't be going into those, but we will be going into those later on in the course. So the first one, which is the albedo map, it just defines the basic color of the material without any lighting or shading effects. It represents how the material looks under natural lighting. If we go to the next one, we've got metallic, and this map defines which parts of the texture are metallic and which are not. Influencing how the material reflects light. Metals have a high reflectivity and distinct coloration in their reflections. Now, you will notice if I click on this one, it's completely black because this wood has absolutely no metallic. If this was completely white, all of this wood would be completely metallic. And if it has kind of graze in there, that then is defined the roughness of the actual metallic. In other words, those little spots that you see when you shine light on something. The next one is roughness, and this isn't to be confused with metallic because roughness is how shiny something is, and metallic is obviously how metallic something is generally as well with metallic, either something's metallic or it isn't. You don't really get in the real world half and half. So the roughness map controls how rough or smooth the surface of the material appears, affecting how sharp or blurred the reflections are. A lower value results in a smoother surface with sharp reflections. Why a higher value leads to rough surface with diffused reflections. Now, when I'm talking about values, I'm talking about these values here. So the more sharp this is or the more blurred this is, or the more darker these little spots are, that will give you the result that you actually are looking for. And finally, we're going to go now to the normal map, perhaps, one of the most important maps, and the normal map simulate small surface details and textures without actually changing the geometry of the three D model. It affects the way light bounds off the surface, creating the illusion of depth and detail. And this is used a lot in games to actually look as though there's more geometry than what there is. Now, let me show you how that works, then. So if I come down to this strength at the moment, you can see that we've got our wood here, and it's kind of defined. So if we look from here, it kind of looks like it's, you know, three D and these little grooves are going in. But if we turn this all the way up now, you can see that's the effect we actually get. So you can see now it looks as though it's much more rip along the edges. We can see big grooves going down there, and this is what the normal map actually does. Now, at the moment, with our actual cube here, you can see we've only got one actual material on there. And what about if you want to put multiple materials onto an actual object. So what I'm going to do is, I'm just going to click the plus button. I'm going to click the down arrow, and I'm just going to choose one like glass. I want to click the plus button again. Click the down arrow, and this time, I'll choose one that says stone. Now, if I go into my cube and press the tab button in actual edit mode, come over, select one of these faces. It only works on faces. By the way, you can't select an edge and apply a material on there. You have to select a face or multiple faces. So what I'm going to do then is come down to glass. And finally, then I'll click a sign like soap. Then I'll come around to the other side. I'll click this face and this face. And what I'll do is I'll come down, click the Stone and click a sign. And there we go. Now we've actually got stone, we've got wood, and we've got glass. And if we put this on our rendered view now, you can see exactly how that's going to look, and you can see how the light is interacting with all of these surfaces. If I come over just to the right hand side quickly and turn around my sun rotation, we can get a clearer view of what we're talking about. If I come even further do and bring it to the front light, so you can actually see that glass then is actually starting to be seen through, and you can also see that actual normal map working on the inside of this cube. Now, let's quickly go back to our wood. So to do that, what I'm going to do at the moment, you can see that we're probably on the stone in this one in this shade of view here. It says actually stone here, I can actually come down and click on my wood, for instance, and then it will take me and put the wood on there as well. So that's another way to actually apply them. Instead of the stone, it's actually just put on wood instead, as you can see. Now, what I do want to do is I want to come in to my actual wood. So that's the one that we actually brought in this one here and just show you, for instance, we can actually interact with all of these texture maps. Now, there's thousands of nodes available in blender. And the way that you put them all together, it can become extremely complex with huge hundred node maps and shaders. So I'm just going to show you something of the basics just to get you started, and that will be an RGB curve. So an RGB curve, as those of you may know who use photo shop changes basically how the actual image is actually lit, darker spots, lighter spots, things like this. So if I come in and press shift day, search RGB and you can see, I've got an RGB curve here. Now, just before we do that, if you do press shift day, you can come down. You can just get a flavor of how many nodes there are actually within blender, and you can see also how many shaders there are within blender. Let's discuss that after. But first of all, we're going to go with RGB curves. Bring that in and drop that down like so. And from here now, you can see that I can actually affect the color of this actual wood on the fly in real time, like so. We can also put this onto the metallic onto the roughness and even onto the normal to get different effects and different ways that the metallic or roughness actually work. Now, the next thing is we want to discuss is just shaders. So as I said, this is the main shade within blender. This is like the one ring of shaders, and basically, this will be the main one that you actually use. But of course, there's plenty of shades. So depending on what you want to do, if you come down, you can see, we've got diffuse, we've got emission shaders, we've got glass glossy and a whole range of other shaders that you can actually try out and use. Now that we've discussed that, let's actually come over. Two are actual shaders that I've got to set up here. Now, you can see with this glass one, it's just a very simple shader of glass and got some roughness on, and of course, an IOR value. Next of all, then, we've got an emission shader, and you can see now this is using texture maps, and it's slightly more complex, and you can see how all of these things plug in. In other words, what I'm showing you is that Shaders can be very, very simple or get to be very complex. So the next one is the metal, and you can see this gets even more complex. The next 1 stone, and you can see again, this is slightly more complex, and the final one is wood, and you can see things like this. So we can see that we've actually got some edgeware on this wood, and all of this is actually done within blender again, with quite a big setup for the nodes. But it's unbelievable really what you can actually do with these shaders. Once you've actually got your head around how to set up the node systems. Now, we really are just scratching the surface in this blender shaders and texting introduction. And even on the right hand side here, you can see you've got all of these options as well to play around with, as well as the fact that you can actually put these into your asset manager as well. But this is just a basic introduction just to get you started. All right, everyone, so I hope you learned a lot from that, and I'll see you on the next one. Thanks a lot. Cheers. 24. Applying Textures to Architectural Elements: Welcome Microphone to Blender for Modeling and Jump workshop. So now you should have a very good idea of what you're doing with seams and shops, so how to unwrap things, and more importantly, though, a better idea as well of how shaders actually work within Blender how we can bring in the texture maps, and how we can use the node wrangler. So, the first thing I'm going to do is go up to hear preferences and I'm going to bring in my old node wrangler. So let's bring it in. Node, Wrangler, this one here. Let's actually close that down. And now what we'll do is we'll bring in our first material. Now, the moment you can see, we've still got our bevel on, which means that if we unwrap this, so if I grab all of these, so a to grab them all, Smart UV project, click. Now, if I go over to my UV editing map, you will see just how nicely everything is unwrapped here. And let's do the same thing with the stone now as well. So I'm going to grab all of these with A, U, Smart UV project, click, and there we go, that's the Stone. Now, let's come over to our asset manager. And what I want to do is press a little dot first to zoom in, and I'm going to first of all, put in the stones. I'm going to grab the stone, drop that on there, let that load up. That's looking beautiful. And then for the next one, I'm going to grab the planks, drop that on my fence, and there we go. Now, on the fence, you can see, The resolution looks a little bit low to me. So what I'm going to do is, I'm just going to go over to my UV editing, click on my fence. I'm going to open this up a little bit more just so I can actually put it on material, so, press the tab bottom and then come over to UV editor, press A to grab everything, press the S bond, pull it out a little bit, and now you'll see that that's looking a little bit better than what it was. We can actually see some resolution in there. It's not looking as small and greener or anything like that. It's looking much, much nicer now. All right. So why did we do all that? Well, the thing is we did all that because now, If I come here and apply my bevel, at the moment, you can see if I unwrap them, you can see that we've only got kind of one kind of face here. For instance, if I come in though on press Control A, Press the taboard now, press A to grab everything, now you can see we've got loads and loads and loads of faces on there, because, of course, we've got this bevel on there. Now, if you try and unwrap this, now, it probably will break all the mesh up, it will separate all of these bevels and things. But if you look now, actually, at it closely, you can see it's done a pretty good job of breaking these up, and that's why we did it because it's basically kept it the same UV rather than unwrapping it again with all of those bevels attached, and that's why we're actually doing that. Now, the other thing is, if we come over to our shading panel now, zoom in, put it on material. Let's actually have a look at this shader. So first of all, you can see with this shader, we had our standard principle like you saw in the Tutorial. And then what we did was, we brought in those texture maps for the planks of wood, which we created here at three D Tudor. And then what we did was, we're able to now change the way they look with a gamma and an RGB curve. Now, we'll come back to that in 1 second. What I've also done here is I've created another load. So basically, I've copied, duplicated this. And from there, then what we've done is we've actually added a bevel on them. What that does is, if I go in now, you can see it adds edgeware on to our actual wood. So when you actually zoom out and you take an image of this now, you can see that you've got edgeware on this wood. And the way that it works is basically part of this is going to be lighter wood. Part of this is going to be darker wood. And when you join them together, You then tell them about the bevel. So you've basically got two levels here, and you tell them how big this bevel needs to be. And then you can actually change the darkness and the lightness. So if I bring this up, so if I come into here, you will see if I bring this down I'm able now to control how much edgeware've actually got, and that is what we're actually looking for. And that is the way that we do it. So it's basically two lots of texture maps joined together, and then one of them will be slightly lighter, one darker and then told we look on the edges, it needs to be lighter. That's basically what this set up is. On the stone, it's much simple. It's just one actual texture maps joined up and added with a noise, so a noise texture, just to give us that little bit of noise in there, extra noise in there, I should say. And if I come and turn this down, you'll see that all of that noise disappears. So this actually controls the noise. This controls the darkness and the light patches. This actual noise texture controls how much noise is actually on there. And then finally, we've got a little bit of randomization on each island. You will notice, for instance, this color looks different. This color looks different to this. And this is because we've also enabled it so that We can randomize. But just put that back. Randomize the colors of the actual block. So you can see here, look how dark, this one looks to this one, and it's because of this node here. Then finally, we join all these together. So you get random islands based on these colors, so these colors here. And then we also get more noise in the stones. So that's how we've actually done that. And they're all from simple texture maps, so just a stone texture map. Alright, so now we've discussed that. Let's get back to the main thing. So what we want to do with this is we want to apply our bevels. But I'm going to show you a different way out to apply multiple bevels at the same time. If I grab my actual bricks here, and then what I'm going to do is I'm going to come over to object, come down to where it says to convert, and we're going to convert it to mesh. So now if I convert it to mesh, you will see that those bevels have been added into place already. All right. So the next thing we want to do is we want to prove do we want to pro Bevel on here? I don't think we want to pro bevel on here at the moment, but what we certainly want to do is we want to add this and this and this all together, press Control J. And then what we're going to do is click that on, and there we go. Now we have our bendy bridge all done perfectly for us. Alright, so I'm really, really happy with that. Let's now Press tag and bring everything back, and this is what we should be left with. Now, you can see that it's a little bit to bent at the moment, as you can see that happens sometimes when you join things up. So first of all, let's come in, press control a ball transforms. Let's press right click, set origin to geometry. And now what we're going to do is we're just going to level this up a little bit. So first of all, I'm going to pull it back a little bit. I'm going to press art and Z and then just level it up. Like so, making sure that these parts. So these parts, these chunky pits of wood, and here these fences. We need to make sure that they're not in place. So instead of doing that all I'm going to do is just press one on the pad and then just pull those out. Like so. I'm also going to rotate this a little bit more. So Z rotate it a little bit more. Like so. And then I think I'll pull it out s to tad more. Like, so Jos making that sure that's up to there, making sure this one's up to there. There's a little bit of a gap there, which, do we really want that or need that? I think we don't want that gap there. So Jos going to play around with this just to get it into the place that I want, which is roundabout there. And this door obviously can be moved. And we can also change the bend on here to be not quite as much. Oh, something like that. Art and Z, pull it round into place, and just play around with it until you've got it near enough. Perfect, which I double tap the A now. That's pretty much perfect. All right. So we can see though now these steps, we're going to have to work hard and gain these steps down to here, That is something that I think we'll do actually on the next lesson. We'll bring in our first geometry node. Also, this part here, I think, actually, before we leave this lesson, what we'll do is we'll come in and we'll grab this bottom part, press you, Smart UV project, click. And sometimes there will be an issue when you wrap things like this with Smart UV. But we will see. We'll see if we've got a problem with it. So we'll go over to asset manager. We'll come down to our wall, we'll grab our wall, we'll drop it on there. And there we go. You can see everything changed. Now, the reason that is, is because if we come over here, at the moment, we've only got two of these on here. Now, I need to come in, press the plus b, come on over, drop that in place now, and now we've got three materials. If I come back now to this and click a sign, and there you go. There is your actual wall on there. Now, let's have a quick look while we're here at our rendered view and just see what we've actually done there, and there we go. We can see that's looking pretty nice. Albeit, it's a little bit brighter the moment. What I tend to do is first of all, before you do anything with in rendered view, always save out your work. Coming over then to the actual sky, and you can actually control your sky texture from here as well, which is really, really great. And what I'm going to do is, I'm just going to turn the sun rotation round just to get a better view of that. Now you can see if I double tap the e, that's looking pretty nice. So I'm just going to make sure I'm actually happy with that, all of this under here, I'm happy with. And I think once we've got the actual hole in here, the dolian, I think it's going to look fantastic. Alright, so I'm really happy with that. One thing I want to do before finishing, shift space bar, bring in my move. Let's put it on to normal, and let's just move that a little bit more to the side. Let's put it a little bit back. Double tap the air. And there we go. That looks fantastic. Alright, one. Let's save about our work, and I'll see you on the next one. Thanks a lot. Bye bye. 25. Designing Curved Staircases with Geometry Nodes: Okay. Welcome back, everyone to Blender for modeling and geometry node workshop, and this is where we left off. Alright. So now, let's go back to modeling because it will make it easier for us to work. We're going to press the tap board, just to get out of edit mode there. We're going to come in over then to our actual stairs. I'm actually going to delete these stairs out the way. I'm not going to really need those. And what I need to do now is try and make sure I can fit everything in place. Now, this is why we kept the modifier on because if we need to bend this, because it's not fit in place, properly, we can do that. And it's also why we're actually checking out our stairs now to make sure we can actually get them into the right place. 'cause the bend here might be a little bit too much, which means that we might need to move. Everything over. Or we might need to pull this out a little bit depending. So that's why we're doing this bit first because it is the most difficult bit to actually get right. From this central point then, it's basically like that with any kind of model like this. You have a central point. And once you've got the central point nailed down, you can kind of build off of that, including the terrain, actually. Alright, so now we've done that. Let's then come in and do our stairs. So I'm going to put this at the moment on object mode. And then what I'm going to do for the next part is, I'm gonna press shift day, I'm going to bring in a curve because Ms stairs is actually going to work off curves. So this is the first Joe node we will be using. This Joe node created by here at three D Tudor and you're free to use it in your own personal projects. You will need to buy a license if you want to use it commercially, but it's the same with all of the nodes that come with this, of course, you're free to use them in your own projects. Alright, so let's come down and come to path. Let's bring in our path. Like so. And then we're just going to go over to our asset manager. And then what we're going to do is go to Geometry notes. And then all I want to do is drop on the one that says stairs onto this one here. Now, you can see, it came in like that. That's because I didn't actually set these right. For some reason, I set them as geometry notes. It's absolutely fine because we can kind of do that with these, but we will probably need to go to our resource pack to sort these out properly. So let's actually do that now. Let's actually go over there now. So here we are in our resource pack. And what I need to do, first of all, I need to come down and come to my geometry notes. And what I'm going to do is I'm going to delete these. So I don't want to really delete them. It's not deleting them. It's just clearing the assets like so. Now, instead of that, what I want to do is, I want to come to unassigned now. Come over to let's say my stairs. I want to see stairs grid method, right click and what we're going to do Markers asset. And now we've got actually a geometry note there. That's exactly what we want to do. Now, I just want to come to each of these now. Right click, Markers asset, where is this one that's verlo. Now, for some reason, this roof tile doesn't want to be marked as assets, what I'm going to do is just take that off, add in a geometry node. Let's click the Down arrow. We're going to look for roof, which is going to be a look. We've got a roof. There we are. Roof tiles geometry node. Click that on. Right click, Markers asset. There we go. Alright, let's come to the next one, right click, Markers asset. The next one, right click. This one, again, is not on there for whatever reason. And this one here is the Meadows. So I'm going to click here Markers asset. Hubbles click, Markers asset. We've got the stairs, I think, so yep stairs. I'm going to come to Planks right click, Markers asset to the chain. And this one, again, you can see, for whatever reason, it's not being able to mark this asset. So what I'm going to do, take it off, adding the modifier got node. We're going to look for chain. So chain node, right click Marks asset. Then we're going to come to the IV, same thing. And then finally the rock, same thing, and there we go. All of the omit nodes are done now, I'm going to come, save that out. Now, the moment I let this save out and close this down, it should update in our other files. Let's close this down, come back to our file. And now I'm hoping that if I refresh this, we'll see Yeah. You know, the one thing I forgot. They're all in on the sign. So I'm going to go back and fix that, and then I'll come back. So you just want to put these, not in on the sign into Geomet no. Though, here we are back in our resource pack. And all I'm going to do is get the unassigned and drop them into my got node. Let's save them out. Wait for it to update. And hopefully, now, close that down. We shouldn't have any problems. So let's now refresh. Nothing in unassigned Get nodes all here. Hurry. They're all there. All right. So the one we want is the stairs. So let's bring in the stairs, drop it on, not that one onto here. Hopefully. There we go. There's the stairs. And then what we want to do is want to bring one of these sides up. So let's go back to Modeling for now. And then what we're going to do is we're just going to go to our stairs, and you'll notice that curve is still there. Now, if fire press shift space bar bringing the move tool because we're dealing with curves. Put this onto global bring this up, and you can see it's the wrong way round. So let's bring this one down instead. And what we want to do is create a stairs. Now, I think for us here, it's going to be easier just to spin this round. So I'm just going to go into object mode, Oz 180, spin that round. Yes, this is going the wrong way. So we don't want that. We don't want that. We want to pull this up on Global. Let's pull it up. And then what I want to do now is, you know what? It's not actually working properly because I think I need to resell my transform. So I resell transforms set origin to geometry. And now I'm hoping that if I pull this up. I' going to work the way that I want it, which isn't actually doing that, so let's pull this one up. There we go. That's what I want. All right. Let's spin it around. So I'll add 180. And you know what? Before I carry on, I'm actually going to do that again. So I'm going to show you exactly what I did. So first of all, I'm going to minus this off and you can see the moment you've got that uptick there. I'm actually going to put that back down. You know what? I'm going to put that back down and show you from the beginning what I actually did there. So first of all, I'm going to delete this out of the way. Then I'm going to bring in a path. I'm going to move my path over here, like so. I'm going to resell the transform. So control layer transforms, origins geometry, add in a modifier general geometry node, click the down arrow, and the ones we want are stairs. And there we go. There is our stairs. Now, if I now bring this pot up. So if I bring this part up, you can see that we've got stairs. And now, what I want to do is turn it round to it's facing this way. So I head, 180, turn it round like so. Now, let's first of all, go through this geometry node. So this is an amazing stairs geometry node. You can make it as tall. You can actually move it around. So if I move it over here, you can see you can actually slant it all. You can actually come in as well and turn the base off if you want to. We can also turn the stairs off. We can turn the hand rails off, and finally, we can turn the poles off if we want to. Now, we don't actually want these poles. We don't want these banisters on here, but I will show you what they do before turning them off. So with the polls, you can actually increase the resolution, so you can make them more rounded or more square, for instance. You can also change the x radius. You can change the y radius. You can change the rotation of these things if you really want to, change the resolution of them. Many, many things. You can also have them every other two, for instance, if you want to. But we don't need to do that. We can also offset them as well. So lots of things you can do with those. Now, let's turn those off. And now we come to the banisters. And all we do is the hand rails here. We can either turn them off on. We can actually shade them motto smooth. We can actually bring up the heights or wherever we want them. We can turn the radius out. And best of all, we can also rotate them if we wanted to. Now, we don't need those on either, so we're going to turn those off. Now we've got basically these stairs. We don't even need these parts on, but I will show you what they do. Turn them off, turn them on. We can also then turn the width of them up or down. We can turn the height of them up or down, and we can turn the depth of them or pot down. Again, I'm going to turn those off. Now, let's get this into place. So first of all, I'm going to move it into place. Like so, and we can see straightaway that we are going to have a little bit of a problem in the fact that it's not going to be it needs to be much, much higher as what I'm saying. So what we're going to do is we're going to come. We're going to bring it down to the height that we want it, first of all, so something like that, and that's the first thing we're going to work on. The other thing we're going to work on is not just how high because we want this to come all the way down to the floor. So the more I bring this down to the floor, as you can see, it comes all the way down there now. And now the next thing we want to work on is pulling this out. So you can see that. We've got it to the right place. But we also need to make sure it's the right width. So the width really needs to come to the same near enough length over here as this part. So what I'm going to do is I'm going to come to my stairs over here, and we've got one that is actual width. So now I can do is I can bring this out, and now you can see, just how nice that actually looks, and how easy it is to do that. All right. So now let's come in. And think about moving these bits out a little bit. So all I'm going to do. I'm just going to move them out just a little bit, like so. And then what I'm going to do now is I'm just going to try and straighten them up a little bit. So I'm going to move these this way. For instance, pull it out, pull this one out then, here, and we just have to be careful that we don't bend them too much. We don't want them bending too much. We want a nice, smooth transition. So, I'm just looking now. I think I need to pull it down a little bit. What you can see is just how easy it is to work with this geometry node, and how easy it is to get things done like this. We could never have done this before, actually. Now, the one thing I would say is they're a little bit uneven on here, and that sometimes happens, but we can straight them up. That's no problem to do that. The main thing we're looking at, though is just to make sure that they're in the right place. You can see here, I need to move them over a little bit, so I'm just going to move them over and just get them just behind that crack there. And now let's have a look and see how high these stairs are because the other thing is, we're also able to if I put them on the stairs. Have a look, go back to this. Like so. And we're able to increase the actual length. So how thick or how many steps are actually are. So as you can see, we can make many, many steps if we need to. And that is the beauty of this geometry note. All right, so I'm really happy with that. We're going to click on Shad smooth, and there we go. You've got a good idea of what that's going to look like. And from here now, on the next lesson, and we're able then to actually put the kind of stone steps on here. Now, this is not quite right, so I'm just going to think, I'm going to fix this a little bit better than what it is. Like so. And then on the next lesson now, we're actually putting the stone steps on top of you. And then there'll be another job done. All right, everyone. So I hope you really enjoyed that one. You can see just how powerful this is. Make sure you've got a nice kind of turn going down there. Also make sure the guy before we finish, is able to, you know, stand on here. For instance, he's not going to be, you know, stood walking down here and there's not going to be enough room for him. If you put him on here, you'll see that the fence is going to come down here. He's still got plenty of room there, and that's exactly what we want. The one thing I did forget to do, by the way, before finishing is I did forget to take this fence and actually keep these parts. But I'll just steal this one. I don't think I've done that much to it. I've veled it, of course, but this is going to be pretty straight anyway, and these parts we can rebuild. So we'll get that done, though. We'll get it going down to the bottom of here, and I'll show you how to do that. All right, everyone, so I hope you enjoyed that. It's really coming along now. Thanks a lot. See on the next one. Bye bye. 26. Adding Railings to Staircases in Blender: Welcome back everyone to Blender full Mueling and John inode workshop, and this where we left off. All right. The first thing I think I want to do then before doing anything else, is just turn this down a little bit, so you can see this side and this side a little bit sticking out. Don't really want that. So let's come in and turn down the width a little bit, so turn it down, turn it down. Just so they're poking in there. Just make sure that everything's fit in place. Double tap the A if you need to. And that's looking pretty nice. Now, the next thing I want to do is apply this. Now, on some of John you can come in and click Apply. But you'll see it doesn't actually work with the curve. So what you want to do is you just want to make sure you've got selected, come up to object, convert to mesh, and there we go. Now, it's actual mesh. Look at that. Now, the first thing I want to do after that is delete this line going down here. This is just to make sure that when we've got a bend, we've actually got some resolution in there to actually bend it. So I want to get rid of that. So what I'm going to do is come in, shift and click, delete and dissolve edges. So this one here, dissolve edges, and there we go. Next of all, you can see that we've got some slight bending on here. You can see here it's slightly bent. We don't really want that. So what I'm going to do is, I'm just going to grab these two and show you how I can fix that. So we're going to come in. First of all, put this on normal. We also want to make sure that this is on individual origins. And then what you want to do is you want to press S and Z is normally. Now, if you press Y you'll see, it's a different axis. We want the S ZD and then it should be individually done, straightening those up. So let's come to these here. We can do the Sclar same thing. So's straighten them up, so. Same for these then. We'll just work our way up, so we're just going to grab these ones here, N's, straighten them up, like so. And you can see now, wow that's looking pretty nice. Alright, let's straighten these ones up a little bit more. And then that's finally come to these ones here, and then press S and said, straighten them up. And there we go. We've got some really, really nice straight beautiful stairs there. Okay, so next of all them, we need to make some parts on top of here. So we want to base them on the actual step. So, in other words, we want some steps on top of the We want some blocks like these on top of the steps. So let's actually go on with that. So what I'm going to do is I'm going to grab each of these, the tops of them. Like so. And then what I'm going to do is I'm going to press Shift and D, duplicate them. I'm just going to pull them up for now. And then what I'm also going to do is now. I need to make sure as you can see, we've got some problems in these parts here, which will make it so that we won't be able to put some subdivisions down in, and we really want to do that. So what I'm going to do now is I'm going to split them off. So P selection split them off. Let's grab them, press Shift and H to hide everything else out of the way. Let's press control A or transforms, right click origin geometry. Now, let's see if we can actually subdivide these. So you can see now. We've got these here. We want to really subdivide them. So let's come in, press A, right click, subdivide. And then you can see though, we do have a little bit of problem if we do it that way. We don't really want them going across the cuts going here and here. So actually, it's going to be better if we come in control law, left click, right click Control law, left click, right click Control Law. And you can see here what I'm doing is, I'm actually distributing them out. In a different way. So you can see all of the steps will actually look a little bit different from each other because of the way that I'm doing this. It's kind of making them very, very uneven, and that is exactly what we want, and we want to do it the easiest way possible, which is what I'm doing here. Control law, control law. And even if let's say Control three left click, you can even move them across as well if you want to make that even more uneven so, Control law so. Now, what we want to do now is we want to actually split each of these up. So the way we're going to do that, let's see if we can grab them all. Let's see them go to mesh, and let's see if we can go to sorry, select, and we're going to select checker de select. Let's see them do it that way. And that's not going to work. So all we're going to have to do is go into each one and just select the middle ones out of these to actually split them up because we're going to be doing the same thing as what we did with our bridge. So we're just going to be splitting them up. L so Like, so, press the y button, press G, and make sure you've got a gap in every one, which we have. And then finally, all we're going to do is press A and then bring them up. Like so. And there we go. Now, finally, what we want to do is control A or transom, set origin to geometry, add in a modifier, and we're going to generate a bevel. Let's turn this down to nut point naught three. Like so. Let's turn it up to two segments. Let's turn it up a little bit higher if we need to. Like so. And finally, let's press TH, bring back everything, grab all steps, pull them down into place now. Like, so. Now, the one thing we need to do is we need to pull these out a little bit because at the moment, they're right on top of these, and we don't really want that. So what I'm going to do is press A to grab the mole. I'm going to make sure I'm on individual origins. I'm going to press S and Z. And it's not going to work like that. So I'm going to press S and Y. Let's see if it works like this. There we go. Let's pull them out like that. Maybe maybe that was a little bit too far. So let's pull them back a little bit. So S and pull them back a little tap more. And there we go that looking pretty nice. Now, let's have a look where that looks like, double tap the A. There you go, as simple as that to make some steps. Now, the thing is, you can also see because we did it that way, it's randomize them all, which is what we wanted, and the one thing we want to do now is we want to pull some of them up because at the moment, they're a little bit too even. Also, you can see on these ones, we shouldn't have done it on there because it's made them very, very uneven here. So let's just go back for just 1 second. So before we did that, there we go. Let's press S and Y. Sorry, let's just minus these off. So if I press Shift and L. So shift L on each of these, deselect them. And then what we're going to do is press S and y, pull them out a little bit, like so. And then what I'm going to do is, I'm just going to check make sure they're a little bit uneven on certain parts, which they are now. And then what I want to do is now come in and put on this one here, which is random. So if I come in now and grab this one, for instance, I can pull these up, like so and make them a bit random. Like so. And there you go. Now you can see we've got some random steps going out there. And now we go to the next part, which is this part here. So I'm just going to grab these and with random on again, it's just going to pull some of them out. L so. So. And so, and there we go. Now I've got the maging over the edge slightly, and I'm just looking I think I need to pull them down a little bit more. And I think we're nearly done with these. So let's first of all, turn this off. We'll just grab this one, this one and this one and this one. We're going to pull them out now over there. We're going to pull one back one out maybe. And let's have a look at what we've got here, we'll tap the A. And there we go. They look like really, really nice steps. Now what we need to do is we need to bring in the fence, so where do we want the fence up to. So let's first of all grab one of these. So I'm just going to grab this one here, as you can see. And I think I'll also grab this part of the fence. I'm going to press Shift D. And then what I'm going to do is just put this onto global, I'm going to move it over like so. And you can see we've also grabbed the other side. Don't worry about that. I'm going to press P selection, and where is it gone? There it is. It's over there. I'm going to turn off on this one. I'm going to select this one. Turn this off, and there we go. It's back where we wanted it in the right place. Alright, so for now, let's come in and just split this off. So I'm going to press P. Split that off, and then I'm going to press G. What I'm going to do now is I want it to be round about the same sort of distance between this one and this one. It's not going to be perfect because obviously, we've got a bend here. So all I'm going to do though is bring it into place. So I'm going to press control A or transforms, right click, origin geometry, and drop that into place. Now, unfortunately, we are going to have to do this by hand, pretty much. But again, what we want to make sure is the same as this one here where it comes up to a minimum of the fence, comes up to his belly buttom. We want it to actually this bit here. You can see comes up to just round about the center. So the core part of you is where that's coming up to. We want to make sure that wherever we put this fence on here, that is also going to be the case. So let's say if he stood on this step here, He also wants to be coming up to round about that part here. So, in other words, I need to bring this up there. All right. So that's what I'm going to be happy with that. The next one then I'm going to bring over. So shift, seven, go over the top. I'm going to put it into roundabout here. And then what I'm going to do is press Shift D. Bring this one over to round here, and then Shift D, bring it over to round here. And then finally, Shift D, bring it over to here. All right. So these are all looking good. Now, I'm just going to rotate them round so they're in place. So you can see the stuck out round here. So if I come in and stick this one out as well. So seven go over the top, Z. Rotate it round, kick it out a little bit. Same for this one. Like so this one Z to Tad, and then this one and Z. Like So move this one in a little bit, and there we go. All right. So now let's get the other parts done. So all I'm going to do is I'm gonna bring this guy out. Like so. And we could have done this probably with a curve, but honestly, I think it's let's bring it down, actually into place. I think it's actually bare if we don't. So I'm thinking with these because we know the height of them. We can see on this one. It's on the top of the step. So I'm thinking if we put these to the top of the step, we know roughly, we're always going to get the right kind of height there. Bring it down. Let's bring this one down. And there we go. Now, let's come into the bomb of these then before we finish, and all we're going to do is just bring these down into the floor, like so, and then we're going to do the same on this one. I'm going to grab the boy. Now, one problem we've got is actually here. Let me just go back because I can see there that because we've got a bevel on, we need to actually grab we need to grab it and then press control plus just to get over that bevel. All right. Hey, let's come to this one. Same thing again. Control plus. And then same on this one, control plus. And the same on this one. Bring it down. And the same on this one. I can get there. So Control plus. Bring it down, there we go. All right. So that's looking good on this part. Now, we are going to need one over this part and then going into the wall. But obviously, we'll do that on the next lesson. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 27. UV Unwrapping and Texturing a Staircase: Welcome back everyone to Blenfor Modeling and one O workshop, and this is where we left off. Alright, let's work now on these planks of wood. So first of all, we're going to just put them into some sort place. So Z, let's actually press control o transforms, set origins, geometry, Art and Z. And what we're going to try and do is, as I said, put them in some sort place. So something like this. Let's them bring this down. And you can see it's way way out of place at the moment. So all I'm going to do is come to the front of it, press control plus. Now, this could be a little bit of a problem for us because of the fact that we've got a bevel on here. So we could instead of that, grab this part here. I'm just wondering if I if I want to work with the bevel on there, it will make it a little bit harder because we have to press control plus every time. There's no way really to get rid of it. If I come in and press delete and limit to dissolve, you can see it doesn't actually get rid of them. So that's not something we want to do. We can, of course, come in and grab all of these. So shift and click and do the same on the bott. So let's try the bott as well. L shift and click. And let's press delete and dissolve edges. We can do it that way, but you can see we end up with a bit of a mess. So finally, let's just press Shift S. Cursor selected Shift A. Let's bring in a cube. So we're going to bring in another cube. Let's press the S borne, and all we'll have to do when we finish this now is just make sure that we actually add in a bevel. So Rs, let's rotate it round. Let's go over the top seven. And then all we're going to do is squish this in now. So just make sure that you're on normal, and then we're going to press S and X or S and y or SN Z, and Z. There we go, and bring it in, like so. And it'll be so small that most people won't be you won't be able to tell anyway. Let's now bring it back into place so wherever we want it. So we're going to put it round about here. And then all I'm going to do is grab the bottom of it in face elect and then just pull it down into place like so. And now I'm just going to make sure it's in round about the center. So it looks to be a little bit out. So let's pull it this way. A little bit, like so. And then finally, we're just going to pull this this way down into place like so. Now, because we're working with the normals, it can actually bend it a little bit, as you can see. So I'm going to pull this down just to make it the right kind of length, like so. Now, from here, what I can do is now I can and press control or transforms, right clicks the origins geometry. And now I can actually grab this, press Shift D, and then rotate it round into the rough place where I actually want it. So I'm going to put it into roundabout here. And then on Z. And this is the fiddle bit. This bridge is going to be a little bit fiddlier and then I'm going to press Shift D, bring it over. Shift D, bring it over. And finally, shift D and bring it over. Alright, I'm just going to leave those there for now. I'm going to work on them then individually, so I'm going to grab this one. I'm going to grab the end of this one. Like so. I'm going to pull it down. And then what I'm going to do is pull it out and then down again. Like so, and then I'm going to grab this one, pull it down into place like so. And it all adds to the stylized view of this anyway with it being like this? So, that's good. That's one good thing. And what we're going to do is pull this, this way, like so. Like, so. And again, we could have done this with curves. We could have just made this and just followed a curve or something. But I think actually this is the best way to do it because of the fact that all of them look different. So that's why we're doing it this way. But let's pull this one out. Let's also come to the top and rotate this round. So Z and then let's press G. That looks to be round about it in the right place. And then all I'm going to do is grab this end. I'm going to pull it out then into place. Like, so. And then finally this one. I'm going to pull up and into place. And then I'm also going to pull it this way. Like so. I'm also going to put on my x ray and pull this one into a bit better place as well. And then I'm just going to make sure that I'm happy with all of these. I think this one here. Yeah, actually, you know what? It looks good. It's just this one's a little bit out of place. All right, so let's press ours head, rotate it round, push it back into place. Let's check that out, and I think that's perfect. A look. Double tap the A. This one's just a little bit high, I think, so what we'll do is we'll just come in, and we'll just pull it down into a bit bare place. Tab, double tap the A. And there we go. Alright, now what we'll do is we'll grab all of these, and we'll bring them down, so shift D. D here. Like so. And now, finally, all we're going to do is just mess around with them a little bit. So x ray on again. And we don't need normal on because we're only moving them up and down at this point. Like so. And, like so, and let's have a look at that. Turn this off. Double tap the A, and there we go. That is. Look in. Pretty nice. Now, there's one other part that we need to put in here, which is this part here. So I think what I'll do is I'll just grab. In fact, you know what? I'll just grab this part going all the way around. So shift and click. This has got Bevelon, which is absolutely fine. So we're going to press Shift and D. Just on that big going round there, so you can see the part that I've got here. We're going to put this into place. We're going to rotate it round. So n's he rotate it round, seven to go over the top. And then what we're going to do is just push that in there to where we actually want it underneath this step. So I'm just going to put it back onto normal. I'm going to pull it then this way. That then is going underneath there, and that is also going to hide that part that we don't want to show. So that join there. We don't actually want to show that. Let's put it onto global. Pull it down into place. Now, you can see that this steps not quite coming out as far as I want it to. So all I'm going to do is I'm going to come to my step now. Put it onto normal and finicky bits, get them fixed, and there we go. All right. Double tap the A, and that is it. That is our stairs, nearly done. Okay, one of the hard bits, and we're nearly there. So let's actually just have another look around. So let's now join all of these up. And then what we'll do is bevel these off, and it's easy to do that because they're going to just press Control J. I can then join them up to here. You can see, nope, this hasn't got a bevel on. So we're going to keep it. All we're going to do then is press control A all transforms the origin to geometry. Adding the modifier. We're going to generate a bevel. Put it on naught point t naught three, and there we go, that's the bevel on. Now, let's put it on material. And what I want to do is re unwrap all of these, so I'm going to press tab, A, smart UV Pj, click Okay, and then going to grab this one, shifts this one. Press control, and we're going to link materials. That's not the materials that I want. For some reason, this one's got two materials on. We don't want that, so let's take that off. Let's take this one off. Let's come to these and take this one off and this one off. And there we go. Finally, we've got our wood in. And now, Let's actually deal with all of these parts here, because you can see some of them are a little bit stretched. So I'm going to grab these two first, A, smart UV project. Let's come in then and grab all of these. And then tab A, Smart UV project, click, and there we go. They're all different now. And now let's come to our actual stone steps. So A, Smart UV project, click K. And let's actually minus off this base and this part. Click the down on the one we want is going to be wall. So there you go, there's your wall, and you can see it's a little bit dirty, this side in comparison to this side, that's not what we really want. So what I'm going to do is I'm going to go over to my UV editing. I'm going to make sure. Now, sometimes, this happens where it's the wrong U V. So if you click on it, though, you'll see that it all changes. Now, the bit we want is this one here. So if I spin this round, like so, and then move this over here. Let's see if it is this part first. Is it this part? Let's have a look. Let's press the tab. It doesn't look I think it's the inside of there. So let's actually just grab these parts here. So we can see they're over here, which is this part here, so a look. And then let's press G. There we go. Now we've got the darker parts there. So let's put it there. Let's have a look at what that looks like. And now we can see that's looking tons, tons bare. Is it dark enough, though? That's the question. Let's have a look. So I'm thinking I'll spin it around, so R 90 and let's press G. Let's bring it out. And there we go. That's looking much, much nicer now. And now we've done the stairs. All we need to do now is these parts here, so I'm just going to press A, Smart UV, Pj. Click OK. Let's go over then to the material. We're going to click off base in object mode, like so, down arrow, and we're going to put in stone. Double tap the A. Let's go back to our modeling. Let's put on our rendered view. And there we go. There is the stone bridge with the steps. That part of it, at least, actually done. Now, it's up to you whether you want to put a part in here, kind of going around here. I think on the next lesson, it might be worth it because I think it will just make it look a little bit better than what it does now. I think that bit missing. It's nice they can actually come and, like, look down there, I guess, but I think it would look better with that. So we'll do that actually on the next lesson. All right, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 28. Creating Arches with Boolean Modifiers: Welcome back everyone to Bendaf Modeling and John Mode workshop, and this is where we left off. Alright. So now I want to just bring over. So I'm just going to put this on object mode just for now. I want to bring over one of these parts. So I'm just going to grab this part. I'm going to press L. I'm gonna press Shift and D. And then all I'm going to do is just move it this way. So I'm going to move it this way, like so. I'm actually I'm going to just take off normal minutes and put it on global. And then all I'm going to do is just put it going in to something like this. And now we can have a piece of wood there, a piece of wood here, and I think the piece of wood can actually go into the wall here. So I've got this pretty much done now. I'm just going to rem wrap it, might as well ram here. That means it'll look different from that one. And now let's grab these two here. So I'm going to press L and L shift and D, and then all I'm going to do is bring them over seven. Let's drop it into place like so. And now again, we know that we can actually grab this. You can see it's main tower because it's actually hidden in there, which means I can actually hide that other the way. I can also then come in and come to this one, which is this one here, side building, hide that out of the way, and now I can really see what I'm actually doing. What I'm going to do now is I'm going to first of all, come to the top one. I'll grab the top one. Again, we've got no bevel on there, so that's okay. We do need to remember, though, to put the bevel on. So we'll do that in just 1 second. First of all, though, we'll get these into place. Sou they look good. Like so. And then we'll do this one, and we're trying to keep them near enough as level as this one. Like so. Like so and like so. And into place, Like, so. And now, finally, let's bring these two. So we're just going to bring them both here. So shift D and then just bring them this way. Put them into some sort of place. So we're going to have to move them down as well. Like so. Put them into place, and then we can deal with them now when we bring back our main tower, which is this one here. There you go. All right. Now, let's fix these though, because they don't look right yet. Let's bring this one down. Let's bring this one down. And let's bring this one up a bit and this one also up a bit and let's have a look at what that looks like. Let's turn this off. Let's press tab, double tap the A. And now you can see just how nice that looks. The only thing is these need really come in around a little bit. So we're going to grab both of these edges, hold them out. Hold them into place there. And there we go. Now, they're looking much, much better. All right. So let's actually have a look at what that looks like now. Let's go on to material mode. And what we need to do now is just rewrap these 'cause they're all going to be the same, of course. So, Smart UV project, click Okay. And they go now they're all looking different. And finally, let's level these off 'cause they still don't have a bevel. Oh, yes, they do. They have a bevel, but we just didn't apply it. So that's good. They'll tap the A. Let's have a look now what we're looking at. And there we go. That's looking fantastic. I'm really happy with how that looks, actually. So that's looking good. The one thing I would say is maybe. If we go over the top, maybe want to bring these in a little bit more, or are we being too finicky? Let's put it on material mode now. And now we want to do is we really want to think about creating our actual boolean. Now, the thing is we've got to remember that this here is going to be water, so it actually needs to drop below the actual water. So what I'm going to do is, I'm just going to grab my bridge, press Shift S, ursa selected. I'm then going to bring in a cylinder. And from here, I'm going to put the cylinder on 20 because 32 is just way too high. I'm going to press r and x and rotate it round. So Rx 90, let's bring it in some sort of place then. Like so. Let's press S and y and really pull this out, like so. And then finally, we want to rotate this round. So if I rotate this round now, we can see that's about the right you know, direction that we've got now. And then all we need to do is make this bigger. So if I make this bigger, like so, we can see now that's looking pretty nice already. I think also I'm going to pull it out on the axis here. If you look, though I've actually rotated it, so I need to make sure that I'm more normal. And then all I'm going to do is press S and X and pull it out. So now I can see it's got a little bit more of relief there. I'm also going to press S ands not S and S and y and then pull it like that and then put it more down into the ground. So I'll think here, now this is looking much, much nicer, and we can also do the stonework around here. Now, the other thing is, if I hide this out the way, you will see once I've done this, I really need to drop this down because this then will be in the water. We don't really want this having floating up there or anything like that. So what we're looking at now is making sure that this is in kind of the right direction, looking into there. So at the moment, we can see it's a little bit out. If I press R and Z, Sorry. Let's go back to that. Let's pri on the object. There we go. Okay, if I press on global and Z, I can then turn this around, but you've got to make sure that it's looking right from the front as well. So you can see now that's looking right. It's looking into there in the right place, and I think actually this is going to be pretty nice. Alright, so let's come back then to our bridge. And what we want to do now is come on. Okay. Adding the modifier. Let's generate. We could, at this point, actually apply this simple deform. I think we will. So we're just overrun over it, press control A and then come back to our bridge now. And what we're going to do is adding another modifier, I'm going to generate a boolean, and we're going to click on the Boolean here. We're going to click on fast to get everything back. I told you sometimes it doesn't work properly. And then all I'm going to do now is is just hide this out the way. So I'm just going to hide that out the way, and now I can really see how this is actually going to look. You know what? It does look better than the first one I built. Much, much better actually. You've got a lot more view in there of everything. So yeah, I'm happy with how that looks. All right, so let's come back to it. Let's surpress control and apply that. Let's right click and shade Auto smooth. Now, you can see, We actually do have a problem now with the bridge with Auto Smoove on. So Auto smooth as you can see here. We need to really bring this down, but then we have a problem with the actual bridge. No matter how much we bring it up. So we can see that it's probably due to the sharp we've got on there. So let's just come in, press L. And then what I'm going to do is, I'm just going to press control, and I'm going to clear the sharp. Let's see what this looks like now. So all I'm going to do is right click shade AutoSmooth and I'm going to turn this down to 30. And we've still got a little bit of an issue in there. So I'm going to fix that, I think before doing anything else. It's because of the bend actually going around here. Now, these edges on ear are caused by the fact that these, as you can see, if we come in here and put it on vertex, these are not actually touching each other. And that's what's causing this problem because basically, there's no geometry there. So we have a number of ways of fixing this. First of all, you can try coming in and putting this on face. And then you can come in and you can put it on triangulate faces, and then put it on tries to quos. Now you'll see that it's done absolutely nothing near enough. Let's try it again then. I'll see if I can actually shade smooth. No, I can't. So all I'm going to do is just go back, and I'm going to try something else. I'm going to select all this. I'm going to press P, first of all to separate it off. And then we're going to do is just try that again. So I'm going to go right click, triangulate faces. There you go. It's not really done a lot. Let's try shade and smooth. Nope, not done it. So let's try the other little trick that we've got. So we can grab all of these. And then what we can do is mesh, we can come to clean up, and we can go to merge by distance. And all I'm going to do then is turn this up. And every time I turn this up, you will see that it actually starts to get joined together. And now, you'll see that we've actually fixed that bit. We do have a problem with this bit, however, as you can see, and round the back of it, say, L, the back has all been fixed, that's all nice and smooth. So all we really need to do now is fix this one here, and now do we do that? Exactly the same thing. We come to mesh. We're going to clean up, merge by distance, turn it up. Turn it up another one, another one, another one, and there we go. Now we can see that we've actually fixed that without destroying the actual loop, and now it's nice and actual smooth. Now, if we come in now and go right click and triangulate faces, you will see now we've actually lost nothing, and it's a beautiful face now to actually work with. Now, before carrying on, the main thing is, as I said, we want to make sure that these are going into the ground. So let's come in, and what we'll do is well, first of all, right click tries to quads, just to make it a little bit easier to grab. And then all I'm going to do is I'm going to come in, and I just want to grab all of this bottom part on here. Now, the other thing is, I'm just looking to this. I'm just going to hide this one out the way, so I'm just going to come in, hide this out the way, and I can see that the thing is with booleans, they always make a mess of mesh. So just take that into account. It will always be the same. It's most of the time, better off just coming in, grabbing all of these. So grabbing all of these, going all the way around. Like, so shift clicking them, just pressing delete and faces, like so. So you should be left with something like this. And then all we're going to do is we're going to come in, l shift and click, and we're going to join all of this up again. So I'm going to press Alt Shift click going all the way around here and here. And also, as well, go to press Shift date just so I can see what I'm doing. Now, we're going to bridge these, but we don't actually want to have bridging on this or this edge because you need a gap in there, so if a right click and bridge edge loops. And you can see that it's also causing a little bit of a problem. Always the same with with Boolean always the same. So instead of that, all we're going to do, we're going to come in and we're going to press J to join those together. If J doesn't work, press F. Let's come to this one and this one, F. And now we should be able to bridge each of these independently. So all I'm going to do is shift and click. Click this new one that I did, press the F boron, come to this one, l shift click, click this one, press the F one, and then come up to this one now that we're going to do. And this side as well. So this side and this side minus off these two, right click. And hopefully, Bridge edge loops is going to work now, and there we go. Now, let's right click Shade Auto Smooth. And there's our actual bridge. Now we've sorted out the actual smoothing. What I want to do is now. I want to really apply my actual boolean. So let's come over it. And let's see if we've actually applied it. So I'm just going to get rid of this now. And then I'm going to look where I actually want this to come down to. So the first thing we're going to do is grab each of these. So I'm going to grab each of these. I'm going to press Ns. And what that's going to do is it's going to actually flatten them out, like so. And then what I want to do is I really want to pull these down, but when I pull them down, I have to be very careful, I'm not going to be breaking any of the meshes. You can see as I pull these further down, it actually straightens all of this mesh up here, which isn't too bad, actually. You can see it actually looks quite nice. So I'm just making sure though, it's okay on the back end as well. You can see it's kind of breaking this little part here, and we don't really want that. So let's put it back a int. And let's go back. And instead of doing that, what we'll do is we'll just press and pull them down instead, like so. Alright, let's now press Shift and H, and we should end up with something like this. Let's right click shade Auto smooth, and there we go. And the reason why we've got a line round there, of course, is because we've got this for some reason, the sharp going round there. We don't really want that. So let's get rid of the sharp on both of these edges going all the way around, L so, like so. And right click and what we're going to do is clear the sharp, and there we go. Now, that's looking better. All right. So that's looking better now. I'm just looking at this edge now. We need to have actually a sharp on these points here. So let's right click, mark a sharp. And there we go. Perfect. That's looking much, much better now. All right, so that took some time to get that right. But now we have got it right. If we press Altag, we can see now just down nice that's gonna look. We can see in there. And now what we're gonna do on the next lesson is we'll start point our rocks around this part here. All right, everyone, so I hope you enjoyed that. I'm going to save out my work, and I'll see on the next one. Thanks a lot. Bye bye. 29. Modeling Stone Edge Slabs for Bridges: Welcome back, everyone to blend thefm Modeling and John Mind workshop, and this is where we left off. Now, think before we actually do our rocks here, what we'll do is we'll come in and add another material onto here. Or we could change the actual color of this. But I would sooner just add kind of a ground plane. I feel once you've had a ground plane, it kind of reflects that light back off, especially when you're actually going into the rendered view. So what I'm going to do is, I'm just going to come in to this bottom one minus it off. Click new, and I'll just call this ground plane. And we're going to have this just until we actually start developing the actual terrain that's going to be around here. We've got a long way to go till we get to that point, so we might as well do this now. So what I'm going to do is just bring this down. So I've added in a new material. I'm going to come to the right hand side. I'm not going to go into the shade or anything like that. I'm going to come there and bring down the actual color, like so. I'm going to go into the rendered view, and then all I'm going to do now is turn up the metallic. And then what I'm going to do is turn either the roughness up or the roughness down. So you can get some real shine on there if you want to, really, really up to you. And then I'm just going to go back and bring down the color a little bit. And you can see now what that's done. It's really much clearer visual to see what's actually happening within the scene and see how everything's kind of coming together. Now, from here as well, we can see as well, how far these come down. And I think for me, I'll take my bricks down to roundabout here, I think. So what I'm going to do now is I'll go back to object mode. And then what I'll do is I'll come to my actual bridge. I'm going to press Shift and H just to hide everything else out of the way. And then from there now, I'm going to come in and kind of put my bricks on. So let's first of all come in because it's going to be a little bit messy going around here as you can see, because we've got some that are a little bit closer together, but we need to kind of keep that kind of roundness there. We need to be the same. So what I'm going to do is I'm going to come in. I'm going to grab this one, going all the way around to here, and then go to come to the back one. So shift select, control select control select control select, and control select like so. Alright, from there, then what I'm going to do is I'm just gonna press Shift D, and then I'm going to press P straightaway, selection like so, and then just grab your bridge and hide it out the way, and you should be left with a couple of things like this. Alright, so you will notice now that within these, if I come in. Let's first of all come in and press A to grab them all. Let's press Control E. And what we're going to do is just clear those shops off for now. And now we should have a better visual of what we're actually doing. And you can see here that they're all kind of nice and even, but you have got some parts which are like this, which aren't even stones, for instance, and we need to sort these out. So what I'm going to do is, I'm just going to come in. I'm going to grab them all. I'm going to press delete, and I'm going to go down to limited dissolve. And what that should do is now it should make them, so they're all pretty even in between, like so. And if you look on here, actually, you've already got the workings of your bricks. Now, what I recommend we do is because you can see on this one, we've not done this one or it's not actually worked. So let's come in and we'll fix this one. So I'm going to go limited dissolve, and you can see we've still got an issue there. So what I'm going to do instead is, I'm going to come, and any that are like this, you can see on this one, it's a bit more obvious where the issues are. So on this one, what I'm going to do is, I'm just going to grab this one, grab this one, right click, and what we're going to do instead is, we're going to merge vertices, and it's going to be at the last one. That then is going to merge it. And then I can simply come to this one to this one. And instead of just going through the menu again, I can just press Shift R and that will do basically the same thing. Then to this one, shift r then to this one and this one, shift r then finally, that's it. Alright, so now we've got these all laid out perfectly. What I want to do is these bricks are going to be a bit big if I use them the way they are at the moment. You can see here they're really, really big, and we don't really want that. So what we're going to do instead is, we're going to press A. We're gonna right click, and we're gonna click subdivide. And now, if we come over to our vertices, you can see now we've got all of these vertices in here. And what that's going to enable us to do is just split up all the bricks and make them look a little bit nicer. All right, you can also see from here that we've actually got some bending here as well. So let's have a look what's the causes of that. So we're just going to press tab l tate to bring everything back. And I'm looking and here is our bend on there and the bend. Let's have a look at the front of it. The bend is also. Let me just check with them. I'm just going to grab my bridge a minute. And come in and look at where the bend is. So the bend is coming down there, and the bend is coming down here, like so. So it's good that it's actually falling along. So I'm going in, press now is lth, bring back everything. And now what I want to do is I want to grab the inside of here. So I want to grab this inside and this one that we've just made, which might be a bit tricky actually to grab. So I'm going to do is hide my bridge out the way. Grab this part, and before I do anything, I'm going to press control A or transforms, right click the origin to geometry. And then what I'm going to do is add in a modifier, and we're going to bring in a solidify. Now, the problem with the solidifier is, we won't be able to bring it in straightaway because we've actually only got a two D, so a line instead of a three D. Let's go in anyway and add in A, solidify. And now this is what I'm about so you can see here, we've got our solidify in. If I move the offset like so, you can see not a lot happens. If I increase the thickness, you will see that it actually comes out like so. And this is really, really not what we want. If I bring down then this, you can see it just does that. So let's first of all, before we do anything, let's come in and actually make this. A actual three D object, or at the moment, I would say it's a one D object, so let's go to a two D object instead. In other words, a plane. Let's do that. So I'm going to do this. I'm going to press tab. I'm going to press A. And then what I'm going to do is press and y and just pull that out, like so. And then what I can do is with this one, I can actually bring this into place once I've actually fixed what I want to do with these. All right. So now, we should be able to press control all transforms, right click Set origin to geometry, add in a modifier, generate and bring in a solidify, bring it up a little bit. And again, you can see we've got those issues. Now, we don't need to go in to check to see if the normals are not right. You can see quite clearly or not. So all I recommend you do is press tab, A, shift and n, and spin those around like so. From here, then I can press ltH and bring back my bridge, and you can see now that we need to move these kind of back into place before we do anything else. So what I'm going to do is I'm going to come first of all to this one. I'm going to press L, and I'm just going to pull it back into place because then from there, I can decide how thick these bricks are going to be. Now, let's go around the other side, and I'm going to pull this one out. So I'm going to click on one, press L, and pull that one out, like so. Alright, so now it's time to get the thickness of my actual bricks. You can see the quite thin here. At the moment. And also, don't worry. They're not looking like bricks at the moment. I know that, but we're going to solve that out in just a minute. So let's bring them out, first of all. Let's make them thinner, sorry, thicker, and let's bring them out. So if we bring this up, you can see now I can pull them into place like so, and I think I'm going to make them actually a little bit thicker. And then I'm just going to make sure that I'm happy with them or the scaling of them. And I'm just going to take a step back. And you know what? I think they look really nice. Now, let's go underneath and you can see here, that the underneath of them isn't going enough into the water. So I would say, come in, and what you want to do is you want to grab the bottoms of these. Js, come in, grab the bottom of this, the bottom of this one, the bottom of this one here, you can see, grab the wrong bit. So the bottom of this and the bottom of this. And then all you're going to do is just press E and Z and bring them down. Like, so into the water. And there we go. Now, from here, we should be able to come in now and apply our solidify. What I want to make sure though, first before doing that is that these are thick enough. I think at the moment, they're not quite thick enough. So what I'm going to do is I'm going to press tab, I'm going to press A, and then I'm going to come over it. I'm going to make sure I'm on individual origins. And then all I'm going to do is press S and y and pull them out a little bit. Now, we have to be careful when we're doing this, because as you can see, if I pull them out too far, It's bending it instead of what I want to do. So instead of doing that, what I'm going to do is, I'm going to come to this one. I'm going to press shift and click, going all the way around here, and I should then be able to pull them out like so. And then from there, I'm going to pull them back into place. Let's do this one first, though before we go any further. In fact, you know what we can do now, we can grab the bridge. So this and this shift H to hide everything else out of the way. And now it's much much easier to work with as you can see. Alright, so now I'll do is, I'll come in. At shifting click, grab this side, pull it out like so. And now all I want to do is just make sure that this is kind of in place. You can see here on the outside of here, it's a little bit in there. Now, I know we're not going to see the inside, but it's still good to find out how to actually fix that. So all I'm going to do is come in, proportional editing on, put on smooth. And then all I'm going to do is just pull this out with proportion editing on, and you can see it's rather easy to actually fix that if needed, like so. Alright, let's make sure this front is actually perfect. It's perfect already. All I need to do with the front is just move it back a little bit. So I'm just going to come in, grab my front with L, and then just pull it back without proportioning on to where I actually want it, which will probably be somewhere around there, like so. Alright, then. So from here then, let's come in now. And what we'll do is we'll apply our solidify. So control, apply a solidify. And then on the next lesson, what we're going to do is we're going to split these up and turn these actually into stone blocks. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 30. Crafting Decorative Wood Framework: Welcome back everyone to blend for Modeling and Jobs workshop, and this is where we left off. Alright. So now, we've actually got a full actual topology. So, in other words, it is a three D object. And now we want to do is really split them off. So all I'm going to do as I did before, so it's Shift click, grab this one, and then just shift click going all the way over. So heading all the way down to this one here. And let's do the same on the other side while we're here. So t shift click, Shift click, grab this one, and then just keep going all the way over. So all the way down to this one, and then you're just going to press Y. And when you press Y, always just press G just to make sure you've grabbed them and then just right click and drop them in place. And as well, I did notice that my actual lod screen commands aren't on. They're back on now, so don't worry, guys. They won't be lost forever or something. I'll just turn them off to something else, but now they're back on, so we shouldn't have any more problems with that. And now what we're going to do is we're going to actually come in, grab everything with A, go to mesh. We're going to go to clean up, and we're going to fill holes. Now, we know what's happened already with this. Now, if I press control A, all transforms right click. Origin geometry, adding a modifier, add in a bevel. Let's bring the bevel all the way down. So all the way down, like so, and you can see just what we've actually done there. Let's turn up the segments one. And there we go, Let's have a look where that's actually looking like and I think. That is looking pretty nice, the way it is. Let's just double tap the A. Yeah, and there we go. That's looking pretty good. Now, the one thing I would say, with the front of it, especially is the fact that we need to kind of randomize it a little bit. So all I'm going to do to do that is do what I did before. If I grab one of them, I might be able to get away with pulling it out with random proportional editing. So if I pull this out now, as you can see, we're pulling some out, pulling some out, like so, and it's randomizing them a little bit. So let's have a look now. Now, you can see they're a little bit more random, a little bit more jagged, and that's exactly what I'm looking for. I'm not going to do it on the back because you're never going to see that. So I'm just going to leave it like this. And the other thing you can obviously do if you grab them all, you can also come transform, and again, we'll come down to where it says, randomized and then just drop this all the way down because you only want it a tiny, tiny little bit. Maybe even that's a little bit too much. Let's press the tab and have look. But you know what? I think that's actually okay. I'm going to leave that A is, I'm just looking now to keep the rounders. So what I'm going to do is, I'm just going to come in with click on them. Click on proportional editing once more. But this time, I'm going to put it on smooth. And the last thing I'm going to do is I'm just going to come into these edges here so you can see this edge here, and I'm just not that one. This one on the inside. Let's grab this edge. So this one on the inside of here. And what I'm going to do is I'm just going to pull this up. So I'm going to bring it all the way in just pull it up, make it a little bit more rounded like so. And then I'm going to do the same on this side as well. Like, so, and then the same on this one. And I think then. We've actually got it. So there you go. It's following a bit more. Oh, another one here. Let's pull that one up. Following that line going all the way around. So now you can see, it's got that kind of jagged look while still keeping this kind of symmetry that we're looking for. Maybe maybe one more on here as well, which I think I'll do. And it's up to you, how far you want to push this And there, that's looking much much nicer now. Alright, I'm happy with that. Now what we need to do is we need to unwrap these so we can unwrap them with the bevel on as we know. So and Smart UV project. Click Okay. And the great thing here is if we put this on materials, we've already got a material here, which we can actually use. In fact, they've already got that material on if they're coming over, because we had it on you know, on our bridge, which has the three materials on. The first one luckily for me was this one. But just apply the stone material to your own. Alright, then, let's press saltat bring back everything, double tap the A, and there you go. That's what we've actually got left with, and now we're kind of motoring along. So now let's actually come in and start building this part out, I think. I think that'll be the next part we build out. So all I'm going to do is, I'm just going to come over press saltate. And you can see, because we actually hit it within the collection, when a press saltat it doesn't actually bring that back. So all I'm going to do is just click this on so. Now, the next point is, we need to actually start building out this with wood. Now, there's a couple of things I do when I'm actually creating things like this to make my life much, much easier, and I'm going to show you those right now. So first of all, for a piece of wood, I'll press Shift A. I'll bring in a cube, so let's bring in a cube. Let's make it smaller, like so. And what I want to do is I want this cube to be round about the right size of what my actual piece of wood are going to be. So what I'm going to do is I'm going to grab my piece of cube like this. I'm going to press sd and pull it out like so. And then this will be my base for my piece of wood. Now, you can see at the moment, it's way way too thick, but the thing is, you know, it's too thick on these bits, let's say, but on the actual struts that are actually supporting the building, this might be the right thickness. What you need to think about is where are these most likely to go, and they're most likely go on, you know, the ups strips up here. So, let's come in, though and actually make it a little bit thinner. Now, rather than pressing S and scaling it, let's just come in, shift and click, and then alternS without proportional editing on. So S, and then let's bring it in that way, and there we go. That looks more reasonable size. Now, from here, what I tend to do is, I won't actually come in and add in a material. I will add in a material, but not this material. And the reason I don't want to do that is because I want to know which ones have unwrapped and which one I haven't. So all I'm going to do is add in a basic material. So basic material, I'll call it basic wood. Like, so, and all of these things are designed to help you with the process. So speed up your process immensely. So what I'm going to do now is just put this on a basic brown color. Let's make it a little bit darker. And now it's fairly obvious that this piece of wood hasn't got a material on while still being able to have a look and see what it actually looks like in real time. And that's the whole point of this. Alright, so let's go back now. And what we're going to do now is we're going to press Control A, all transforms, right click Set origin, geometry. And then what I'm going to do now is I'm going to come to my modifier, adding a modifier, and I'm going to generate a bevel. We're going to put the bevel then on at point naught three, and there we go. That is the piece of wood all done and ready. Now, it's up to you whether you want to turn up this bevel on here. For me, I always tend to have it just a little bit, just a little bit because I find if you turn it up too much, it kind of does it look as good like that? I'm not so sure. So that's why I always put it on uh 0.3, but it's up to you. Whatever you set this at, though, is going to be the standard across the whole building. So just remember that. Alright, so now what I want to do is, I just want to put this over to the side, like so, and now I'm going to create one more. So I'm going to press shift A, and this time, we're going to actually bring in a path. So we're going to bring in a path. We're going to move it over to this side, like so, and this is going to be my next piece of wood. So again, I'm going to spin it round, first of all, so r y 90, let's spin it round. And the reason I want to create this one, is because we have a lot of rounded wood in our scene, as well as straight wood. So what we want to do is we want to kind of get this to be the same as this while being able to bend it quite easily. Rather than getting this and then, you know, subdividing it and having to bend it, it just makes it much, much harder. So if we have two of these primitives that we can use, over and over again, it makes things really, really easily. Plus, it keeps the structure pretty much the same because you're going to have the same width or pretty much the same width, and you're not going to end up with pieces of wood that are really, really thin or anything like that. Alright, so let's then come to our curve. So curves work a little bit different. If we bring in a curve and come down to our right hand side, you will see we have another option down here. Now, what we want to do, we've got all of these options here, including a resolution, texture space geometry. Don't worry about all of this at the moment. What we need is the geometry, and the one we want is the extrude. So let's actually bring out the truude and what you're going to end up with is something like this. Now, it's still a two D object at this point, but what you can see if I come to this is that it's really, really easy to actually bend it. Now, let's actually go back. So let's just put that back a minute. And what I'm going to do now is I'm going to come over adding a modifier, and this time, it's going to be a solidify. And from there, I can actually bring this up now. I can also right click and shade flat so I can actually see what I'm doing. And there you go, now you can see Jaws tow nice that actually looks. And then from here, what we want to do is put this up, add in another modifier, and this time, it's going to be a bevel. And the bevel, of course, is going to be on nut point, nut three, and there we go. Now we've got two pieces of wood that pretty much look the same, but this piece of wood, we're able to bend. Anyway, we want so. And you can see just how easy that is now to bend this wood. Alright, so let's put that back. And then what I'm going to do is I'm going to make another collection here. So I'm going to press F two, not F two, so I'm going to press M. And then new collection, I'm going to call these primitives. So, click Okay, and there we are. We've got our primitive in there. Now, let's call this one bendy Wood or something like that. So Bendik just in case we need to find them. And then what I'm going to do is come to this one. I'm going to press, put it in my primitives, and then press F two, and we'll call the straight Wood. So. Now, what we want to do is every single time then, we want to build on any of this. We want to be using these pieces of wood because it's just going to make it that much easier. We will as well. I think probably as we work through the course, we'll probably actually make one of these. Instead of keep reusing them, we'll make one, we'll put it in our primitives as well. All right. So the last thing then we want to do is this part here. You can see at the moment the top of here, if I going into material for view, shouldn't be like this. It should actually be cobblestone. So let's actually come into our asset manager. Let's click the down and I think, let's see, I've not got my current file on. That is because Blender crashed, which an I need to go to preferences. I need to go to file paths. And then what I need to do is add in that file path again. So the file past should be on the course Resource pack. Fix, click Add, and then all we can do is close that down, add in our course resource pack, and there we go. Alright, so the one we want is this one, which is the stone bricks. So this one here. And then all I'm going to do is I'm going to come over to my materials panel. Click the plus. And then this onto the like so. And then on the next lesson, what we're going to do is we're going to apply that to the top of here, and then we can actually start working on the wood part of this. And then finally, just start working our way up all the way along here, up to the roofs and we'll actually get this part, I think, finished before we do anything else. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 31. Building Framework for Structural Extensions: Welcome back to blend the for modeling and in workshop, and this is where we left off. Alright, so now we want to do is we want to actually start building out this part. But before we do that, let's go back to this part now. So what we said is, we're going to grab this part. Let's put it on material so we can see what we're doing. Grab all the way over to here. Just making sure I've got this one as well, all the way over, press you and unwrap. So we're just going to unwrap that again. And then what we're going to do is we're going to assign our stone steps, like so and you can see already Dad's looking. Alright, so let's just have a quick look at it on render view, and then we can start building out our wood, and there you go, much, much nicer. Alright. So now let's come in and think about our wood going on here. So I'm going to just put it on material again. I'm going to put on modeling. I'm going to press tab. And then what I'm going to do is I'm going to also include the material on here. So if I grab this one, and grab this one. I'm going to press Control L, and I'm going to link materials like so, and then I'm going to come to this one. Now, it's important that we press Shift D on here. We don't actually want to bring it over because we want to save these obviously to actually be able to work on. So we need to keep reusing these. The other thing is the bridge is basically done, so we may as well now as well. I'm thinking maybe we need just one in here, but I think I think what we'll do is we'll grab. Let's have a look here, I can grab this one and just slot that in place along here. I think that's just going to finish this off, so we might as well finish it off. So I'm going to press L. I'm going to press Shift and D and just bring that over to this side, and then seven to 12 over the top. I'm going to rotate it so art and Z rotate it around. G. Let's put it into place where we want it. I'm going to then bring it down. Let's put it also on normal, so I can actually move it correctly, like so, and let's put it into place. Like, so and then all I'm going to do is I'm going to pull it up and see if it'll fit under there. So just a little bit more as you can see, so let's put it into place. Just like that. Double tap the eight, and there we go. That's that bit finished. Now, with these bits, I might as well make a new one. So I'm going to put them in the bridge. We've also got our bridge in here, but you can see there's nothing in here. So to do that, all I'm going to do is just grab all of these pieces, and then just press M. Once I've grabbed most of them, and then I can see what's left over. So if I press M now, and we're going to put them in bridge, like so, and then just hide the bridge out the way, and you'll actually see what's left. So M again, bridge, and there we go. Now we can actually do a little bit of work. So let's bring this one over, first of all, And what I'm going to do is I'm going to first of all, put this part in the corner here. Now, once I've got this here and in the corner, I can keep reusing this piece of wood over and over again so I can actually put it into here. And this then is just a simple grab from over here next time I need a piece of wood. So if I press Essence ad, let's pull this up then and get it into place. Like so we're going to put it into place round up out there. And then what I'm going to do is I'm going to actually grab this again, and I'll put another piece in this corner. So Shift D. Let's drag it over, put another piece in the corner like so. And then I'm going to need two more bits now. So I'm going to press Shift D. And I'm going to bring it over. And with this one, I'm going to make it a little bit smaller. And you'll see why that is in a minute. So I'm gonna press sad. Bring it down, put it into place like so. And I think that's probably not going to be high enough. So what I'm going to do is I'm going to pull it up a little bit. We need some supports basically on here. So what I'll do is I'll leave that there for now. I'll press Shift D, bring it up, rotate it round. So RX 90, rotate it round, press S and X. Bring that in, and then let's just fit it into there. Very snugly. Let's pull it back a little bit as well, so it fits in there beautifully, as you can see, and then let's pull it up to where it's going to go. So I'll think something like this, as you can see, it's looking pretty nice. And now I just want to put in a support, which is going to go underneath here and all the way over to here to kind of support it. Now, before I do that, let's put a support in here. So what I'm going to do is I'm going to press Shift D. And then we're going to bring it out. I'm going to press one on the number pad so I can see what I'm doing. Again, we can press G because it will follow that axis on the Z, and we're going to put it into place. Like, so. From here, then, let's bring in our supports now. Now, for this, we can use these parts that we spoke about. Shift D. This is the bendy one, of course. So all I'm going to do now, I'm going to press sensed without normal on because it's giving me the wrong axis. So sensed, pull it down. Then let's press one. And then all I'm going to do now is just pull it into some sort of place, like so and I'm going to grab the top of this with proportional editing on, and we only want it on smooth. And then what we're going to do is just pull it away. Like so. Now, the thing is, you'll notice at the moment, I start to bend a little bit. If I press so control or transforms, you'll see that it actually straightens it all back out again. That is the main thing. Just don't forget to do that. Then what we'll do now is we'll grab this bit, we'll pull it up. Like so. And now it's just a case of just messing around with it and getting it to where you want it. So I'm just going to pull this bit up as well. Like so. And I'll level this up I think. I'm going to level this bit up a little bit, and then let's pull them both down and let's get them into place. So let's pull them over. If I grab just this one, I'm going to pull it over. Like, so. Now, once I've got it into some sort of place, I'm going to put it then back into where I want it. So I'm going to press tab. I'm going to press Control A again, all transforms, right click, set origin to geometry, and then let's put it back into place. Like so wherever we want it. Now, the main thing is, we've got it into place, but now we need to move it around without the proportion editing non part. So if I grab this now, you'll see if I press one, I can now freely put it into place. And sometimes it just makes it easier to actually work with it, as you can see. Now, we have to pull it back past there. So make sure that it's in there, as you can see, and we want to make sure that it actually looks as though it's supporting something. So I'll think on here, I'll pull this one down, I'll just a little bit like so, and then that enables me then to pull this one down, like so, and bring it all into place. And there you go. Now you can see that's looking pretty supportive. We can bring that out, bring it forward, up to you while you want it. And now I want to do is just grab this, press shifty and bring it over into the other side. Like so. Alright, then. So from here now, we can actually start coming back to this part of wood. Now we've got this structure, and we can put this going this way. So into this part here. So I'm going to press 50. I'm going to bring it out. D 90. And then what we can do is bring it over. Like so. And we can also bring it into place. Like so. And this is the basics of actually building. You can see that I'm going to need to make this probably a little bit chunkier. So what I'm going to do is I'm going to press Alt Shift and click alterns and then bring it out. Like so, and then I'm going to grab the front of this and just pull it out over there. And then what I'm looking for is just making sure that little bit of the lip as you can see, is below and above because then it looks as though the wood is actually slotting into place like so, and the same for the back then and come now to the back and pull it all the way over into where I need it. And then we can have one more piece coming up here, and we can have a support coming along this part here, which will support this window going up. Now, the next thing we want to do before doing anything else then, is we want to come into these parts and I want to grab it and pull it up into place. Now, you can see that it's going a little bit in front. We need that behind. So all I'm going to do then, is just bring it back. And then what I'm going to do then is press shift. Grab the next one and just pull that one into place. Double tap the A, like so. Now, it might be a better idea actually, if then we move this one over. So if I move this one over to here and then position this one, Jost over to there like so. And I think the other thing that we should do is grab this one, pull it over a little bit, like so. Grab them both. So let's press Alt Shift and click Alt Shift click, so we're just going around the outside of it. Press alternS and then we should be able to pull them out a little bit, making them a little bit bigger and finally pull them back. Into place. Hold in the shift bon because the shift button will actually slow it down. So if I pull it out like this, and then I grab it and start pulling it in. I I hold the shift b, you'll notice that it's really, really slow, and it makes it really easy then to position it where you actually want it like so. All right, double tap the A. And there we go. Now, what we can also try and do, so this is something else we can try, let's give it a try on this chunky piece. So if I come into this chunky piece, press control, bring in some edge loops, like so, left click, right click. We know we've already got a bevel on there. But what we can now do is we can come in, grab everything. Come on over, press mesh, and then we can go to transform and randomize, and then just put this all the way down to let's say 0.1. And you'll see now that actually makes it really, really uneven, and that's something I think that we should be doing. Now, if we can do that already on these as well, Now, I think when we come then to add in our materials, what we'll do is we'll do that all at the same time. So then we've got a way of making these really, really uneven. So if you know it's now, I'm just going to take all of those subdivisions away because I'm going to do them all at the same time. So what they'll do is I'll do it in, you know, kind of part. So the first part will be this kind of frontier. We'll put those all together. You know, the front of this part, and then we can have them, you know, wood done. And that will mean basically the wood has been beveled. It's been randomized. It's had the material put on and all that sort of good stuff. So that's the way that you want to work it to make sure that you're getting everything done at the same time. Alright, so we've got that now. So what we'll do now is quickly just bring this one back, so I'm going to press shift. I'm going to bring it to the bottom off here, so right to the bottom off here. And then what I'm going to do is I'm going to try and bend it. We'll not bend it, but actually bring it to the top. So I'm going to press tab, I'm going to come in with my x ray, grab the top of there, and then just pull it back into place like so. And now you can see already just how fast they are actually moving along. Alright, so on the next one, what we're going to do is we're going to continue building all of this out. So all of this. And then I think what we'll do is we'll actually start to get we'll finish with the wood, so we'll get the wood all bent and things like that. And then from there, we'll actually bring in our first roof, I think, and then we'll start with the windows and doors because once you've kind of got all of those bits nailed down on this, it's actually really easy to actually build out the rest of it. It's just basically getting the gray box out, and then basically building around the gray box. So that's what we're doing. Alright, everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 32. Constructing Detailed Roof Frameworks: Welcome back everyone to blend for modeling and Jomo workshop, and this is where we left off. Alright. So now what we're going to do is we're actually going to continue building out this part, and then once we've done that, we'll actually get some materials on our walls as well. So I think what we'll do, first of all, is grab this part here. We'll press shift. And then what we're going to do is drag that up. Shrink it down a little bit with SX and then all I'm going to do is position it in place. So Oz 90 position in place like so. And then all I'm going to do is pull it out a little bit. And then pull it up, so it's into place. And then I think with this part. Yeah, I'll keep it actually. You can see it has to come out down to this part here, and that's absolutely fine. The first thing is, though, let's actually pull it back. There's another reason I don't actually come in and subdivide everything straightaway because actually we need to pull it back and it makes it a little bit harder work. So if I pull it back to there, then pull it down. You can see, look, I've got to play around with it a little bit just to get it into the places where I want it. So I'm just going to pull it down. To something roundabout, like there, and then I'll grab the back of it now and pull it up like so. Now, the thing is, what I didn't do there. What I should have done is, I really shouldn't have bent it yet. I should have actually straightened it out first. The other thing is, I'm thinking that this is probably a little bit too high. So what I'm going to do just put this on normal and then just pull it back into place a little bit like so. Now, the other thing is, do I want to actually round this off as well? In other words, do I want this at a different angle? Let's put it on globe, and you'll see what it means. So if I grab this now, press R and x and rotate it round like, so you can see it actually looks a little bit better in that way. All right. Let's pull this the back a little bit. I'm just going to pull this back just a tad, so. And then from there, all I'm going to do is grab this now, press shifty. I'm going to pull it across into place. I want it over hanging this bit slightly so we can actually put a piece of wood going up there, and then I'm going to grab this part and then just pull that into place like so. And I think I'll pull it out. So it's going a little bit out more than where it needs to be, grab this part then and bring that part back in. And then you can see, gives us that kind of uneven look that we're actually looking for. Alright, so now we've got that. Let's pull this bit out a little bit more, so we'll put it on normal. So we're going to be swapping between global and normal a fair amounts. You can see, I'm going to pull that out a little bit, just to pull it out a little bit longer than this one, like so. And there we go. Now, let's move on. So what we'll do is we'll grab this one. We're going to press 50, and we'll bring this one up into place, going straight up. To just underneath here, so I'm just going to pull it up, like so. I'm going to pull it then across into place like so, and then I'm going to grab the top of here and pull it down. Just so it's coming under that part there. Now, you'll see, I can just get it in there without it popping through the top of this. Also remember that we're going to have a roof on here as well. So we've got that in place now. And now let's just keep working our way around. For the next bit what I'm going to do is I'm going to grab this part. I'm going to crash shift D, bring it over. And then I'll just put it into place. Like so. And the one thing I want to make sure with this part that's coming out is that there's a little bit of a gap on the bottom and the top. Just so if I double tap the A, you can see it's looking quite nice like that. You can see that we've got it going all the way back here. And that's fine because we really want that. The only thing we want to do is make sure that it's coming all the way to the back. So if I grab this back piece and I'm going to pull it back into place, double tap the A. And there we go, that's that bit sorted. Now what I'm going to do is just grab this part. I'm going to press shift I'm going to pull it over into place. Now, you can see here, we're going to have a little bit of problem. We need to actually bend this out. I'm also going to pull it out a little bit before bending it out, and now I'm going to grab the front of it and as pull it into place. Like so, and I'm going to grab the back of it and pull that into place. Now, the thing with the back is, as you can see, it's not exactly following this, the way that I want it, so I'm going to pull it all the way over like so, and then I'm going to pull it into place. Like so. Double tap the A, and there you go. Now you can see that's fitting quite nicely. Okay, so let's just carry on then going round. So I'll grab this part again. Shift D, bring it over Z 90, and you can see again because I've got normal on, I need to put that back on global. So RZ 90, spin it round. And let's get this into place. In between those two. And then let's press sens make it a little bit thinner. There we go. That's that part. Double tap the A. Always double tap the A and have a look round, and then you'll be able to see exactly what you need to do next. And now I think we'll actually look at this part along here, 'cause this actually is quite a difficult part, and then we can kind of pull it all together. So I'm going to save that my work before doing anything else, actually. And then what I'm going to do is I'm going to grab this part. Now, the thing is about the top of it, do we want to grab that part? That's the question, because I might want to actually round this bit off. So, you know what? Instead, we'll come to our bendy one shift, bring it over. And let's pull that then into place. We want it. First of all, I'll put it in some sort of place, press one, and then all I'm going to do is press R and y and rotate that round. Just to get it to the right place, so the right place is going to be a roundabout there then r and y so. And then what I'm going to do is I'm going to pull this bit out, I think. So if I can pull this bit out a little bit, if I put it on normal, I should be able to pull it out then and then just bend it like so. And then what I'll do with this bit is I'll pull this more into this part here so we can actually have, you know, that nice top on there. And I'm also wondering about this top. I think I need to bring it in a little bit first, so I need to make it a little bit thinner because it's a real big chunk of wood on here. And I don't think it should be actually that thick. So all I'm going to do is just turn off my x ray, grab both for these and these and this. And then all I'm going to do is press S and X and just bring them in like so, and I think that sort of size of wood is going to be much, much better. Okay, from here, then, I need to then bring this part back into place. So I'm going to grab the whole thing. I'm going to pull it just in front of here as you can see. The little bit of bend now we've got on there. That looks beautiful. And then all we want to do is probably pull it back a little bit into place like so. Now, before going on any further, we might as well put the top on here as well. So again, I'll just come in and grab my straight piece of wood, per shift. Bring it over. And then what I'm going to do is rotate it round. So x and 90. In fact, you know what? Let's press R x 90 like so, and there we go, and let's pull it into place. Now, the thing is with this piece of wood, we can actually make it bigger overall. So, in other words, we can just grab it, press the S button, and make it bigger overall like so. And then I'm just going to put it into place. And from there, then, I should be able to get a good idea of bending this. So it just goes under there. Also, I'm going to press S and X and just pull it out a little bit. Like so. And I do want the front of this probably bend a little bit. So what I'm going to do is I'll show you no technique of how to do that. First of all, though, let's get this into place. So t's pull this into place without too much ben. You can see here, we've got a kind of a lot of bend there. So let's make sure we actually straighten it back up a little bit. And let's make sure it's kind of even going all the way down because we have some roof tiles to put in there and we need it to go under there, like so. So let's come back to this part now. S and X, pull it out a little bit. And there we go, that's looking near enough, perfect. And finally, then let's come back to this part. And all I'm going to do is just pull it up into place like so. Now, we have one on the other side, so we can put that one straight in the other side. And then we should be nearly finished with this part. We'll just bend it at the end. All I'm going to do is I'm going to press Shift D once I've put this back on global. So shift D, let's bring it over. Let's rotate it. So As hundred 80, rotate it around. You can see when it rotates. It's actually come out a little bit, so let's put it back into place, like so. Nothing really needs to be even on here. We're not actually looking for that, so don't worry too much about that. We're going to put it back into place. Like so. Now, the thing is with the underside. There's certain techniques we can do to actually stop this happening. In other words, we can cut these if we want to, or we can put another block in there. But either way, you don't really want them crossing over like that. So we're going to fix that as well. Now we'll actually bend this bit up. So all I'm going to do is I'm going to press control law. I'm going to bring in one edge loop, left click and then just drag it over to here, since this is where we want the bend to start, and then we're going to press control law. And bend it over light. So, and there is another technique. I can show you on here to actually, kind of bring it out. But with this one, we don't actually want to bend it that much. So all I'm going to do with this one is grab the front of it, put it onto proportional editing, press r and x and jaws rotate it. And we rotate it on the x. Let's see if we can. I want to rotate it around. So let's try that again. Oh, R. There we go. RN X is rotating it now, and then I want to pull it all up a little bit, like so, and that's the first way of actually doing it. I'll show you the other technique of doing this. So we've got all those there. That's really nice. Now, let's think though, the other technique, I'll show you on this side. So when we come to this back bit over here, we'll just for now actually come in and bring the back bit without portion editing on, just the back bit over to this part here. So round about there. And then on this bit. When we come round to that, I'll show you the other technique. Alright, so we've got this now. Let's come in then and think about this top bit on here. So, what I'm going to do? I'm going to grab this one. And this is another reason why I don't join anything together yet, as well. We're going to join it all together. Once we've got this first part nailed down. And from there, then you're going to find it's quite easy to actually build this thing out. Alright, so we're going to put this part in place here. Obviously, we need to drop this down a little bit. So what I'm going to do just grab the front and just drop it down. You can see it's dropping the whole thing down. So I just need to be careful I don't do that. So instead of doing that, What I'm going to do is just grab this edge here and pull it down that way, and then I'll come in and grab the back edge and just pull it up like so. And there we go. Alright, so that's looking quite nice. The one thing I do want to do is just make sure that this one on face let is just going to go back a little bit, so you can see here, just want to pull it back a little bit into place, and there we go. So now we've got enough room for our roof tiles on there. And of course, we're probably going to want piece of wood under here, but I recommend, first of all, bringing in our roof tiles. So on the next one, we'll put in one here, we'll put in one here, and we'll build out just this bit a little bit. So this bit here before finally we'll get in our roof tiles on this big bit on here, because the reason we want to do it on the big bit is because we really want to lay down. This is how our roof tiles are actually going to be. So that's why I want to put it on there. The other thing is as well, you can see that all of my primitives. So all of these have gone into here, and that's not something that I really want. So when we've finished building this out, we will be moving these into their own kind of area. And from there, then we can actually split them up in a good nice way. Alright, everyone, so hope you enjoyed that. Our speech on the next one. Thanks a lot. Bye bye. 33. Decorating Extensions with Wooden Framework: Welcome back on to Blender for modeling and jump in workshop, and this is where we left you. Alright, so what we said is we're going to carry on building this out a little bit. So I'm going to grab this one. I'm going to press shifty. I'm gonna drag it out on global. So we'll grab it out on global, like so, and let's then pull that down into place. So I'm going to grab the top of here, pull it down into place below or as low as I can, that piece of wood that we've already got there. And then we'll also pull this one back a little bit. So I'm going to pull it back. Just like that, making it a little bit thinner, so it all fits into place in there. Then what I'm going to do is, I'm just going to pressure D. I'm going to drag it over. And then, of course, I'm going to put it in the wall there. Grab the top of it and s, pull it up into place. So now, with this one, we might need to pull it up into place and then grab this one and then pull it out a little bit, so I'll come to normal. I'll pull it out a little bit. Just in front of there, making sure all the time that this is nice and even which it is. And I think also I'll have to pull it across. I'm just wondering how far to pull it acros. You know what? I'm not going to pull it across any furtherthan that because I think it actually looks quite nice. I'm just looking then at this one. Maybe this one can come out a little bit as well. Like so. All right. There we go. Now, let's finish these two parts here. So we'll put in one going up here, one going up here, and then we'll finish this top part. So we'll finish that top part and then we'll go a roof on. So let's come in. We'll grab this one. So shift we'll bring it up all the way up to here, so we'll bring it over then to the corner and we'll make sure that it's in that corner really nicely, which it is. And I always recommend when you're doing corners like this that you always have it a little bit thinner than the wood top or the roof top. So what I mean by that is, if you come in and just pull this just in front of this one here, as you can see. So just in front of there, and then drop this down, and then you'll always find that it looks pretty nice. And again, with the front here, we need to pull this back a little bit, so pull it back. And then press tab, double tap the A, and that is how it should look. So you can see now it's fitting nice and flush against there. Everything is fitting in. Maybe maybe we want to pull this back a little bit. Actually, you know what? You can see here, it's like joining here there's a little bit of a gap, so that's fine. Now, let's bring this part over. You know what, as well. Let's actually hide this part out of the way. So if I come to this, you can see this is the front tower. Let's just hide the front tower out the way because it is getting in the way a little bit. And then what we'll do now is we'll grab this one. We'll press shift D. We'll bring it over into this corner, like so. And then we'll have probably another one coming down from here, another piece of wood, but we're not going to work on that yet. Alright, so we've got these two parts. Now, I recommend that you always think about when you're creating something that any spaces on your wall, especially if it's a really big space like this, you always do something with it. So with this, for instance, what we can do is press Shift D, bring in this part, and then all I can do is I'm going to just grab the top and pull it over this way into this part here, like so. And you can see now that is just adding to the overall feel of what we're actually trying to create here. You can also see these ones down here, these ones. They need pulling back a little bit, so we'll grab both of these. We'll put it onto global. And then what we'll do is now pull them back just a little bit, so they're in front or behind that one there. And then what we'll do is come back to this one, grab the bottom of it and just move it over. And then finally, finally, let's grab the front of this and then just pull it back just so it's in front of this one here. Alright, double tap the A let's have a look what we've got. That's looking pretty good. I'm just wondering if I should make this a little bit thicker, you know, if it should be a little bit more chunky. I think actually it should. So all I'm going to do, I'm just going to grab this part here. So this part in front here, put it onto normal, and then just pull it out and make it a little bit chunkier. Without it sticking in. You can see that it's sticking through there a little bit. We don't really want that. So all I'm going to do is just pull it back. So it's not sticking through there while keeping this kind of thickness there. So now you can see, we've got a bit of variations on the thickness as well. Okay, so now what we'll do is we'll add another part in going across here. So, again, it wants to look random because it is, after all, it's a Wizards Tower. You know, it was either put together magically or some guys came out and built it, but they didn't build it all in one go. Let's press 50. Bring this over, press part and y and 90. Let's then bring it up into place. So I'm thinking probably going to come from here in the corner here. Let's just put this on global just for a second. Press tab, grab this part, pull it back, and then let's pull this into place. So I'm going to put it into there. And now I'm trying I'm going to fit it all into place. So I want that in there. I want to make sure that it's not sticking in front of here, like you can see. So I'm as going to pull it back, so it's behind there. And then last of all, I'm going to come now and pull this down. Like so into place to look like it's actually got a nice structure there. Now I'll press tab, I will in fact, you know what? Before I press tab, I'll just turn off my x ray. And there we go. We've got a really, really nice view of it now. And finally, finally, then, let's put the last piece of wood in before we actually do anything with the roof. So we'll come to our bendy part shift. Let's bring it over. Let's press one on the number pad and bring it up. And then what I want to do is, I just want to make a kind of circle bit from here to here. So what I'll do is, first of all, I'll make it a little bit smaller. So Essence he make it a little bit smaller. I'll then pull it over to this part here. And then what I'll do is I'll get the correct shape before I'm doing anything else. So I'll grab the top of here, put this on proportional editing. And then what I'll do is bring it round and down to there, and then I'll bring this one round and up. To there. And then finally, I'm going to drag all three of these back a little bit like so. And then I think I'll bring this one up a little bit, and I'll bring this one down a little bit. And there we go. Now finally, let's just bring them a little bit this way. J so it's jaws touching there. I think that looks pretty good. Now, the other thing you can do because you've actually got it as a curve is you can make it thick quite easily. So if you want to make it thickness this way, or if you want to make it thickness this way, all of that is easy to do. We just come to the thickness and you'll see we're making it thicker that way. Or we come down to the curve. And what we can do is we can use the extrude to make it thicker in that way, holding the shift born again. And now we can put that into place. And you'll see how nicely that actually gets into place, and there we go. That's looking really, really nice. Now, you might want as well, because the good thing about the curves. You can also come in, grab this one with the proportionality, just pull this bit out a little bit. Again, adding to the uneven thickness. Okay, so that's that part done. Now what I'll do is we'll bring in our roof, and then we'll join our roof together. So we'll set out what our roof is actually going to be like. So to do that, again, I'm going to save out my work. Now what we're going to do is we're going to bring in then our roof tile. So I'm going to press Shift A. And what I'll do is I'll come over to mesh, come to play, and bring in the plane which we're going to attach the ognode two. Now, what we'll do is go over to our asset manager. We'll zoom out a little bit, and what we've got here is our roof tile. So under ometnodes, just make sure you've got your course resource pack on under otos drag and drop. And it will disappear. And the reason it's disappeared is just because this count horizontal just needs sting up to one. Now, from here, let's go back over to our modeling, And what I want to do is I want to bring my guy out because it's important that you do this before doing anything with the roof tiles. Press Shift S, cursor selected. Grab your roof tile, and you're going to press Shift S and selection to cursor. And then we're going to press dot on the number pad. And the reason we're doing that is because as you can see, of this roof trap. It looks like a mouse trap or something. It looks so big. We need to make it smaller. Now, we can get away with having them slightly bigger, than what they normally would. And this is because of the fact that we're dealing with something that's stylized here. But still, roof tiles, even this big are still too big. So I'm going to pull it out now. Now I know I've got the right size. And then you can see, on the right hand side we've got all of these options that we're going to go through on the next lesson, and then we can finally get this roof tile into position. All right, everyone. So it's really fun actually working with these roof tiles because they're so so invaluable for anything you're going to build in the future, and we're going to go through all of the geometry now. What's more, as well as I said, you can use these in your future projects that comes with the actual course as long as it's not commercial use. All right, everyone, so I'll see on the next one. Thanks a lot. Bye bye. 34. Utilizing Geometry Nodes for Roof Tiling: Welcome back everyone to blend the fall Modeling and geometry nodes workshop, and this is where we left off. All right, so we can see that we've got our roof tile in. Now, the first thing to look at is the subdivisions. Now, if you can't really see the subdivisions at the moment, but if you put this on wireframe, then you can see these subdivisions, if I turn this up for instance, you can see we add more or less down to basically nothing. So let's leave it on for the moment. Nine. Because then we can work from that as we work forward. Let's also put this on material mode, and at the moment, you can see that we haven't got a material in here. Now, let's bring in the material straight away. So what we'll do is we'll come on over to our asset manager. We'll come down to our materials, and the one we want on there is the roof, so I'm going to drag and drop that on there. Now, you can see at the moment, I can't drag and drop that on there, and I've also not got it in there. So what I'm going to do instead is, I'm going to grab my roof, drag and drop that on there, like so. Now, nothing happens because everything is controlled from the geometry node but you will see that now the roof is actually in the material, which means that now I can come in, get the drop down menu and add in roof, get the drop down menu, and add in roof like so, and then it actually works. Now the thing is, with this actual gomtrde we have allowed it so that you can actually have materials odd and materials even. So that's why I had to drag and drop it in both of those. Or you can get rid of this one and then put another material in and you'll be to have different colored roof tiles and things like that. Alright, from here then, I can actually come over and actually minus this material off, and it's still there. Now, what we're going to do now is go back to modeling, and from here, I'm going to press the tab button, and now let's go through some of these options. So, the first thing we want to look at, we've got the tile length and the tile width, there's self explanatory. As you can see, we can actually make it wider or smaller or whatever. The next one we've got is bottom bending. Now, on my original roof, I didn't actually bend the tiles out, and I think actually that on this one, I'm going to bend these out a little bit like so, and I think it just adds to the overall feel of the actual tower. But it really is up to you if you want to go with straight or if you want to go with ben. Now, the way that works is obviously based on subdivisions. If I start turning this down, as you can see, they become a lot more harder, like so, and you can see that you can actually end up with something like this. I don't really like this style too much, but you mind. I'm just going to bend mine out to the minimum I can get away with. And the reason for that is because you don't want to have too many subdivision on here, because what will happen is it'll actually cost a lot because there'll be a lot of polygons on here because you're gonna have hundreds of roof tiles. So just remember, Don't turn up the subdivisions too high. Do the least you can get away with while still being smooth. So you've got an auto smooth born here, which will smooth it off as you can see. So if I turn this on and off, you can see the difference there it smooths it off. And then from there, once you're happy with the shape of your roof tile, let's now bring out how many you want. So we're going to bring up this amount. And you can see straightaway that we also have the next problem that we're going to come across. And I'm going to bring this down just a little bit to show you. And the reason why that is happening is because we've got it on odd and even. So you can see it odd and even offset. Just set this down to zero just for now, and then it will line them all up perfectly. Now the next thing we want to do is obviously come up, and we want to actually bring out the horizontal. So let's bring out the horizontal. No, too much. We just want something that we can work with and that we can actually save out. Alright, so that's looking pretty nice. Now, the next thing I recommend that you do is you come down and you can see you've got one that says gaps. And what that's going to do is it's going to place a gap between each one. Now, you will see that we have actually got some random size on here. So what I'm going to do for now, I'm just going to put this gap on 0.5, like so, making it very, very thin, as you can see now. And we do want some offset on each of the sides, and we do want some difference in the tile sizes. So I'm going to double tap the A, and that's what you can see. We do want that. But do we want that right now? So if we don't, let's come on down. We've got random size. Let's turn this down or up. You can see what's happening there is. It's actually distributed now the upwards and the downwards motion. So if I put on random size, you can see if I pick that up or down, it's actually increasing the thickness going that way and that way. We also have tile thickness, so we can actually control how thick the actual tiles are, as you can see. I'm happy with the actual thickness of the tiles. We've also got randomized width. Now, this is the thing that's actually controlling the width. You can see the difference in the width here, So if I bring this all the way down, you can see now they're really, really nice and straight. That's not something we really want. We actually want to randomize the width just a little bit, like so, and you can see what happens. The best thing about this is, it's not going to push at these on the outside. And that's what we want because when we're doing our rounded roofs like this one here or this one here, we need to be really careful how we actually join them together. So it's good that we've actually got that option. Now, let's work our way down. We've got random shape. You can see, again, that was the one that was talking about, so I'm going to leave that one as it was. And then we've got offset, Even offset offset even again. So if we bring this out now, you can see that we can offset them, like so, or we can offset them like so and really get some randomization on there. Now, I don't recommend doing that. What I recommend doing is coming to the offset and turn it up very, very slightly. So very, very, slightly, like so. So the edge of your actually roofs is going to have this kind of uneven look, and that is what we're basically looking for. All right. So next of all, then, we've got I think we've got tile length. So we have tile length randomness as well, which means we can actually make them really, really random. And I think you should actually make them a little bit more random on the tile length as well. And now you can see already we've got a really, really nice roof that took seconds to actually create. Alright, so the next thing moving down, We're not going to talk about yet the bending. We're not going to use that yet. We're going to use that a little bit further on the course, but you can see we do have the option to actually bend these. So we'll just quickly show you that we can actually bend these roof tiles if we want. But the one we want is the roof angle. So we want to change not the roof bend angle. We want to change the roof angle on here. So the rotation of the roof basically, we want to be able to move it up and down like so. We can also come in, of course, and rotate it like this or like this. We can also do it that way as well. But I prefer to use this to actually bend it on. So what I'm going to do, first of all, I'm just going to bend it in roundabout you know, something like this, which I know is going to be good. And then I'm going to grab my roof tile now. I'm going to press shifty. I'm gonna drag it over here and put it with my primitives. So I'm basically going to press M. Make sure that it's in my primitives, and there we go. Now, from here, then I can actually come with this roof tile with these roof tiles, and let's put it going this way, on the other side, and then on this bit here. And from there, then we can carry on building on round. So all I'm going to do I'm going to drag it up. I'm going to spin it around. So s -90. And then what I'm going to do is put this into some sort of place. And again, the reason why I like using this rotation is because it gives it a lot of thinness on what we're actually doing. Now, for now, what I'm going to do is, I'm just going to hide this big building out the way, and then I'm going to pull this up and back into place. So let's pull it back into place where we actually want it. So let's bring it up. And because we made the unevenness on the actual length, you can see now we've got a very, very uneven length, and we've got a very uneven sides which makes it that much better. Now, from here, let's bend this out a little bit. So if I come over and bend this now, you can see it bends from From down here, from here all the way up. So now I just need to increase the vertical count up to where I actually want it, and there you go, you can see how easy that was. Now, let's just make sure it's not hanging over the top too much. I think, actually, it needs to hang over here. Just a little tad more. So what I'm going to do is I'm just going to increase the vertical count one more. And then I'm going to come in now put it onto normal, and you can see that's not going to work. Let's try it on local. That's not working. So I'll just have to move it just a little bit down into place. Like so. And there we go. Now, one of the things you might be asking yourself is, well, we can see this white kind of patch underneath it. Yes, we're actually going to fix that. We don't really want that there. The other thing is you can see now, I can see where I need to pull this into place, and you can see at the moment that this, so this part here, the top of it needs coming in more. So what I'm going to do is, I'm just going to grab these all going along, press S and X without proportion editing on. So S and X, pull them in, and there you go, now it's looking much much better. And from here now, I can actually bend it a little bit more. So I'm going to come in back to my roof, I'm going to bring this down a little bit and sit it on that roof, like so and now you can see it's fitted in like a charm. All right. So now, let's increase the horizontal. So I'm going to increase the horizontal holding the shift button. I'm going to move it more to the middle. Like so. And what I want to make sure is that the end of here is stuck out to round about the end of this. So you can see right at the end of here. This is where the roof actually starts. We want to make sure that this is stuck out right around there. We also want to make sure that we've got no gap down the inside of here. So we want to pull it out jaws to tiny bit, like so, making sure they fit nice and flush in there, and there you go, there's your actual roof tile. Now, before doing anything else, And want you just to come in, hide the roof tile out the way. Save out your works. Let's file and save. And what we're gonna do now is we're going to grab the top of this actual roof. So we're gonna grab this one and this one. And then this one and this one. And we're gonna press P selection and grab them and split them off from the rest of it. Then what I want you to do is press Shift H and hide those out the way. I'm going to save out my work. I'm gonna see you on the next one. I'll leave it to you to guess what we're actually going to do. Alright, everyone. So hope you enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. 35. Adjusting Shader Settings for Roof Tiles: Welcome back everyone to Blender for modeling and geometry node workshop, and this is where we left off. Alright, let's go over to our asset manager because I think that we have planks and we have window wood. I think actually we're going to use these planks on the top of this. So I'll go back to modeling now because I'm fairly sure that we've actually got those already. What I'm going to do then is go into Edit mode, press A to grab everything Unwrap. Come over to material, and let's change this material to our plank. So this one here, let it load up, and there you go. So that is what we're going to put underneath the roof. And the reason we're going to do that, if we press oltge now, bring it back, double tap the A. You can see now you can't see that under there, and it actually looks as though there's some kind of structure under there, and that's what we're going for. Alright, so we've got it that side. So now what I want to do is Okay. I want to actually convert this from a geometry node into my actual roof. The way that I'm going to do that is I'm going to come up to object, go down, convert and to mesh. Now, before I do that, let's just quickly hopping over to the geometry node. Now, you can see, if I zoom in, if you want to get into omg nodes, it's You're going to have to start at level one and start with something very, very small because these jom nodes we're creating here are incredibly, incredibly complex. But if you ever get into Jo nodes, it's always a good idea then to go back and have a look at just how we're actually creating these things. But trust want to say they're incredibly, incredibly complex. You can see also simple things like set material. You can see how we've actually done that. And you also need to make sure that you're putting something in that is called realized instances. And what that's going to do is it's going to enable you to change it from a Josh node into an actual object. Alright, we're not going to go in building this Jode or anything like that. That's for another course entirely. It's going to be a ten hour job to rebuild this for sure. So let's go back over to modeling. What we're going to do now is grab our Jode, come up to object, go down to convert, and we want to convert this to mesh like so. And you will notice as soon as we've done that, the actual roof gets added. So the roof material gets added to it. Let's minus the top one off because that's just an empty material, and there we go. Now, if we put this onto our rendered view, you will see already that it's come in with different actual roof tiles. So, in other words, the islands have all been changed. Now, before we go into there, let's actually come up and unwrap these first. Now, what I tend to do with roof tiles is, I want to unwrap them together. So I'm going to grab them all, press. Smart UV project. Click Okay. And there you go. Now you can see they're all unwrapped. Let's go over then to our UV editing. Let's come to our roof tiles. If I press dot on my roof tiles, press the tab born and here is my actual roof tile. Now, one of the things you might be asking is, well, this is orange and yours is blue, and that is because we actually changed it in in our actual shader. Now, if I grab this with G and put it over here, you will see then that if I put this on rendered view, that we actually start to get some more dot patches on here as well. But the main thing is that because this is quite stylized, we don't really want a lot of detail in there, actually. What we do want is the ability to change the color to whatever we want it and have the ability to change each of the roof tiles to be its own kind of separate color. And how do we do that? So if we go over now to the shading panel, and if we go in, so if you press dot again, come round to our roof tiles, let's pull this up so you can see what's actually going on. So first of all, we have that texture that orange you know, a texture map that you actually saw. And then you can see that we've got our roughness because the thing is about roof tiles is to put this back on, you might want to create them, so they're actually really, really rough. And this is how we control this. So we've got an RGB in here, and this then we'll control the roughness of our actual roof tiles. Now, the other things on here you don't really need to know, but what you do need to know is how we actually did the color. So you can see here we've got a random per island, and then we've got the different colors set down here of the different variations of blue. And then we've got an overall color change. So you can see if I put this right the way down here, we actually get a much, much deeper color, based on our actual texture. Then simply we're going into principled, and then the principle is going to be attached to the other principle, which is our textures here, and then all of this is going to be kind of joined together. Now, you will see if I start bringing this down, we start getting that orange color, we start getting all of this kind of little bits in there from our original shade. But if I bring it up, you can see that I can start changing the color like so. And what I tend to do is just bring it up just a tiny bit, and there you go. That is how we achieve that look. Alright, now we've done that. Let's go back on over then to our modeling. Now, the other thing is, let's actually duplicate this and then put it over the other side. To do that, though, what I'm going to do is first of all, grab this part, press Shift D, cursor selected, grab this part then. I'm going to press Control A, all transforms. And then what I'm going to do is going to right click and set the origin to three D cursor. And then what I'm going to do is I'm going to come on down. To my little spanner here. Adding a modifier. And this time, we're going to bring in a mirror. So let's bring in a mirror. Now, you can see it's slightly out. But the main thing is what you can see is that it's actually put it right where this other one is. So at the moment, you can see that this part here is actually slightly out based on where my roof is. So why is that? Let's first of all come in. Well, hide this out the way. And then what I want to do is I want to put it right, smack bang in the center of this part here. So I'm going to come to this part here. So this part here, and grab it. There we go. And then what I want to do is I want to grab both of these, so press Shift S, cursor selected. And now let's see if I move this or this part to here, right clicks at origin three D cursor, now you can see, A they're still not fit. You know what? We're going to do it a different way because it's simply not working, and sometimes it doesn't because the roof is a little bit uneven. So good job it did that, actually, because I can show you how to fix that. So all we're going to do is take this off, and then we're going to put it on the material mold makes it a little bit easier to work with. And then what I'm going to do is press Shift D. I'm going to rotate it round. So Rs 187 to go over the top, and then I'm simply going to press G, and I'm going to line it up. So, and I'm just going to make sure that it's sat in there, okay, because at the moment, you can see it's all sat outside there, so let's pull it back, pull it back, just in front of there. Let's go round to the other side. And there you go. Now you can see along here, It's still a little bit out. It still needs moving a little bit of this way. So let's actually fix that. So all I'm going to do. I'm going to write click the origin to three D cursor. And now I can actually really get in there and see what I'm doing. You can see if I pull it over this way, it's still coming up the edge a little bit here. So all I'm going to do is press R and y and rotate it round, like so, and then I'm just going to pull it out into place like so. All right. So that's looking pretty good. Now, what I recommend we do is well, a little bit later on is we start deleting a few of these roof tiles out because they are cost in a lot, you know, For our computers to run all these things, so the more you can get rid of the better it is basically. But for now, let's just press our teach and bring back our main wood that was on there. And now you can see already just down that looks. Finally, then, let's come in, render that out. And there we go. All right. So now let's actually think about our roof tiles on here, and from there, then we can actually get our wall structure in there as well. So again, we'll put it on material. We'll save out our actual work. And you can see here we're prepping everything so that this is kind of a front loaded build where all of the hard work is up from, and the easy work is, you know, going through and creating all of the towers and things like that. It gets easier as we go along. The only thing that's hard on the rest of this course, really is actually creating the terrain. But once you've kind of got you know, how to create a gray box from there, how to create these pieces of wood, and all of that stuff, you basically go away and build many, many of your own things. Alright, so let's come back to this roof. Now, the first thing I've noticed is, this is not high enough up. So I'm going to come in. I'm going to grab the top of it, and I'm just going to pull it up. Now, if it is sticking out there a little bit, just pull it down just a slight bit, like so. And then what we'll do is now we'll come with my roof, Shift D because we want to keep that. And then what I'm going to do is put this into place. Now, on this one, it's such a tiny roof that all I'm going to do is just going to pull it into place like so, as you can see, and then we're going to press R and y, sorry, R x, rotate it round, just to get it in. And then what I'm going to do is pull it up. And pull it into place just so, my roof tiles are sticking over this just. So so they sticking over it. So again, pull it up back. And there you go, now, you can see the just sticking over there. Now, the next thing I want to do is I want to lower down the horizontal, so I'm going to turn that down. Like so. Bring it down again. Maybe maybe one more. And there we go. And then what I'm also going to do is I'm going to press S and X and just shrink them in a little bit. Just so these bottom ones actually fit into place. And then finally, I'm going to bring down the vertical, so keep bringing it down. Double tap the A, and there we go. Now, let's hide this out of the way. Let's grab this part now. So grab this part, and let's press P to separate it, and then I'm going to come to this part, press tab, A, on the wrap. Because it's just one little piece. And then finally, what I'm going to do is I'm going to hide the roof out the way over here, grab this one and this one, press Control L, and we're going to link materials like so, and it's as easy as that. We don't even need to worry that these are really big and these are really small on the UV map. You can see the resolution here. And the reason is because we're actually just having a roof over the top and no one's going to be able to see in there anyway. Now, the one thing we do need to sort out though. You can see we've got some white patches here. We need to make sure that when we've got a wall on that they're not going to be in the way. So I think at the moment, it needs rotating just a little bit more, so I'm just going to press R and x and rotate it, and then all I'm going to do is pull it up and out a little bit and then rotate it a little bit more. So Rx to get it in that perfect sweet spot. Like that. Alright, so now you can see that's looking much much. Now, finally, then, let's think about our actual wall on the next lesson. So I'm going to split these off and just do the walls, and then we can finally think about, you know, making this wood a little bit warped and things like that, and just bringing it all together once we've done that. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 36. Cleanup Techniques for Wizard Tower Extensions: Welcome back everyone to Blender fall Modeling and Geometry Old workshop. Now, let's come to this part then. So what I'm going to do is I'm going to actually come. I'm going to split off all of these parts. So all of these parts going round to there. I think that this part isn't part of it, as you can see, so all I'm going to do is just press P selection. Then we'll come to the next part, and we're going to do exactly the same thing on these parts here. So I'm going to press underneath here as well. Don't forget that as well. And let's press P selection. And then we'll work our way down. And all I want on this one is this part and this part here. I'm going to press P, selection, split those off. Now, from here, And first of all, I'm going to grab each of these parts now, and I'm going to put them in one that's called wall because I really want to separate them out. So what I'm going to do is I'm going to press M. I'm going to go to new collection. Let's call walls, like so and we'll put all of our walls in there. From there, then I'm going to also do one for wood. So I'm going to grab all of these little parts here. And it will make it easier as well to select all of these parts and work on them individually, which you'll find out soon. And as we keep updating this, it's going to be much easier to actually get to grips on this quite large project. And once we've got those, we're going to press surg. Just move them away and you can see where we've missed one, right click to drop them back. Grab the one you've missed, press P. So not press P new collection, and we'll call those wood. Like, so, press. And now you'll notice that our primitives are all here. So we've got the bendy wood, the plane, the actual roof, the plane, which is the roof here. So this roof, as well, these need moving out. So I'm going to put these into roof. So I'm going to grab this roof, this roof, and this roof. I'm going to press M. I'm going to make a new collection, and I'll call it roofs. Like so. And there we go. Now, everything should be updated and really, really easy to actually select what we actually want. Alright, so double tap the A. Let's come to our walls then. So if we come now down to our walls, we can select all three of these, press Shift H, hide everything else out of the way, which makes it really, really easy. And then what we can do is we can come into each of these. So if I grab this one, for instance, now you will see if I go back, actually, if I just press H, bring back everything, I have got a fairly, fairly large chunk missing here, which is this one here. So I'm just going to grab this one, P selection, grab it again. M. Let's put it in our walls, and there were done. Alright, let's grab all of these again. Shift H then tied everything out the way. And there we go. That's what we've got left, and now from here, let's come to this one first. All I'm going to do is press A, and let's do Smart UV project, click. And also, then I want to come in over and bring down our walls. So come and look for walls. And there you go. There is your walls. Now, you might not happy with this bit of the moment over this side. We'll have a look once we've actually got them in. But from here, I can just grab both of these, press tab, A to grab everything. Smart UV project, click. And then I can simply press tab to go back into object mode. Grab this wall here, press Control L, link materials, and it's as simple as that. And you can see just how nice this is going to look when I press takes, so bring everything back, double tap the A, and there we go. You can see if I put this on rendered view now, let it load up. And he presto, we're really starting to motor along now. You can see just how quick and easy that is. Alright, so now let's deal with our actual wood. Wood is a little bit harder to deal with. So what we want to do now is we want to come back to object mode. And instead of trying to grab all these now, we've already done the hard work, so we can put this up. We can come down to our wood now, and all I'm going to do is grab all of these, but should grab all of these. And then I'm just going to press Shift H, hide everything else out the way, and there we go. Now we've got all of these wooden parts to actually work with. Now, we do have a problem in that we can't join all these at the moment because some of them are actually bendy wood. So like this one, you can see, it's quite bendy. We know this one then is our nerves path, which means that it's actually a curve. We know these two are curves as well. So now, what I'm going to do with these is, first of all, is bring down the amount of resolution. So if I bring this down, as you can see, you can get lower and lower. Let's right click and shade smooth, for instance, how far can we bring it down before we're going to lose this? You can see here, we've got all of these edges. I think six should be fine. So then what we'll do is we'll come to these, and then we'll bring this down to six. And then I'll come to this one, bring it down to six, like so. And then finally, what I'm going to do is I'm going to grab all of these. And I'm going to go up to object, come down to where it says convert, convert to mesh. And then what I'm going to do is press Control J, join them all together, and then I'm going to right click and shade smooth by angle. And now you can see that we've got the bevel on there. You can see the bevels actually being added onto there as well. So if I go on to object mode, for instance, you can see we've got a nice bevel that matches all of these parts. Now, there is a problem obviously adding the bevel on. So I'm actually going to go back and before actually joining these together or applying these, you can see, we've got to solidify on here. We've got our curve on here still. And realistically, we don't actually want that. Now, the problem you've got here, if I come over and try and add that, we can't add it to the curve. So what I'm going to do is instead is, I'm just going to come in. I'm going to minus my bevel off. I'm going to come to this one, minus my bevel off, come to this one, minus my bevel off? Because they're just there as a view to see what it's going to look like. Once I've done that, then I'm going to grab all three of these. I'm going to come to object, convert, mesh, and then press Control J, enjoy them all together. Now, you will see now if I right click shade or to smooth, it's smoothed off beautifully. However, there's no bevel on. So why did you do that, Neil? What was the point of that? Well, if we're coming over now and generate a bevel, let's put it on naught point naught three. You can see now, we're going to object mode, it's got the same level on there. However, now, when we come to unwrap it, we don't have any problems with that bevel being there, because as I showed you earlier, At the moment, if I press tab, you can see that we've not got bevel on there. But the moment I actually apply this, so control a press tab. Now we've got all of these other edge loops on there, which are going to cause us problems when we come to unwrap. So that's the reason I'm doing it that way rather than doing it the other way. I like to leave it something called non destructive workflow, which means that you're leaving as many modifiers on as you possibly can while you're actually building. Not only will it save you on performance, but it will also save you a lot of time because then you can come in and you can either add those modifiers on or leave them off. It doesn't really matter. But with something like the curve, in order to unwrap it, we actually first have to convert it to a mesh, and that's the reason we did it that way. So now what we want to do is we want to move now over to the other parts. So I'm going to hide these out of the way just for now. And what I'm going to do is being as none of these are, you know, basically made of curves. There's no curves or curves in here. I can basically grab them all, join them together with Control J, and then you can see here, this is one with the curve. So luckily, it didn't join it altogether, so we can come in. Grab all these. And now, all of these should still have the bevel on, as you can see, which is really nice. So all we need to do now is come to these, and we're going to convert these now into the actual water as well. So I'm just going to grab both of these. Press Control J, join them together. You can see the mono press Control J and join them together. It did that. I don't really want it to do that. So instead, what we're going to do is going to come to object. Come down to convert to mesh, and now I can join them together. So Control J, and there you go. All right, so that's the curved ones. Let's hide these out the way you just for now. Oh, before we do that, actually, let's actually bring in a bevel on these. So we'll bring in the bevel. So bevel. Not 0.3. And there we go. That's those ones. So let's deal with these ones first. So what do I want to actually do on these? This one here, I'm not going to do anything with yet because I still need to do the outside of there. So I'm going to leave that one. But the rest of them, I'm going to come in, and I'm going to bend some of them. So if I press control law, I'm going to bring in some edge loop, so control law, bring in some edge loops. Just completely random, bring in some edge loops. You can even bring in edge loop, press left click, bring them down. It doesn't really matter, because all we're going to do is just make them a little bit nod. Null is in weathered look in. Now, the thing is the longer the plan obviously, the more edge loops you're going to need, like so. And the other thing is, there is no quicker way really of doing this. It's just kind of going through them and picking which ones you actually want to, you know, look a little bit nod. So it doesn't take too long, actually. So it's a shame that we can't, you know, bring in a subdivision. The problem is, if we bring in a subdivision, it's going to put a division down the center of it as well, and we don't really want that. So it's better to do this sort of thing by hand. And I think that is going to be okay. Next of all, then we can just grab them all. Come over to mesh, transform, and we're going to come down and randomize. This is another reason why we don't want to randomize with the bevel actually attached because what that's going to do is it's going to randomize all of those edges as well, and we don't really want that, so let's come to mesh, transform, randomize, turn it down to not 0.1 or something like that. Maybe maybe with these you might be able to get away a little bit higher, but also you can see straightaway what's actually happened there, and it looks a ton bare. Everything looks kind of uneven with very, very little work. Alright, let's press Old TH, bring back everything. And all I'm going to do now, I'm going to come to my wood again. I'm going to grab all three of these shift H just to hide everything out of the way. And now, finally, I'm just going to come to both for these parts. I'm going to press Control J, join them all together. And finally, then what I'm going to do is, and we're just going to come in and have a look at these. Now, you can see with these, there's a lot of geometry on here. Especially on something like this one. And that's simply down to the fact that I forgot to turn down the amount of resolutions. Now, it should still be okay. So what we'll do is, we'll come in. We'll go to mesh, transform, and we'll go to randomize. But you can see there's a lot more variations on these because of the fact we've got a lot more geometry to actually transform. So let's now turn this down to 0.1, and it might even turn this down to not 0.5, like so. Not 0.5 0.5, like so, and there we go, I think that's actually going to do it. Alright, let's right click and shade Auto smooth. And I think that's actually going to look pretty nice. Alright, so on the next lesson, then, finally, what we can do is we can start getting in all of the actual wood texture and really then start to bring this to life, at least this part. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 37. UV Unwrapping Complex Wood Frameworks: Welcome back everyone to blend for modeling and geometry node workshop, and this is where we left off. Let's put this on material. And what I'm going to do is I'll do these ones first. I'm going to grab them mole, press U, smart UV project. Click Okay. And then I'm going to come over, adding a material and the material I want is going to be my planks. Let's press tab and low what they look like. And straightaway, you can see that we do have a little bit of a problem here. In these ones that actually bend, the wood doesn't look too good. The wood on here, though looks fantastic. It's just this wood going around here. Now, of course, we don't need to do the inside of these wooden pieces. So let me show you how to actually fix that. So what I'm going to do is I'm going to come in. I'm going to come all the way around, like so. I'm going to go then to my UV editing. And this is what it looks like on the screen. Now, what we want to do is we want to straighten these out. So there's a few ways of actually doing this. Let me just find where it is. The first one is to come in and grab the edges off here. So if you come in, you can press Alt Shift click, grab the edges. And from there, then what you can do is you can actually straighten. You can see that straightens it out. And then what you can do is you can grab the top one, control select all the way around. You know what? I'll grab it from here, actually. So shift and click. You can grab that. There we go. Alt Shift click going all the way round. And then what I want to do is I want to minus off. No, I don't actually. I want to grab all those, right click, straighten out, and then G and x and just move it over like so, and then S and Z, pull it down into place like so, and let's have a look now, and you can see that is looking pretty nice. Now, unfortunately, we've got the actual Let's just turn it around. It's be easier. Z hundred 80 you know what Rs hundred 80 spin it round. I'm just going to show you, I'm going to spin it back, so don't worry. I just want to show you what's actually happened. Now you can see just down nice that wood looks now. And if a press control, you can see that's what it looked like before. So complete difference. Now, there is an easier way of doing this as well. If I go to edit, go to preferences and go to add ons, there is an add on that you can actually down now, called UV UV squares, which is this one here. And UV squares makes it incredibly easy to do this. So let me just show you first before I do anything. So all I'm going to do is, I'm just going to come. To both of these, because the thing is you can also come in and grab all of this. So if I press L and L, we can see now that we've got this one here. And all I have to do is press alter and that then will straighten it out for me, as you can see. Let's press controls head and go back because I've got this one as well. Now, this add on is actually free. So just prev squares, it's actually a free add on that you can actually download. Before that, though, I'm going to show you one of a way where you can actually do this. So if you come in, And grab, let's say this one here. So let's press Shift H, hide the rest of them out. Let's grab this one here all the way down to here. Making sure that the last one, so the one that's in the whiter means that that is where you know, the last one is grabbed, in other words. So if I press you now, go down to LightMPPa click. And then if I press you again, go down to flow active quads, it's going to follow the quad from here. So if I press, follow active quads, click, now you can see that it's straightened out. And now I need to do is press A 90 spin it round. Make it a little bit smaller. And now you can see if I place that around there, it does exactly the same thing, as you can see. The good thing is though about UVs squares is that it can actually come in. Where is it grab all of these, like so, and then drop in, grab this one, let's say this one and this one. Let's press Alt and knee, and we can straighten all those out at the same time. Albeit, I just need to spin these round. So 90. Finally, I'll grab this last one that I did, so L, and then S, make it the same size. And there we go, now you can see being straightened out, albeit except this one, for some reason. I don't know why that one didn't get straightened out, so let's grab this one, Alter straighten it out. So the thing is you're either able then to grab the add on I told you, or you're able to use lightmap pack. And then follow active quads. Or you even able to straighten them out over here, grabbing an edge, right click and auto line or straighten. So there's a lot of ways to actually do this. From now on, I'm going to be using UV squares because it is the easiest way. But if you're just you've only got those options, then you can now unwrap them yourself as well properly. Okay, so now we've done that. Let's come back then to modeling. And then what I want to do now is press. In fact, I won't do. That what I'll do is, I will bring this one back. So just this one back, like so. And then what I'm going to do is grab this one. And with these, it's much easier because obviously, nothing's really bent apart from this one here. So I'm going to actually leave this one, so I'm just going to press Shift L on it, and then I've got all of these. I go to press U, Smart UV project, click Okay, and then bring in the material. So it's going to be planks planks bring that in, and there you go as simple as that. And you can see that's how it's actually looking. Really, really nice. This one here. I'm not sure if I need to make it a little bit smaller on the UV map, as you can see. So let's actually try that while we're here. So I'm going to go over to my UV map. Let's see what we're looking at, and let's grab all of these and make them a little bit bigger. Now let's look when we go back to modeling. Let's see what that looks like. Yeah, and I think actually they need to be made smaller, not bigger. So I'll go back to you V editing, grab them all, make them smaller, go back to modeling. Let's have a look. And now I think that looks actually. All right. So there we go. Now, let's press all Tag, bring back everything, double tap the A. Let's put the rendered view on, see what cure looking at now, and there we go. Now we've got this. I'm just going to actually file and save. And what I'm going to do is I'm going to come and just turn my sun round so I can actually see what I'm doing. There's two ways of doing this, actually, rather than I like the sky, you know, the way it is, but I'm still going to come around and turn around the rotation. There is another way what we can do. We can bring a sun in and shine on there, but I tend to try and leave it as I'm going to as I'm building out the way that it's going to be. So, in other words, the lighting, that's why I set it up straightaway, just so I've got some nice lighting here and just so it gives me a good reference. So now, if I come in and I turn the rotation of the sky around, you can see now this is what it's going to look like, and it's really, really coming together now. Alright, so on the next lesson, then, I think what we'll do is we'll now build this part out. So just this part going up to here. So this front of here, we'll start building that out, and then what we can do once we've done this. So we've got the inside of this room to do as well. That's a fairly big job. Once we've actually done that, then we can actually start putting in some windows and some doors. Okay, so let's actually come to this part, and what I'm going to do is, I'm going to again, because I like splitting them off to actually work with. So I'm going to come all the way around to here. I'm going to grab this one. All the way around to there because I'm not going to need the inside of there. I'm going to need the bottom of here, the bottom off here, like so, and I've got my room in there as well, which you can see is a different part. So I'm going to press P selection, split that off. Then what I'm going to do is I'm going to come to this part here. You can see this is my room in here. So I've got this one and this one, press Shift H, hide everything else out of the way, and that is what we're left with. And now, because we've done it in that way, you can see it's kind of easy now to work with this part, and that's exactly what we want to. Alright, so let's actually work on this part first. So, in other words, we've got the water that's going to be going across there. Now, of course, this wants to come down much much further than where it is, because we want to actually add something in there. In other words, let me show you what I mean before doing everything. So what I'm going to do is I'm going to come. And I want to bring this part down first. So t shift and click. Let's pull this part down, like so, and you can see here, didn't grab the back of it. Did we grab the back? No, it's certain angle, as you can see. You know what? I think there's an easier way to do this. Alright, let's do it the easier way. So what I'm going to do is I'm going to hide this part of the way, and then I've just got my little box here. And from here then, I'm going to actually, kind of recreate this. So all I'm going to do is, I'm just going to press control, bring in another edge loop, and drop it down to there. And then what I'm going to do is I'm going to right click and I'm going to mark a seam. And as we know, that enables me now to come in, grab the whole top of it just with L. And then what I can do is I can split this off. So if I press y, I should be able to split off, come down then to the bottom, press L, and then press Delete and vertices, and I should be able to delete that off. From there, then I should be able to come round now, grab the bottom of it. All shift and click. Let's put it on material more, because that's making it a little bit harder. And what I'm going to do is I'm going to put this now just below the ground plane, like so. And then what I'm going to do is I'm going to press E and Z and pull that down a little bit further like so. Alright, so that then should take us down into the depths of the water. And now I want to do is I basically want to bring in a couple of edge loops to make kind of the stand where people are going to stand on. So what I'm going to do is I'm going to again, press tab, I'm going to bring back those other other parts. So I need to press lth, bring back everything. And then what I'll do is I'll grab this one and this one, press Shift H and hide them out of the way. And there we go. Now, I've actually got a reference to work with. So now the question is, where do we want First of all, the little point to come where somebody is going to be stood on getting on their boat. So what I'm going to do is I'm going to press Control, left click, right click, come to this side, Control, left click right click. And I now know that I've got these bang in the center of each of these. So now if I come to this one, Shift click, I've got both of these selected, as you can see. And now I can do is I can press Control B and pull them out at the same time. And I think something like that with a little stand along here is going to be absolutely fine. Alright, so now we can actually create a face out of these. So if I grab this one and I grab this one and I press F, and there we go. There is our face. Now, the thing, as you can see, it's still kind of on. This part of the land, so it's still on the ground plane, we actually need it then to go a little bit into the water, come out and then have a lip on there. So we'll do that now. So what I'm going to do is I'm going to press y, just to split it off, and I'm going to press to pull it down a little bit, like so, and then I'm going to press to pull it up just above that ground plane. And then we're going to have some kind of bricks along here or something like that or even some wall. And now from here now, we can actually pull this part out and give it an actual lip. So, in other words, if I come to the top of this now, grab the top of it, so just grab the top of it, press y. And then what I'm able to do is I'm able just to pull this up a little bit. Grab this edge and then pull it out a bit like so. And there you go, now, you've got your lip. And finally, finally, we don't want to actually extrude it out yet because we need to do a bit more work on it. Now, once we come back on the next list, and we'll just check to make sure all of this is in the water, and we'll also check to see how high this is above ground. And then what we'll do is we'll get this part finished. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 38. Modeling Water Entrances in Blender: Welcome back everyone to blend por modeling and geometry node workshop, and this is where we left off. Alright, as we said, then, let's press tab. Let's press ATH bring back everything. And you can see now, this is what I'm talking about. So you can see this part here now. This is how out of the water. It's actually going to appear. I think it should be perhaps a little bit higher. So all I'm going to do is I'm going to come in to this part, so you can see here, I can grab Let's actually have a look so we can grab all of this part like so and I so be able to actually pull it up altogether like so. Or we can do it a different way where we actually pull this up a little bit, like so, and then just grab this edge. And if I grab this edge, you can see I'm pulling the whole thing down, like so. Press L. I should be able to grab the whole thing and then pull it up into place. And there you go. That is how we do it. Now, the water is going to come up to here. Remember, we've got this kind of path, on the top of it. Now, with this path, we could use the cobblestone got node that we've got. But I think on this, we'll actually make just kind of a stone path structure, or we could even use the path that we've actually got on top of our bridge. We could do it that way. So many, many options on this. But I think what I will do is first of all, grab the top of this, press P selection, and then come in and grab it with shift H. And now we can actually freely work on this. First of all, then, let's reset all the transforms. So set origin geometry. And now I'm going to do it, I'm going to press Control. And bring in a few slabs, like so, so left click, right click. And then one going down here, so control. Left click, right click, and there we go. Now what we want to do is you want to split these up from each other. So I'm going to grab each of these, like so, and it's better to do it this way where you grab each of these, press the y, and then hide them out the way, and then grab each of these, press y, hide them out the way, and then it's just every other one. Press y, and then you don't need to hide them out the way because everything's splitting out. So lt bring back everything. There we go. Let's press A then. And then what we want to do now is bring these up to give us some structure to them. And now all I'm going to do before doing anything elses, I'm going to come in, put it onto a random. And then I'm going to come into something like this part, pull it out a little bit and just random them all up. Like, so, Like so. And like so. And the main thing is when you're actually modeling, you see so many peoples where it just looks too sterile, and we're trying to avoid that by doing all of these little things. So we're just kind of, you know, bringing them up and taking the time just to make it so that things are uneven like this as you see now. Alright, so, finally, then, let's come in. Don't think with these that we're going to need to use the randomize. I don't think so. But what I want to do now is just again, control A, set origin geometry, adding a modifier, bring in a bevel. Put this bevel up on the segments because it is stone, and there you go. You can see it's already looking pretty nice. Now, let's grab them all. So A, smart UV project, click Okay, and then we'll add in the material, which will be stone. So this one down here, stone. Let's have a look at what's? Oh, yeah, stone bricks is that one. So that's okay. Let's press tab. And there we go. Let's put it on rendered view. And there you go. Now, you can see, really, really nice even actual slabs. Alright, so let's go back now. We've done that. Now. Let's press Tab TH bring back anything that's there. It's not there. So T bring back this part then. And now what we'll do is we'll work on this part here. So this part here you can see, it's going all the way over there. I'm going to press and Smart UV project. Click Okay. Down arrow, and let's put on our actual wall. So it's going to obviously put the wall on everything. That's fine, but now you can get an idea of what this is actually going to look like. So it's looking really nice. We're going to need some wood in these corner bits here, and I think down this bit here. And for something like this, I'm just going to simply come, steal this bit of wood that I've already got here because it's on the inside. No one's ever going to see it. And then what I'm going to do is, I'm just going to press Shift D. I'm going to make sure proportionality isn't on. I'm going to bring it out. I'm going to press P selection just to separate that off. Grab it again, press control or transform, set origin, to geometry. And now let's pull that back into place while we can actually see what we're doing. So we'll pull it back into place. I know it's going to be too big at the moment. Way way too big. That's fine. I mean is in the height. But all I want to do is just put it in some kind of place, so we've got a wooden structure there, so it looks like it's actually being supported. All right. So next of all, then, what I want to do is I want to make it a lot smaller. I'm going to hide my actual ground plane. I'm going to grab this one, press S and Z, and pull it down, pull it into place, like so. And now let's bring it over this side. So Shift D, bring it over this side. I always tend to put them in the corner and then press R Z 90, rotate it round. And then the actual UVs are going to look a little bit different from this one. And then finally, let's put one more in. So Shift D, let's bring it to the center. So if I press one, you can see now I can put it right in the center of there. And then let's pull it out. So S and x let's pull it out a little bit, make it a little bit thicker. And there we go. That's the inside structure of here. Now we've got a problem on that, the walls. You can see here the textures and materials, they don't actually look too good. Same as maybe same as these as well. I'm not actually sure if it should look like that. And I think all this is down to is the fact that I need to reset all the transforms. But before doing that, Obviously, I need to make the top of this on here. Now, the thing is about the top. You could be real sophisticated to make a dome top and things like that. But honestly, there's not really any point in that. And the reason is 'cause no one's gonna see inside there anyway. We're not going to have a camera. And even if the camera does go in there, it's not going to be looking up at the ceiling. So all I want to do with this really is just join this side and join this side together. Now, I could press F here, but what happens is that I've not actually got those actual points in there. So, in other words, this is an endgon and if you can, avoid engons because of the problems it might lead to down the line. So as a beginning, it's best of to avoid engons. So we have triangles. We have quads, and we have engons. So a quad, for instance, would be something like this. So you can see here, I select this, this is a quad. If I come in and press K for my knife and just cut in half, Presenter. Now it's a triangle. Triangles and quads, absolutely fine. Engons are when you come in, and you've got more than four sides. So anything more than four sides. So you can see, if I put this on, we've got one here, one here. So we've got one, two, three, four, round the other side, five, six, seven, we've got eight sides to this, which makes it an ng. We don't really want that. We want to avoid that if we can. Well, don't be scared of guns. If you have some guns in there and you're not going to be animating it, and there's no issues with the shading, you're absolutely fine to use them. All right. So rather than do that, though, let's just press delete for this now, so delete faces. And then instead, I'll show you another way. So if I grab these three, grab these three, right click, and instead of that, we'll just bridge edge loops. Now you can see that's formed very nicely. Now, the other thing is just make sure If you right at the lowest part, you can still just see the roof. That's absolutely fine. That's exactly what you want. All right. So now we've got that what we want to do now is we want to grab this part. We want to press control A transforms, right, clicks the origin to geometry. And then what I want to do is I want to press A. And finally, Smart UV project, click Okay, and there we go. There is the actual wall actually done. All right, so that bits looking really, really nice. And now we actually need to start work on this part here. Now, this part here, he's going to have something going across here to kind of break it up a little bit. I actually think it'll be easier to start work on this part going across here, and then we have a good understanding where we're going to be. And the reason for that is is that we need to actually split this part off to get some depth into here. So some depth into this part here. So what I'm going to do is I'm going to come in. I won't be able to actually come in and actually add in a edge loop because if I press control, can't do that because we've already got these parts here. So what I'm going to do in steadies. I'm going to press one on the number pad. I'm going to press A to grab everything. And what I'm going to do is I'm going to come up to mesh. Come down and we have a little tool called bicyc that's nice and hidden away, one of the best tools in Blender, and it's hidden away like that. I don't know. Let's pull it over, like so. So left click drag and now you'll have this menu that opens up. Now, first of all, this, which is one of the lowest point. It could be on the y as well. Always set this to zero, and what that's going to do is it's going to straighten up that line, so it's perfectly straight. Now, the best thing about the bisect is, you can actually clear the inner, you can clear the outer, or you can do what we want this for, and all we want to do is put a line there so that we can split these up. So what I'm going to do now I can actually pull this down. To where we actually want it, I can even move around and do the same thing. And the place I want it is just a slight bit higher than the center of here. So, something like that. And then I can put a nice piece of wood going all the way over there and that's going to look pretty nice. Now I want to do is I'm going to come face select on this part here. And what I want to do is give this some actual depth. So I'm simply going to press y, just to split it off, and then I'm going to press and pull it out a little bit like so, and then that's going to give it some depth. Some chunkiness, and then right click and shade autos move. And there we go. Alright, so we've got all of that in place. Now what I recommend we do is so you can see it's coming out all the way to there, but this is going to be hit by the tower. And again, we're going to be splitting these walls up anyway, so don't worry about this little piece here. So let's concentrate on one part of the time. So on the next lesson, what we'll do is we'll split this off, I think. So L P selection, split it off. And what we'll do on the next lesson is we'll actually start, you know, putting the walls in there, putting the actual stone in there. And from there, then we can actually start putting the wooden sections that are, you know, either side of here, and then find the big wooden section over here. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 39. Crafting Underwater Entrance Frames: Welcome back everyone to blend the fall modeling and germ workshop, and this is where we left off. Alright, so let's first of all, press a shift H on here, and then we've got this to actually work with. We're probably not going to need the bombs of there. No one's really going to see in there. I'm just going to actually before I do that, press Salt H and just have a look where these come down to. You can see that these are going to need to come down further on the front because they need to actually probably come down to roundabout here just to show that the water, you know, it doesn't end where the water comes in. So let's think about that. So all I'm going to do, first of all, is I'm going to press tab, I'm going to grab each of these then on face look, so I want to grab each of these faces underneath you. If you can't see them, just put your x ray on, and then you should be able to grab them like this and like this. And you don't just want to pull them down. You want to press Xtra. Because if we pull them down, you can see we start to actually probably bend things and we don't really want to do that. You know what, actually? I think there's a line on there or something. You know what? That actually might work. Yeah, let's pull them down then if it's going to work like that. Alright, that looks actually pretty good. That's exactly what I wanted. Okay, so now let's press Shift H. Let's come in then. What we're going to do? I didn't think they'd actually pull down, but they did. Let's turn our x ray off. Let's grab them all then. Let's press U. Smart U V project click. And we're going to change this over then to our wall, like so, and there we go. There's our wall. That's looking pretty nice. Now, the one thing about this is, you've got a dart patch on here. Now, realistically, with the water, this dart patch is going to be down at the bottom. So what I'm going to do is I'm going to come in, grab the front of here, and you can see it's full of engons again, but it's a flat side, so we don't need to worry the fact that there's engons. We don't need to, for instance, go in, triangulate faces, churn the tries to quads. We don't need to actually do that. We're not going to animate this. It's going to shade really smooth and nice because it's just a flat side. So don't worry about it. Don't worry about going through your entire model and you know, making sure it has no engons. The only parts you want to make sure I'll reiterate again, is anything that you're animated or if the shading is not going to look right? In other words, if it's got a lot of bend and things like that in the actual object, then try and make sure that it's got quads. Triangles are actually really funny as well when it comes to shading. So try and always make sure it's quads, I think is a bit better. Alright, so now we've got this. Let's come over to the UV editing. And you can see here, this is what it looks like. Now what I'm going to do is I'm going to come around to this side. I'm just trying to see where it is. I'm going to come around to here anyway. I'm going to press A 90, and then 180, spin it around. And what I'm going to do is I'm going to drop this into place. Now, I'm looking why can't I see properly what this is going to look like? Because it's on the rendered view. Let's put it on there. And there we go. Now we can see we've got those dark patches right at the bottom and that's exactly what we want. Now, if we come back to modeling now, you will see that's where it looks like. And that looks a little bit better than what I did before, because the water might be lapping, you know, when the boat goes past, it will come up here and lap on the walls. And there are things that you need to take into account. Alright, so now we've got that. Let's come in and think about then our actual stone walls. So what I'm going to do, first of all, I'm going to come. I'm going to grab it going all the way round there with control click. Same on this one, then, going all the way around, control clicking away. And then what I'm going to do is I'm going to press shift. To duplicate that and then going to come out and expand them. So if I press R and y, pull them out like. So the next thing I want to do is make sure that I've got some stones going down here, which are about the same size of these stones here. The other thing on this one, I want to make sure that the center of this one. So this one here also is going to look a little bit different from the actual stone work going around here. So you'll see what I mean as we work on. Let's press control, bring in a few edge loop. So that looks about the right sort of scale compared to the other ones. So left click, right click. We can see it's six. So all now I need to do is press control law. Six on the number pad, enter, enter again, and there you go. Same thing on here. So Control law six, no enter, and then control law, six, no enter, and there we go. A simple as that. All right. So now what we want to do is we actually want to expand these out before splitting them up. If we split them up and then we use solidify, it tends to actually break the mesh. You'll end up with stone coming out in this direction, a stone coming out of this direction, a big gap down here. So we don't actually want to do it that way. What we want to do, first of all, though is split them off. I'm going to grab both of these P selection, split them off, grab them again. Control A or transforms, set origin to geometry. And what we're going to do with these. Instead of it being wool, we're going to set it down to stone like soap. Alright, so now, let's just put it on object mode, so we can really see what we're doing. And then what we're going to do now is bring in our modifier, which is going to be solidify. Let's turn it up then or down the other way. Let's pull these now back into place. So if I go over the top of these, I can see now how they're going to fit in place like so. And they're looking pretty nice already. I don't want them too thick going around these. I only want them fairly thin. The other thing you can do as well is you can come in and change the offset to pull them all the way back. I'm going to pull them back a little bit, and I think the actual thickness there maybe maybe a little bit too thin, so let's bring it up just a little bit, like so, and I think now they're looking perfect. So now what I can do is I can come in apply my modifier and now I can start splitting these off. Now, as I said, these two top ones, I want to press Shift click on both of these because I want these to be a little bit different from the rest of them. So all I'm going to do with these is I'm going to press y, hide them out the way. From there, then, I'm just going to work my way round. So shift click going all the way down to these ones here, like so, and it should actually do the same thing now. So going all the way down, meaning that we don't actually have to grab the bottom as well. So now let's do the other ones. So all the way down. Like so and this one all the way down. Like this. And then all you want to do is why bring back everything. So Alt Shift and click, grab everything, and then mesh come down to clean up, and we're going to fill holes, like so. Let's press tab. Let's press right click. And what we're going to do now is shades move by angle, and there you go, that's what you should have. Now, let's press Control A or transforms, right click the origin to geometry. And we've got lumpiness here now. And obviously, that's because we've actually brought in You know, we split them all up and put the faces on. But the moment we come over here and generate a bevel, now you can see once I actually turn this up, it will all start to make a little bit of sense. So there you go. Now you can see, just down nice, they actually look. Now, before we do anything else, what I want to do is I want to bring these out. So I'm going to come in, shift click, l Shift click, like so. And what I'm going to do now is press Alt and S, and I'm going to pull these out a little bit like so. And the reason I'm pressing alter and S is because then we still keep those gaps down there, and that is exactly what we want. Now what we want to do is, I want to hide these out the way at the moment, because I don't really want to alter these. I do want to randomize these a little bit, but not these. So what I'm going to do is I'm going to come in. I'm going to grab all of these and hide them out the way. And then I'm going to come in and press A to grab everything, and then mesh coming up, transform and we're going to go randomize. And then all I'm going to do is turn that down maybe to t point. Maybe even 0.1 actually should do it. Let's have a look at 0.1. Yeah, and that's going to do it. We can even come in again, transform, randomize, turn it down again to 0.1. And I find that's probably a better way of doing it. Let's put it on a point at five. Like so. And let's have a look at that. And now you can see that's looking a little bit better, and you can see that these haven't been touched, and that's the main thing. Alright, I tach, bring back everything. You know what? We didn't want to do that. We'll come into it. And then tach, bring back everything. Now I want to do is want to come to both of these here. And all I'm going to do with these is I'm going to give them a little bit of an insert because what I want to do inside here, I want to actually put some kind of blue in here. So, what I'm going to do is I'm going to press for insert, and I'm going to bring them in. Like so. And then what I want to do is now I'm thinking I'll extrude them back. So if I press and just pull them back, like so. And because these are actual crystals or supposed to be crystals, the best way to do this is now if you press again and bring them in, and then you press and pull them out like so. And then what you're going to do is just press the S button and just shrink them in, like so, and now you'll find these crystals will actually look a little bit bare. The other thing I want to do before finishing this then is actually just pull back the edges a bit, so to make them more crystal like if you like, so grab this edge, this edge. Grab this edge and this edge. And then all I'm going to do. Just make sure you've got your edges is pull them back. So if I pull them back, so, and there we go. All right. So that's looking pretty nice. Now, finally, we can put this on material mode. We can see, Oh, we've got a lot of problems on here now. So let's come in and just unwrap them all. So, Smart UV project, click Okay. There's the stone. And now let's come over to our materials. And what I want to do now is actually attach another material to here. So I'm going to click the plus. And then what I'm going to do is go to asset manager, and now I've got my little gemstone, I'm going to drag and drop that on there. And then I'm going to go back to modeling. And now, finally, I'm going to come into these crystals. So what I'm going to do is, I'm just going to select both the top ones, the front ones. And then what I'm going to do is press control plus to go all the way back, not to that one. So just once I think will be enough, click the data at this Gemstone blue, click a sign, and there we go. Now, what do they actually look like? Well, the moments are truth. Let's press tag, bring back everything, double tap the A, put our rendered view on, and there we go. Now, at the moment, you will see that if I save out my work, The problem is in cycles, you're not going to see the bloom. You're not going to see that bloom effect until you actually start using the composite, which we're going to be using. But if you really want to see what it looks like, put it onto V instead, and you will, or you should, if I put bloom on, get some actual bloom. Now, also screen space reflections. Let's see if there's actually any bloom there. So I just want to ring up. My intensity. You can see there is something there just. Now, what you can do now is coming over to your material. And you will have one if you scroll down here without actually going in anything where you can turn down this or turn it up like so and get the kind of look that you're actually looking for. Though, I recommend that we leave it on 13, but just in case you want to see what that looks like, you know, Arias got a kick out of putting the bloom really high and seeing, you know, that bloom effect like fog around my buildings and things, you might want to do that. Now, though, I'm just going to go back. I'm going to put it on cycles. As that is what I like to work in. And on the next lesson, what we'll do then is, we'll start building this part over with the wood, building this part up towards where the actual windows going to go, and then putting the roof on here and on here. So we're just going to continue building it round. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 40. Framework Setup for Window Placement: Welcome back everyone to blend of four Modeling and Jump in Old workshop, and this is where we left it off. Now, I think it's a good idea. First of all, if we just press tag and bring back this tower here. So it's this front tower here. If it doesn't work with Voltage, just bring it back over here, the little ie to unhide it. And then what we're going to do rather than grabbing a piece of ward from over here. I'm going to grab this piece award or this piece of wood to create this part. Not only then, I go, so I know exactly where I need to go up to. But I also know which pieces of wood I'm going to need to actually unwrap and things like that. So let's press sir shift. Let's bring it over. The other thing, of course, is all of these pieces of wood now, as you can see, have actual subdivisions in them. So that's another reason why we're doing it that way. Okay, so just make sure that this piece of wood, if you press tab is the actual wood that's not the bendy wood, so not done with a curve. And then all I want to do is r and y and 90, and then let's start putting this into place somewhere like this. And you can have a lot of fun placing these pieces of wood around, to be honest with you. So just make sure though that they all fit together. In a realistic way. You know, you don't want anything like over hanging here. And if you do, just make sure that this part here is coming all the way down to here, so it fits in properly. Don't have it where it's just, you know, over hanging like this, for instance. It just doesn't look realistic. So just bear that in mind whenever you're building these out. So what I'm going to do is, I'm going to put it here, I'm going to pull it down a little bit. So Essen pull it down a little bit like so, and then pull it out this way. So it's just in the woot. So I'm not really wasting any of the wood. And then I'm as going to pull it out a little bit because I want this to be quite chunky this piece because it is a supporting beam. Then what I'm going to do is going to come across. I'm going to bring it all the way over two into this corner, so you can see I'm Jaws going to pop it into that corner like so. Next of all, then, I'm going to grab this piece of wood again. I'm going to press Shift D. And then what I'm going to do is I'm going to press R and y and 90, spin it around. I'm going to reset my transformations on this one. So all transforms, right click, set origin to geometry. And then what I'm going to do is I'm going to put it right in the center here. Now, when it comes in the center here, obviously, it needs to be a lot smaller, first of all so S and Z. But it also needs to make sure that it's going to be coming down into the water as well. We don't want it just stuck on the bottom of the water. It should be in there. So what I'm going to do is I'm just going to press S and y and pull it back a little bit, just so it's under there as well. And then I'm just going to grab the bottom of this. So as come under there. Grab the bottom of it, and I'm going to pull it down into the water round about the same place as where all the rest of them are, and then I know it can be hidden away. Alright, so next of all, then we need a piece of wood in here. So I may as well use this one. So Shift D, let's bring it over into this place here, like so. And there we go. Now, what I might as well do being as I've got a piece of wood already this side. I've got a piece of wood this side. I might as well then just bring this piece up as well. So what I'm going to do is just press Shift D, bring it up, and then send bring it down into place and just sit it under there. Now, the flat pieces of the houses are always going to be much, much easier than these round pieces. And that's why we're leaving these for now. We're going to come back to these. They do take a little bit more skill to actually create these things. And also, the next thing is we have to think about this window here. If you look on the reference, is actually a kind of not a bay window, but it actually has shutters on there, so we have to take that into account. Now, we did get rid of the window round here, so we just need to make sure that we've got enough room for this window to sit on there. So we're going to be doing the windows next as well. The next thing that I want to do is you know, place this in the right sort of place where it's going to go. So to do that, what I'm actually going to do. I'm going to press Shift and A. But what I want to do first is, I just want to press one on my number pad. And then what I want to do is press Shift and A and come down. And what we're looking for is images to planes. But you won't actually have that in here at the moment, and that's because you need to first of all, come up to edit, go to preferences, and you're going to look for images or image as planes. This one here, and it really does make life easy when you bring that in. So now I'm going to do is close that down, and then go to put my cursor over here, so at the moment. I don't even know Oh, there's my cursor up there. I'm just going to shift and right click, put my cursor over here. Then I'm going to press Shift and A and then come down to images, and you'll have now images as plane, and then that's going to open up where we're actually going to find this image as plane. Now, in your resource pack, of course, resource pack is where is it resource pack is here. Let me just find where the actual doors are. Here they are doors and windows references. This is the one that we're going to need. Now, if you double click this, you'll see that you've got all of these references and all of the windows and doors that we're going to build out. And I think this is the easiest way for you actually to build them out and to get the right scale. So what I'm going to do is, I'm just going to first of all, turn this on, and then we'll be able to see. And if we press you can't press control and, you know, scroll the mouse wheel like you do in windows. What you can do, though is come down and go to size, and you can then turn the size up like so. So now we can actually see what we're looking at. This is the one we're looking for. So this then gives us the right scale on swift scaled it. So if I bring this in now, You can see that it comes in like this, and then all I need to do is rotate it round. So if I press r x, 90, rotate it round, and there we go. Now, if I pull this over here, what I want to do now is get this to be the right scale. As you can see, the window at the moment is tiny. So if I press one and then press S, I can bring this window out and get it roughly to the right scale that I actually want. So you can see somebody looking through this window now. That looks about the right scale, and it's also going to fit in there. And then what I'm going to do now is put this into place. So I know it's roughly about the right size, and let's see how much more we can get away with. So if I put this up here, you can see that if I put it just roundabout there, so you can see that I'm going to be able to get in place with these actual windows here, I can sit it in there quite comfortably. If I put this on object mode instead, I can really then see what I'm actually doing. And the other thing you can do if you really want to is you can press one, press the tab button. Let's put it back on material, sorry. And then all we're going to do then is just bring in an edge loop. So if I bring in this edge loop here and bring it up, And then bring in another edge loop, so control, bring in another edge loop, drop it there. And then what I can do is actually delete both of these. So delete both of them off because you're not going to need them. And there you go, now, you've got a much, much bearer idea, put you an object mode, where it's actually going to sit. So you can see straightaway, it is a little bit out, so it needs to come all the way back. And then down below there. And if I put that on, now you can see that's where it's going to sit, maybe a little bit further down like there. Now, from here, that enables us then, just put in that there to build out this bottom part here and work out where everything's going to go. And then on the next few lessons, what we're going to do is we're going to actually be creating these windows to the scale that we've just actually highlighted. So now what I'm going to do is I'm going to come in. I'm going to grab this part. I'm going to press Shift D, and I'm going to bring this up into this place here. I'm going to press S and X and pull it in, and then pull it over, and I just want it sitting in there against this point here, as you can see. Now, with this one, I don't want it going in front of it. You can see it going in front of it there. What I want it to do is actually go behind it. So I'm going to press S and y and pull it in, and then pull it back a little bit and just have it in there like so. And if you want to see it better, just put it on object mode, and you will be able to see it much, much better then and I can pull it out like so. And then finally, I want to make sure that this bit, is in the right place. In other words, it's above this part here. So if I then come in and pull it up and might be able to get away where it's jaws looking as though it's holding onto this part as well, and you can see that will enable it to all come together. So if I press S and Z, pull it out a little bit, like so, pull it up. And there we go. And then what I'm going to do is, I just want to make sure now that it's actually going into there. So if I now pull it out on the X, so and X, you can see now, everything is kind of fitting into place, and that is looking very, very nice. Now what we need is we need to figure out, we want a piece going in here. It's going to look a little bit different from the reference, but I still believe it's going to look really, really nice. Let's bring out this part then, so shift, we'll bring it up, we'll press S's and pull it down. Put it into place, like so, Essen a little bit more like so, and you can see now, it needs to come back a little bit. So I'm going to pull it back into place like so. Alright, so what we'll do then on the next lesson is we'll make some wood that's going to go this way and this way, same on this side. And then as we're going to work our way up, we're going to put a piece of wood under our actual roof here. Now, generally, You always want piece of wood under here under these roofs here. We're going to put a piece of wood under this roof as well, because it just supports this part under here. You wouldn't really have it where a building goes up to the wall, and then you just see the roof tiles. You would have some support, you know, piece of wood under there. Or there's all this wall that's not really being supported at the top. So you would have it there to support it. All right, everyone. So let's say that I'll work. And on the next one, we'll get this part probably finished. And then we can get the materials on and get it looking really weathered like we've done with these. And then finally we can start work on creating our windows. All right, everyone. So thanks a lot, and I'll see on the next one. Bye bye. 41. Modeling Main Roofs in Blender: Welcome back everyone to Blender for Modeling John Conde workshop, and this is where we left off. Okay, so let's come over to our Bendiwood, which is this one here. We can tell it because it's actually got the curve on there. And what I'm going to do is just press Shift D. And the first thing I'm going to do with this is, I'm going to You know what? Before we do that. Let's come to it. Let's go over, and let's bring down these resolutions. So let's bring it down something like six. And then we can start with that, and that should be fine. Now I'm going to do is press 50, bring it over, and let's put this into place then. So I'm going to press one on the number pad. I'm going to then press R and x. So let's no R and y, 90. Let's spin it around. Let's make it a little bit thinner, so I'm going to press S and x, pull it down, and then I'm going to pull it in some sort of place. So I'm going to put it around here at the moment, and then I'm going to press tab. And then what I'm going to do is press tab, pull it down. So if I pull this one down then, so into place, and then pull this one out. Reset the transform, so control. A transforms. That then we'll straighten it all up. And then finally, I want a little bit of a bend in this part here. So if I bring this down, you can see now we're getting a little bit of a bend in here. Let's pull this bit across. So I kind of want it a little bit more flat going into there. I think that looks much bare which means that I need to pull the whole thing across. So what I'm going to do is grab all of these, pull them all across. So, pull them into my wall, and then finally this bit here. I think I'm actually going to be happy with it going in like that. Now what I'm going to do is, I'm just going to reset the origin. So right click, set origin, geometry and finally then let's put it into place. You can see we're a mile out. I knew that would be the case. We just have to pull it over a little bit. So let's pull it a little bit more into place. L so, Let's grab this one, and then it's up to you whether you want to extrude it with or whether you just simply want to pull it out, going into this piece here, like so. And I think, actually, that's looking pretty nice. Now, you could have it going up into the corners as well, completely up to if you want to do that. So let's now put it on the other side. So what I'm going to do is just press 50, bring it over to the other side, press art, 180, spin it round, and then let's just drop it in to the middle, like so. And you can see, it's a little bit out there, but that's absolutely fine because of what we're dealing with. So in other words, it's a little bit shorter on this side, but that's fine. As long as it's actually in the wood roundab the same as the other one, that should be fine. Alright, so that's that bit. Now what we want to do is we want a bit underneath this roof. But before we do that, let's actually bring in this roof. Now, we actually created our roof here, which makes it really, really easy then to put it onto place over this one, of course. So what I'm going to do then is just going to come in, shifty, duplicate it, and then pull it into place like so. And we've got a little bit of haywire there. Let's pull it up. Let's get it into some sort of places to go much, much higher. And there we go. We're starting to get somewhere now. So now I'm going to do is, I'm actually going to just hide this tower out the way as for a second, and then I'm going to make sure that this is kind of against where I want it. So you can see here they're just over hanging there a little bit, and that's exactly what I want. So now, if I come over to my geometr node, I can mess around now with the rotation and pull this up the right way. I can then increase the vertical count up to where I want it. And then finally, I can make sure that everything is in place. You can see it's a little bit out here still, so I'm just going to come back and pull it down into place. Like so. Now, we can also see that it needs you know, it needs to come out a little bit here, so let's pull it out a little bit. Let's bend it around a little bit, making sure it fits into place. Like so. And now let's move it over a little bit because we know we've got it rowfully in the right place. We don't want to go past this point, obviously. And then all I want to do now is increase the horizontal. But that's going to obviously pull it out a little bit. So if we increase this holding the actually, I don't actually know I don't think Shift born works on geometry notes. But what I'm going to do is just increase it this far and then pull it out, like so, and then increase it again. Like so, and once more. And I think that is going to be absolutely fine because we are going to have some other pieces of wood coming down here. And I think as well that we will put these pieces of wood in because I think it's important to get it in the right place. Alright, so we've got this here now. So what we want to do now is, I'm not going to put this over the other side yet. What I'm first of all going to do is create the top, and I'm going to steal this piece of wood here. I'm going to press Shift D. I'm going to bring it up then to the top. I want it right in the center. So I'm going to grab this part, grab this part, shift cursor selected, grab this part then, and shift selection cursor, and there we go. Now, let's make this a little bit chunkier. And I think for doing that, all we need to do is press the S born because we do want it to be a little bit bigger as well. And then what I'm going to do is just pull it up onto there, like so, and then let's pull it back into place, Jost into there. And then finally, let's come in and grab the end of this. So just make sure you've got your end selected, pull it out, like so. And then what we're going to do is we're going to do a support here. Just to kind of finish this side off. So what I'm going to do then is just grab this, so shift. I'm going to make it much, much thinner, so S and X, pull it in. And then what we're going to do is we're going to make it a little bit smaller now. So S, and then I'm going to pull it down. And then finally, then we're going to have it going into here. Now, we're going to move this a little bit once we've got these wooden parts here. So just bear that in mind when you're doing this. And then let's twist it round. So all I'm going to do is r and y and spin it round. And it's going to go into this roof part, something like this. So something like this. But before we do that, let's just regrab this part because what I want to do then is put it going down each of these sides. So I'm going to grab it, so shift D. And then what I'm going to do is I'm going to press alter r. So put it back to how it was. And then we're going to bring it in to this place here. Like, so I think I'm going to make it a little bit thinner. So S and y, make it a little bit thinner. Put it into place, so it's going to go up to there. Now, the other thing is it needs to go kind of halfway, or we need to, you know, split them once we've got them there. So what I'm going to do is, I'm just going to press tab. I'm going to grab the bottom of it. Press let's see, Control three again. Let's bring it down. Pull it into place. Like, so, And I think we'll have it going over slightly over there. And you can see again that we do have the same problem as we always going to have with these pieces of wood near the roof in the fact that we need to bend it so it's going the right way. Okay, so now, let's come in and just go on X ray. Let's put it into the right place, like so. So we're going to pull it in to the right place, making sure that let's take X ray off, actually. Put it on object. There we go. Making sure that these roof tiles are actually on top of these. And the other thing is, as I said, There is a chance that the roof tiles need to come out, which I think they're going to, or we pull this back in, but I don't think we're going to pull it back in. Instead, what we'll do is we'll just grab it, we'll press S and X and just make it a little bit thinner and then pull it out a little bit just so it's sat across the end of the wall, like so. And I think that's looking pretty nice. You can see we have a problem here with this part sticking through the wall. We don't really want that, but I'm not actually going to alter this at the moment. Now, what I'm going to do is I'm just going to come and bring my roof tile a little bit over. So bring it over, pull it out a little bit. So S and X, just pull it out a little bit. Never be scared to do that, if you need to. And then what we'll do is we'll just pull it back now, so it's just over hanging there, like so. Alright, so that's that part done. Now what we want to do is we want to actually cut this part to make it, you know, nice and even. So what I'm going to do is I'm going to press control three. I'm going to press the tab button to grab it all. I'm going to make sure I've got my x ray on. And then what I'm going to do, first of all, I'm going to put it right down the center. So right down the center of here. I also need to make sure that I've not got this part. You can see this part. It's a little bit too long. So let's first of all come over to bisect. And then what we'll do is we'll cut this part down first. Once you've got bisect on and pull it out, you can also use the space bar and put it wherever you want. So I'm going to put it rounda there. Like so. I'm not going to change any of these because it's basically in the right position that I want it, and all I'm going to do then is clear the inner or the outer, whichever one is the case. I'm going to clear the outer. And then I'm going to press A, and I'm going to do the same thing. So mesh sect, and let's going across this way. Like so. Let's then turn off clear outer, clear inner. And there you can see now we've got a nice straight piece of wood. You can also from there, as well, don't forget pull this down as well. Just remember that you're going to go past that little know that little piece that's there. But you might actually want it like this. You know what? I think this looks quite nice like that. So I'm going to keep that as it is. Alright, so to get that off, just press tab. Take off your x ray. And now what we want to do is you want to pull it onto the other side. You can see that we are going to need probably a piece of wood in the center here coming down to here. And also, I think we'll actually drop this down a little bit now. So I'm going to come around to this side first. I'll come to the back of here. So this one, this one here. And then what I'm going to do is just drop this down a little bit, so it goes past there. So it's now supporting you know the supports are going past there over the top of it for turning it off you can see, that's exactly what I want. And then what I need to do is put another piece of wood in there. So again, I'll grab this one, so shift D, Alt and R, just to reset the what is it? The rotation? And you can see, for some reason now, that's not actually that's not what I want, really. Let's press l test, see if it's that. There we go. Now we're straighten it up. Now we can press sens d, and you can see as we're pressing sens head. It's pulling it down to there. So let's not do that. Let's just delete that other way. Let's grab this one here. Shift D. Let's bring this into place then. You can see my cursor is still in the center there. I might as well use that actually. So Shift S selections cursor, and let's bring it out and get this bit into place. So I'm going to pull it roundabout there. I'm going to have it then go in just in. So I just want it into here, which means I need to put sensed, make it much, much thinner. Bring it back then into place like so, pull it up, and then N's. And then what I'm going to do is pull it back a little bit. So x, And then finally, once I've got it the side of that one, I'm going to press S and y and pull it out, like so. And there you go. There we go. Now, you can see, we do have a problem in that it's going to have to come further out, or this is going to have to come further back. So I think on this occasion, you know what? These are actually hanging over a little bit too far. So we're going to do that on the next lesson. We'll pull it all into place. I think this needs to come back past here, and then we'll have a good idea where these roof tiles need to come because at the moment, I think they're hanging over a little bit too much. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 42. Building Support Frameworks for Roofs: Welcome back everyone to blend the poll Modeling and Join workshop, and this where we left off. Alright, so let's first of all, bring this back a little bit 'cause there's only so much chunkiness you can have, and this is about the upper limit of how chunky it can be. So all I'm going to do is press S and X and pull this back a little bit and then pull it into place behind that, so it needs to fit in like that. From there, then you can see that these towels probably hanging over a little bit too much. I don't just want to pull them back though this way. I just want to make them smaller. So all I'm going to do is just grab these, press S and X and pull them back. S a little bit. Like so. And now let's have a look at that. And you can see now that's fitting, much, much nicer into place. Alright, so that's pretty nice. Now, the one thing is, I would say, is that it's hanging a little bit, if you look control three into the actual wood, and we don't really want that. So what I want to do is, I want to pull them out slightly, so I'm going to pull this one out very slightly. You can see that I'm probably going to have to bend them in a little bit more. So I'm going to come in and bend them jaws to tad like so, and now they're not stuck in there as much. And there we go. That's pretty much finished now this part. So what I'm going to do now is put those up the other side. So to do that, first of all, I need to actually convert this, so convert the roof. So what I'm going to do is I'm going to go to object. Did I have my materials on. You can see materials or stolons. That's great. So object, convert and mesh, and then I'm going to control or transforms, right click Set origin, two, three D cursor. And then finally, one I'm going studies I'm going to come on over, adding a mirror, so generate a mirror, like so, put it on the y, and there we go, turn off the X. Just don't forget. Turn off the x or you'll end up with double over each side. Now, the other thing is, you will notice that these will be exactly the same. So you'll notice that this side and this side will be exactly the same when it comes to here. So what you can do is instead is, once you've actually applied that, so let's apply this mirror now, so control A. Go over the top of it. And what we're going to do is press tab, and then I'm going to go into wire frame. And what that enables me to do is just select all of these. It will go all the way through. So if I press B box select, and then can select all of those. Now, if I wasn't in wire frame, so I'll just quickly show you what I mean. If I double tap the A, press B and do the same thing, box select. Not only can I not see one selecting, but it will not select them going all the way through. So that is why we're actually doing this in wire frame. So go back to wireframe, press B. Box select, going all the way through like so. Now what I want to do is I want to mirror this over. So I'm just going to press P selection, split it off, and then I'm just going to put this on object mode again, grab this again, and now I want to mirror it over this side. So it's going to be, as you can see, on the x. So let's come on over object, transform, sorry, mirror on the x, like so. And now if I pull this over, it should be now. Different from the other parts. So you can see here, this part here goes in to here, and you can see this part here is kind of level. So you can see now they're actually different on each side. If I go over the top now, I should be able to come in and level these up a little bit bare so level this one to this one, and there we go. Alright, that's the hard part done. Now what we want to do is we want to come to this part and we want to do pretty much the same thing. So right clicks the origin three D cursor. Adding a modifier and we're going to generate a mirror, like so. We're going to press it on the y, turn off the X, and there we go. There is our actual roof part actually done. Now, let's take stock of what we actually need to do now. I think that we're pretty much done with this part. We're not going to carry on down here yet. We're just getting this part done. So let's bring in our main tower or front top with tag. Let's make sure then everything is fitting in place. What I'm doing is I'm going around, making sure. I'm going to pull my window back a little bit, so I can see what I'm doing. Now you can see it's just in there where that wood is. You can see if I put my window on there. I can have, like the windows coming out either side. And yeah, I think everything's core with that. I'm just wondering where this part has gone. I did put it over the other side. I'm not actually sure. Where that part's gone, actually. Let me just see if it's in there. Yeah, there it is. It's gone right back there for some reason. So let's put it in to where it needs to go. Press A tach, and there we go. And that's why it's a good idea to always have a little bit of a check around your scene just to make sure everything's going okay. Alright, so now we've got all that done. Now it's time to do what we did before. So, the first thing we're going to do is we've got some curves on here. We might as well apply those. So we're going to grab these apply our curves. Now, remember, we've got actually a bevel on here. And as I said, it's better to come in first of all, and take off the bevel. So take off the bevel. Coming over then to object, convert to mesh, and then what we'll do is we'll reapply our bevel now, so add. In fact, join them together first, because then it'll do them both at the same time. So Control J, control or transforms, right click the origin to geometry, add in a bevel, and let's put it at 0.3. So have a look at our Bevel, actually make sure it's working. 0.3, and there we go. I'm just actually wondering if this bevel is working, I don't think it is. You can see here, as I'm turning it up, nothing's working. That's fine. There is an easy way to get around that. If we come down to geometry, you will see you've got one that says clamp overlap. Turn that actually And then what they'll do is they' enable Blender to actually then bevel it. The reason that comes on there, by the way, is to stop these edges crossing over into each other and breaking the mesh. But if you say it pretty low point, three, most of the time, not all the time, but most of the time, you should be fine. Let's then right click shades Move, and there we go. That's those parts done. Now, let's put it back on material and work our way round. So basically, what I want to do is, I want to grab all of these, like so. And I want to basically join them all together. I think I'll do the front ones first. I'll press Control J. Join them all together. We will keep them the bevels on. And then what we'll do is we'll come to the roof and we'll join all of these together. Now, you can see on this one, we've still got our mirror on. Very important if you've got your mirror on, just to check that on. So Control A, apply it, and now we can join all of this together with Control J. Now, next thing we're going to do, as we know, like we did last time. We're going to actually come into these parts first. Press M, and we're going to put them into our wood. And then we're going to come to this one, press M, put them into wood, like so. Now, let's come back to these parts. And all I'm going to do, I'm just going to hide this one out the way with H. Come back to these, and then I'm just going to press Control and bring in some edge loops, same as we did before, Control. Control, bring in a lot of edge loops on that one. Control. And then control And then control law, bring in the edge loops like so. Alright, that's that one done. Now, let's do this one. So we'll bring in a lot of edge loops on here. And then Control then did I join that one? Yeah, I've actually not joined this one. So all I'm going to do is just join them with them. Control J. And there we go. Control, bring in some edge loops, and then control law. And finally, did I actually add, Yeah, you can see here we do have a problem. Good job of spot that as well. So if we come then to these parts here and grab both of these, shift ate, hide everything else out of the way, and you can see that the problem is with this one is that we haven't got a proper base to start from one here. So you can see here, It goes to there, and this is an gone. And if you've got an ngon or triangles, you can't actually put in a subdivision. Easy fix on that. All we're going to do is press control three. And then what we'll do is we'll come on over to mesh, and we'll bring in the bisect, and I can probably get away with bisecting these at the same time. So if I pull it down to there, you can see now I've done both of them at the same time. I can then pull it down to where the problem is, so just above it, like so. And then finally what I can do now is can come in press Control. So if a press tab, then tab again, press Control, and now you can put in an edge loop like so. We'll do the same thing on this side now. L so. Alright, so that's that done now. Let's press O TH, bring back the rest of the parts. And now let's come to this part and work on this part. So all I'm going to do, I've got the same materials here. I'm just going to press tab, A, U, Smart UV project, click Okay, and then I'm going to grab this one, grab this one with Shift select, Control and we're going to link materials like so. And there you go. It's as simple as that guy. It's really, really easy to actually do that. Next of all, then, before we finish, we're just going to grab all of this. We're going to come up then to mesh, transform, randomize, and we're going to put this on point at one. I think it will be, have a look if it's that. Yeah. No point, naught one. And there we go, now you can see you've got some blocking this. Let's press the render born just have a quick look. Well tap the A, and there we go. We can see that's looking really, really nice. Okay, so now let's come back to material mode. We'll come back to these now. Exactly the same thing. So first of all, press tab, A, Smart UV project click. Now, you might have a problem in this because generally, when you're unwrapping a really chunky piece, big long piece like this, it makes everything on the UV map smaller. So if I go to UV, you will see that this part here is like this and the other parts, they're quite long, but they get kind of shrunken down. So, in other words, always try and unwrap. So let's say unwrap this piece on its own. So you'll see what I'm saying if I do it this way. If I grab just this piece with L, press U, Smart UV project click okay. It's gonna wrap like that. If I then hide this out the way, press A, u, Smart UV project, okay. You can see now it makes them much, much bigger because it's not contending with this part here. So now, basically what I can do is I can press A and just move these over because these are seamless textures. So if I press l tags now, we've got something like this, and let's actually have a lot what that looks like now. So I'm going to grab my wood. I'm going to press Control L. I'm going to link materials, and there we go now. You can see that's looking really, really nice. Now, the one thing is, I can see on here, if I press age, I need to bring these back. Hide out my tire out the way. You can see I've still not done these parts, and we'll do those on the next lesson because obviously, they're a bit bendy as well, so we need to do those properly. All right, everyone. I just want to check something as well. I'm just going to check my roofs, and my roofs are looking nice already. I don't think I'll need to do anything with those. They're absolutely fine. Alright, so let's put it onto material mode. Let's save that our work, and we'll leave it in the UV space because we will be using that obviously for these parts here. All right, one, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 43. Starting Window Designs from References: Welcome back everyone to Blender por Modeling and G node workshop, and this is where we left off. All right. So we've got these now. We know they're already actual mesh, not curve still. So what we can do now is just press A. Smart UV project, click Okay, and there we go. Now, let's come and join them to these, obviously. So Control L link materials. And last of all, I just want to make sure if I press M are in wood, which they are now even if there wasn't. And then I'm just going to press tab. And what I'm going to do now is zoom out, and I want to make sure that each of these, let's have a look, each of these. I'm just going to check one thing because I think if I pull this out, Yeah, I've still got my bevel on, so my bevels still on there, so that's great. So what I'm going to do is just press tab. I'm going to come then to this one here, this one, here, this one here, this one here, alternate and split them up. Now, you can see that sometimes with UV squares, it actually messes it up a little bit, so you can see now they've joined together like that. I don't really want that, so I'm just going to press controls. Put them back together, and generally, it's because this is what's causing it. You see this bit with a joint here. Generally, if I come in, grab this one, press T, you can see then it splits them up. So let's come in, T, L, T, and L, and, and then let's spin both of these round. So if I grab both of these are 90, spin them round, like so. Alright, now you can see they are looking really, really nice. And we just want to add good, then round our scene for a moment. Just to make sure we've got everything in place. So if I double up the A now, let's actually bring in our tower. So let's bring in our tower and just look at where we are on this. You know what? Before we do that, let's do the walls first because they're really important, actually. So I'm going to at the moment, split off these walls. So you can see here at the moment, I've got this large wall going across here. I've got this wall here. And I've got this wall here, and these will be the three walls that I actually do. So what I'm going to do is I'm going to first of all press P selection, split those off, and then I'm going to come to this part, and I'm going to press M and drop them into my walls. And then from there, what I'm going to do is I'm all, so I'm going to split these off. I'm going to grab this one, y to split it. So if I press G, now you can see this one split, this one, y to split it, and finally, this one, y to split it. From here, then I can actually come in, grab them all, press, Smart UV project. You can just unwrap them, by the way, they're just planes as well. We can do it that way. And then all we're going to do now is grab them. Grab a wall here, press controller L, and link materials, and there you go. Now, we do have a problem in these two. So I think probably with these two going all the way down. You know what? I think we'll also add this wall in here as well. So what I'm going to do is, I'm just going to come in. I'll grab this wall as well. I'm going to press P selection. And then what I'm going to do now is I'm probably going to have to unwrap all of these together. And the easiest way to do that now because we've split them up is another trick that I'll show you. So if I join these now to this, so control, J, join them together, you will see when I come in now and pull this one out, it's split, this one, split, and they're all split. So we need to kind of unwrap these together. So what I'm going to do is grab all three of them. I'm going to press Control three to go into front view. And what I'm going to do instead is, I'm going to press. Come down to where it says, project front view, and then you'll see now we've unwrap them, and they're all nice and neat. Except this one because it hasn't got the same material as these. So all I'm going to do is just come on in through my material. Down here, and I'm going to take off my ambient occlusion, minus it off in object mode, so minus it off. And there you go, you've got a really nice, beautiful wall. Alright, so that was really easy on the wall. We just have to make sure that this part is hidden. Let's press altage, bring back my tower, and there you go, you can see now it's all nice and id and the walls all opened up. Finally, then, before we check this, let's do one more thing, so we'll hide this tower out the way once more. Hide both of these roof parts out the way once more, grab the roof. And what I'm going to do is put these, of course, in my roof. I'm going to press M. Make sure that they're in roofs. So this roofs here. And then I'm going to press tab, A, Smart UV project click, okay? And then all I'm going to do is change the material over now for my actual wood. So it'll be I think it's planks. Yeah, that's the one it is. And now I'll take bring back everything. And there we go. We should be now up to date with everything. If I put it on rendered view, now we can have a look round and now you can see exactly what it's going to look like. You can see here we've got kind of a gap here. And we've got a gap here, but they're going to be filled up by windows. You can see my first window here. If I bring in my bridge now, you're going to get a really good idea of how it's starting to really come together. You can see in there. Once we've put the windows in, I think we'll put some lighting coming through there. And you can see, even if I look through here, just how nice that's actually going to look, especially when it's got some lighting in there. Moving around them to the other side, you can see, now we're starting to really motor along with getting this going. You can see just how easy as well, it is to put it all together once you've got the parts in place. Alright, so now we've got that. Let's go back to object to object mode. We'll do that. In fact, we can't go to object. Mode, you know, why? Because we actually need this to actually create something. So now what I'm going to do is I'm going to leave that there. I'm going to press Shift D. I'm going to pull it out, and we're going to make a start on our actual windows. Now, I recommend when you're doing this, save out your work before. And I also recommend that you start all the way over here just so you haven't goal this kind of, you know, stuff in the way. You could go in and hide all of this out. You can hide it all out and just keep this, but I don't want to. I just want to pull it over here, and then I'm going to press Shift and S cursor to selected. If I then zoom in with a little dot born, So let's now create our actual window. I think the best thing we can do is start with this top band over here. So let's press one. Let's press Shift A, and let's go into. In fact, you know what? Before we do that. I'll show you one more thing. If we go into wireframe, it means that this whole thing actually disappears. So there is another option to actually stop that happening. What I'm going to do is I'm going to show you the other way. So I'm going to press Shift A. Come down and bring in you can bring in, where is it image reference image. So let's bring in a reference image. Let's go to them, our doors and window references and let's bring in the same image. So we're going to bring in the same image. We're going to put that over there. And now you'll see if we're going wireframe, we can still see what we're doing. So basically, we use these images planes to like I showed you where you can put them over the top of something and really see what you're doing. But the reference image is much, much better to use if you actually want to create something from this reference. Now, let's put them onto material. Let's grab this one. And what I want to do is I want to bring it down then to be round about the same size as this, which it is, and then I can just delete this one out the way. Now, what that enables me to do is work with this even in object mode like so. But if I now press Shift S, cursor selected, Shift A, I'm going to bring in then I think we'll start with a cube. So let's start with a cube. Let's press the S button. And all I'm going to do then is just line that up into the center or roughly into the center of here, and then bring it up. And from there, then, I'm going to press Shift S, urster selected, and now everything is going to be based from this center point. Alright, from there, then, let's pull it out. So what we're going to do is going to press S and X, pull it out. And you will see now, I've pulled it out to there. If I put wire frame on, I can still actually see everything, which makes it much, much easier. Let's press S and Ed then, make it a little bit thinner. And then all I'm going to do now is press tab, press control, bring in some edge loop. So left click, right click. And then what I'm going to do is lift up this center one. So I'm going to lift up this center one. So shift and click, put proportional editing on, and then just pull it up. So, pull it out, maybe a little bit. And then I'll grab the whole thing. Like so, and then pull it all down. And you can see, roughly, roughly, we're right about in the right place. Let's do one more pull portion of it to. Like, so. Let's make it a little little bit thinner as well without proportionality on. So turn this off. So S and Z. And there you go, you can see, we're just about there. I'm pretty happy with how that looks anyway. Alright, so now we've got that. Let's put it on object mode. And now I'm going to do is I'm going to press Shift A. I'm going to bring in a cube. So let's bring in a cube. And then I'm going to make this smaller, bring it into place like so. Press the S button. And then what I'm going to do is pull this out. So S and X. Pull it out like so. Alright. And then we're on to the next part. So I want to create these parts now, so I'm going to press Shift A. Cube, make it smaller. As long as you keep this in place, it's really easy. So let's pull it into place. And remember that these a lot of the time when you're getting references, they aren't like straight on. You can see here it's not straight on really. So just take that into account whenever you're building everything. What I want to do with this is, for instance, I want to bring it up, first of all, to be the right height. So bring it up. To the top of here, like so. And then what I want to do is I want to pull it out slightly. So grab the bottom of it, press Sinex, pull it out. But then what I want to do is I also want to pull this part out a lot more than that part. So I'm just going to come in. I'm going to grab this, pull it out, like so. And there you go. That's what I'm actually looking for. Now what I want to do is I want to put another cube right in the center of here. Now, the thing is we're going to lose where we actually put our cursor, but we can put it back there. That's no problem. So what I'm going to do is I'm going to come in. I'm going to grab the top of here. I'm going to press, You know what? We don't actually need to do that. Instead of doing that, we'll just press shift. We'll press the S button to pull it in, and then all I'll do, I'll press and pull this out. Now, what I want to do is, I want to keep this relatively straight, but I want to bend these parts in. So what I'm going to do is I'm going to press controller. Bring in a few edge loops. Left click, right click. Press one on the number pad, and then let's have a look how these bend in. So if I go to y frame, we can see that these bend in nice and straight here. And I can actually come in and copy that, so I can just come in, press one. And this is a really, really good exercise to work with references. So if I bring this into here and then bring my next one into here, let's say, Like so. And then bring this final one. So this final bottom one. I'll press one into here, and then I'll whip my way up, bring this one into here. And then finally bring this one into here, like so. Now, on the other windows, I think we won't follow the reference so closely, and we'll actually try creating them without the actual reference because I think then you'll get both of the skills that you actually need. Alright, so what I'm going to do is going to save up my file, and I'll see you on the next one, everyone. Thanks a lot. Bye bye. 44. Styling Windows with Custom Textures: M. Well, come back, everyone to Blender por Muddling and John Chino workshop, and this is where we left off. Alright. So now, let's think about these parts here and these parts going across there. But before we do that, what we really want to do is actually have a look and make sure what we're looking at first looks pretty nice. I think actually it's all looking really good. Maybe maybe this is a little bit too far stuck out at the moment. So what I'm going to do is just press S and y and pull it back a bit, so. But I think the rest of it is looking pretty nice. Alright, so what I want to do now is grab both of these. The both already together, so that's good. Let's reset all the transforms, first of all. Right click the origin to three Dcursor add in a modify and we're going to generate a mirror. So generate a mirror. Scontraight over that side. That's absolutely fine. Now I want to think about is these parts here now. So let's start with those. So what I'm going to do is I'm going to press Shift A. I'm going to bring in a cube. I'm going to make it much, much smaller like so. And then what I'm going to do is I'm gonna drop that into place. Now, you can see we've got these chunky bits kind of going over the top. We need to over to be smaller, though. So I'm just going to press one on a number pad. I'm going to press the S born it right about into place like so. And then what I'm going to do is I'm going to place it somewhere in the middle. And then we're going to press N's head and pull it out into place, making sure that it goes in there like so. Maybe S a little bit more. And there we go. All right, from here then, I want to make sure that these are relatively thick coming out just backwards from there. So these are supposed to be further in front. So roundabout here is absolutely fine. And then what I want to do now is I want to press tab control, bring in some edge loop. So left click, right, click. Grab that center one then, and then I want to bring them in slightly. So I'm going to put parocial editing on again. I'm going to press one, to make sure in front view, press S and then bring them in. Like so, and you can see that looks really, really nice. Now I want to do is I want to mirror it over this side. So I'm going to grab this one. I'm going to then join it to these, so control J, join it together, and there we go. That's that part done. And now I'm going to do is I'm actually going to grab this part. So I'm going to press L. I'm going to press Shift D then. I'm going to move it over here slightly. Now, you're going to have a problem with the mirror being on. But what I want to do is press P selection and just take that off. And then what I'm going to do is come back to this one and remove my mirror. So remove my mirror. And then what I'm going to do is, I want this right in the center base of this one. So all I'm going to do is press Shift S, selections cursor, but it's not going to work. And the reason it's not going to work is because my orientation is already there. So first of all, I want to set origin to geometry. And then from there, I want to press Shift S and selections cursor. And now I want to do is bring it down, rotate it round. So ry 90, like so, put it into place wherever it's going to go, and then I'm just going to simply press S and X and pull that one out. And there you go, that's the second part D. Then what I'm going to do is just place this in the right place because at the moment, it's a little bit too close to these, so I'm as going to come in like so. And then what I'm going to do is press Shift and D, bring it down, press one on the number pad, and then just put it into place where I want it like so. Let's bring this one down, as to Tad, like so, and then we go unhappy with those. Okay, so now what we need is these parts here. If you look at the reference. So if I just press wi frame, you can see on the reference, we've got some little knobby bits on this part here. Let's actually do those now, so we'll go back to object mode. You can see if I come to these that this one here, for instance, it needs to have a couple more edge loops going in there and here. Or we can actually just bring in, you know, a cube. I think just bringing in a cube is going to be much, much easier to be honest. What I'm going to do is, I'm just going to press s shift A, bring in a cube. We can also as well come down. Instead of bringing in cubes that are 2 meters big, just bring this down, and then every time we reopen blender again, this will reset. But every time now we bring in a cubes. If I bring this down, bring in another cube, you'll see it's exactly that size now. So it's just a little bit easier to work with those. Alright, so what I'm going to do is press one and the number p again. I'm going to press the S bottom. I'm going to then pull this one into place, so I want it right in place round about there. Maybe a little bit smaller. Pull it into place. And then all I'm going to do is just pop that out of there. I'm going to press S and y. Like so. Get it into the place where you want it, and then all you're going to do now is maybe a little bit thinner as well. So S and was make it a little bit thinner, and then all I'm going to do now is bring it out. Press, first of all, to insert it, to bring it out, and then S to make it a little bit smaller, and there you go. That's as simple as that as well. Now, let's press one, and what we're going to do is press shift. Bring it down into place, like so. And finally, then just grab all of these and join them to your mirror. So not this one, we want to join them to here. So press Control J, and then it's just going to mirror them over, like so. All right. So that's the hard bit really done. Maybe except if we look on the y frame, we might as well, I think, we'll do these parts next, and then we'll come to these parts, which they look difficult, but actually, they're really, really easy. So let's do these parts first. So I'm going to go in, I'll keep it on ire frame, actually. I'll press Shift A. I'll bring in a cube. Let's pull it over, and let's just make it the right sort of scale first. So S, bring it in. And then S and say, pull it up. To something like that, and now we'll go back into object mode. And what I obviously want to do is I want to make sure that this is coming all the way out here. So S and y, pull it all the way out, like so. And then the top of this, I want to grab it and pull it up. So all I'm going to do is press control. Left click, right click. Grab the top of there, pull it up into place, like so. There you go. Really, really easy. Now, let's put this over the other side. So again, can just join it to these, so Control J, join it to there. And there we go. Alright, now we need to think about our actual window. So what I want to do is I want to actually create this part, as you can see here. I want to create this style of what's it called lead windows, if that's what you want to call them. So all I'm going to do is I'm going to first of all, bring in a plane. So mesh plane spin it round. So x 90, spin it round. Let's make it smaller then, so it fits into place. Let's press one on the pad as well. So S, bring it into place and then S and Z. We don't need it perfectly because we can actually pull these out a little bit as well. So something like this, I think is going to work for us. And then I'm just going to pull it out just in front of my windows like so. Now, this is then going to be the kind of, you know, the glass that's going to go behind you. This is just simple glass that we're going to put in here, so we don't need to worry about, you know, creating unwrapping it with all other lead and things like that. We could do that. But at the moment, you could just have it as this glass just being behind it. Now I'm going to do now I've got that is I'll make another one, so I'll press shift, and I'll bring it out, and I'll show you how we're going to do this. So at the moment, you will see if I come in and I try and come to face, and poke faces. You'll see we end up with something like this, which actually makes it really easy to create lead windows. If I press one now on here, put it into wire frame. You can see already we've got this band going across here. Now, we don't obviously want that. What we want to do is create more of those. So I'm just going to press control d a minute and just get that off, so Controls. Let's take it off. Let's press control then. Two, left click, right click Control, two, left click, right click. And now if I come in and grab all of that, come to face and poke faces. Now you'll see that we're actually getting somewhere. You can see though, there's too much there's not enough lead in here, which means that we need to actually double it up. So first of all, before doing that, we'll just press control lead again. We'll pull these out into place then, so you can see here these into play, S and X. Let's put it on medium point. So, S and X, pull them out into place, like so. We'll also do the same thing with these as well. So you can see, this one's lined up perfectly. This one's not, so I'm going to pull that up. And then what I want to do now is bring in other edge loop. So Control, left click, right click, Concho, left click, right click, Concho, left click, right click. And now you'll see if I come in, grab them all. Same thing again. Face hope faces. Now you can see we're starting to get somewhere. Albeit, we have an actual line down there, but don't worry about that because we're actually going to fix that as well, because what we're going to do is we're probably going to level these parts instead. Or we could just actually use these parts and then move them over to the different windows. That also works. But you can see at the moment, what we've got is we've got some really, really nice leading already. You can see this leading going across there, this leading coming down here, and you can see it's fitting pretty nicely at the moment. I would say that we might need another one in the middle of here. So let's press Control head. Let's press Control, left click, right click, and let's try that once more. So let's go to face, poke faces, and there you go, now you can see that we've actually got it pretty much how the original was. Alright. So now what we want to do is we want to actually turn this. So this art here into. You can also see that we do probably have a slight problem with these being a bit thinner. Let's just go back before putting that in. Let's press tab, Control or transform trip clicks at origin geometry. And let's go back in instead of bringing in two, we'll bring in three. So l shift click Shift click. Delete dissolve edges, Control art one, two, three, left click, right click, and there we go. Let's give this a try now. So face, poke faces. And I think now if we go and look press one, you can see now that it's pretty much the same as what we have on the other one. And that is how we actually created this effect. Now what we want to do is we want to actually level these or at least take them out of here so that we can actually create this leading in here. So the way that I'm going to do it is, I'm going to come in, go to object mode. And if I press, you can see we start bringing them in, but if we press again, you can see now that we can actually start, bringing them in, like so. Now, the problem we've got here is we've got a lot of center points on here. So before doing that, what we want to do is get rid of these first. So l shift click, we want to go to all of these and kind of delete them out the way. So these center points, we don't really want them in, and we're going to delete them. So if I come to these, press delete, dissolve edges. You can see now we can get rid of all of those. Same for all of these. L so and delete edges. And there you go. That's what you're left with. And now if you press A, press the eye button, press the eye button again, you'll see now that we've actually got that lead that we're actually looking for. From there, then what we can do is we can actually delete all of these, so I can press delete and faces, and there we go. Now, if I pull these out now, you'll see that they all fit in place beautifully. Now, we don't need the outside of these, so we might as well get rid of those. So all I'm going to do is just come in and get rid of all the outside. I think if we come in and press control, can we do that? No, we can't. So we just have to go down them. Like so just select the boundaries. And then from there, we'll actually create these windows for us, so delete and faces. And then all I'm going to do is press A and then grab them all, pull them out. Like so. And let's pull them into place now. So we'll pull them into place. We want them, double tap the A. And there you go, There are your lead windows as easy as that. Okay, so I'm happy with how they look. I'm happy with the other part. I'm just actually looking now on my reference on my references here. I've got pretty much everything on except these planks of wood and these hinges, of course. I'm just now before finishing. I think I'm going to bring in my materials. We do have a window wood here as well. Now, the last thing I want to show you just before finishing, if you don't like the thickness of these, what you can also do is just come in, press A to grab everything very, very slowly, then, press AlternHld in the shift born you can actually bring them in a little bit like so. Just make sure that you pull them back. Into where the window actually starts. So, something like that, and you'll see now that they're actually a bit thinner and a bit pointier on the ends of them like that. And I think actually, I like them better like this. Alright, so what we'll do now is we'll actually save out our work. And on the next lesson is then we'll get all of the materials onto here. And then what we'll do is we'll create these shutters as well. Alright, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 45. Texture Application Techniques for Windows: Welcome back everyone to blend of fall modeling and Jump you know workshop, and this is where we left. Alright, so now, let's first of all, come in, and what I want to do now is give this some material. So all I'm going to do, first of all, is we've got the materials on here, so we should have three materials on here. So what I'll do is I'll come to this one first. In fact, you know what? Before we do anything, Let's supply everything. So all I'm going to do, I'm going to grab all of these parts, all of these parts here, all of these parts here. I'm not going to be grabbing the lead or the actual glass. I just want to make sure that when I press G, that's all we've got left. So just this part here. And then what I'm going to do is I'm going to go to object, convert mesh like so, and now I'm going to press Control J and join them all together like so. From there, then what I'm going to do, I'm going to put it onto. Object mode just for the time being, and then I'm going to go to add modifier, generate a bevel. And you can see here we've got some problems in. It's not actually allowing the bevel. So what I want to do is I want to come down to geometry again, clamp overlap on and then put this at at point Naught three. Now, it could be the case that it's not beveling because I just need to reset all the transforms, so reset all the transforms, right click the origin geometry. And let's turn that off and see now it actually works. So you can see now we've got an amazing bevel on there. We can also at this point, just pull this back out the way. We're not going to need that at the moment so much there. And you can see now this is what our window looks like. You can also see that we need to come in, right click shade smooth. And there we go, we've got our bevel on or smoothness on, and now we can actually start adding material. So what I'm going to do is I'm going to come over to my material panel. And the one we want is going to be planks. It's going to be planks, planks two, I think it's called or Window Wood. So I don't think we've actually got window wood on here. So I'm going to click Plus on here. I'm going to go over to my asset manager. And then what I'm going to do is I'm going to open that up and you can see, not great on. So let's come to put it back on. So preferences, file paths, plus little down. We're looking for course, resource pack and it's this one here, like so. Close that down. Bring it in, and there we go, There's all my materials. Now, the one we're looking for is this window wood. So let's press dot to zoom to it. And we're gonna add in our window wood. We haven't run wrapped anything yet, so don't worry if it looks a bit crazy. And now we want to do is we need iron Dark. So I'm going to click the plus button. I'm going to look, first of all to see if we've got iron dark. And then I'm going to look on here. This is the dot. We've not used it on anything yet. So let's actually drag that across onto here. Then we've got the window glass. So plus, bring in the window glass. So, and they are the three materials that we should be using. Alright, so now, let's come to this part here. I'm going to grab all of this. So all of this, press, Smart UV project. Click Okay. And there we go, this, the actual windows. Then what I'm going to do is come to each of these. So I'm going to grab each of these front parts and then just click Control plus to go all the way back. In Dark, click a sign. I'm going to grab these parts then with L and L. In Dark, click a sign. And there we go. Now we're starting to really get somewhere, as you can see. Now, the final parts, we're going to need the leading on here. So let's come to the leading and then A, and I'm just going to press Smart U V project, click. Little down arrow, and we're looking for on Dark. Click that on. Double tap the A, and there we go. And now finally, the glass. So click the down arrow. We're looking for glass lit. There we go, and you can see, that's not going to work like that. Let's actually sort this out. I'm going to actually come into here. I'm going to press control, and what I want to do is bring in a few edge loops, just to split this off a little bit because it's going to make it so that We can unwrap it a little bit easier. So let's come in and put on our x ray, and then I'm going to press tab. Control, left click, right, click Control B, bring that out, and then control Left click, right click Control B, bring that out, and then just finally move this one. So just this one up a little bit. So shifts base bar, move it up into place. Now finally, what I can do is I can press U, and I can click Smart UV project, click Okay. And now, nothing really happens, but you'll see when we go over to the UV mapping that we have all of these blocks now, which makes it much, much easier to unwrap. So what do I mean by that. If I grab it all now. So if I grab it all, like so. So let's go in on face leg, press A to grab it all. I can then actually see now all of these and grab all of these and press the S p on and make them smaller. Like so. And then what I can do is I can come to each one individually, like so, and just drop them in the middle of here, making some dirt some dirt on the edges. Like so. Like so. And you're really not going to see this, so don't worry too much about, you know, the actual dirt or anything. It just wants to make sure that the pans look a little bit different from each other. That's all I'm trying to do there. All right. So that's the actual main window. Now, the moment of truth, then, let's go back to modeling. And then what we're going to do is go to render view, and let's have a look what they look like, and there you can see how nice that actually looks. So I hope you're really happy with those. I think I am. And what I'm going to do now is I can join it all together. Now, that, of course, means, that I'll have to apply my modifiers on here, so the bevel, because we don't want to add a bevel on here. It's wasted topology. It's too much topology for what it is, so there's no point in that. So all I'm going to do is just press control A and then grab my lead. You know what? I'm not going to do that yet. I'm not actually going to do that yet. I'm not even going to apply the bevel on. And the reason is because I want to create the other windows, and I might want to use this lead in my other windows or any of these other parts, so I'm not actually going to do that right now. I'll join them together at the end. Now, what we want to do now is that we want to actually create these actual doors on here, and we want to create the hinges. So if I press one on the number pad, let's put it back onto material view. No, let's put it back onto wire frame, and now let's press tab. Double tap the eight, and now I can actually start on these hinges. So I'm going to press shift eight. I'm going to bring in a cube. I'm going to bring it over, bring it into place then. Let's make it a little bit smaller, like so, and then let's grab it. And I'm going to bring it a little bit smaller now on the outside. So I've just grabbed it going around the outside, like so, and then I'm going to press alterns and bring it in, like so and place it where I want it. Like, so, press S and Z. There we go. Now, let's deal with the top parts first. So all I'm going to do is I'm going to grab the top parts, grab this part, press one. I'm going to make sure I'm on medium point E S and Z and then S to pull them in. Now, you can see as I pull them in with just S, they're kind of coming down to the center. We don't want that, so we want it on individual origins. Then press the S born, and there you go. Now let's bring in a couple of edge loops. So Control two, left click, right click. Control B for Beverly in, so. And then all you're going to do now. If you first of all, bring it out, and go back to it. Press Enter. And instead of pressing S, you're going to press tes, and you should be able then to bring it in, like so. And there you go. Simple as that to make a hinge. All we want to do now is level this off. So control A, all transforms, set origin to geometry, add in a bevel, so generate a bevel. And there you go, that's your hinge. Now, if I pull this into place, so if I pull this into place, like so, I'm going to pull it down a little bit. I don't quite want it there. If I press one, put it onto wire frame. You can see this is where mine is, but this obviously comes out a lot more. So I think I'm just going to pull it over a little bit, like so and then I'm going to press Shift and D. Pull it down into place like so. Now what we need is these parts here, so we need, kind of the bits that I'm going to open up. So again, I'll come to object mode. And I don't really need my reference at this point so much because I can do pretty much all of this on my own. So what I'm going to do now is just bring in a plane. So I'm going to press Shift A. And this is how I do it. It's up to you how you're going to do it. So rx 90. Oops. Let's try that again, R x, 90, and let's bring it into place. So S bring it into place. Now, I'm just going to bring it first of all, to the right height. So in other words, it needs to be roundabout, it needs to cover the window, basically. It doesn't matter if it's a little bit out at the top or whatever. I just needs to make sure this window is covered. The other thing when you're thinking about creating parts like this is it needs to come to the halfway point because the window shutters are going to shut. So if they're short, it means that it needs to shut not over the top of each other. So I always tend to do this part first, where I'm just kind of measuring it out to where they're going to go to. Now, the thing is with windowshutter is, you are going to end up with a piece of wood here and here, and I'll show you why that is in a minute. But as long as you've got the right scale now, you can work with that. Alright, so from here, What I'm going to do now is I'm going to grab this part, and I'm going to rotate it round. So I'm going to put this part here, jaws to here, like so. And then what I'm going to do now is rotate it all round, and I want to rotate it realistically round from here. So what I'm going to do is press Shift de, cursor selected, tab control A or transforms, right click Set origin, three D cursor. And from now, I should be able to press art and Z and rotate it round from there, as you can see. And now you can see it's actually opening up in the right place. Now, before I do that, I'm just going to put it back a minute. I want to actually add in some planks of wood going over here and actually create what I'm actually kind of making here. What I'm going to do is I'm going to come in, and I'm going to put in, I think we'll have one going across here. So control. Left click, bring it up, and then control. Left click, bring it down. For press one, you can see roughly roughly the right in the center. From there, then I'll grab them both. Control B, bring them out. Just So they're a little bit smaller than the hinges. And then what I'm going to do is I'm going to press Y. No, not y. I'll press Shift D. So I'll press Shift D and pull these out a little bit like so. From there, then we're going to expand them. So S and X, pull them out, like so, and then we're going to press and pull them into place like so. Now, you can see they're going to have to come out a little bit more 'cause they've gone through there, and we don't really want that. So let's pull them out to let's say here. Let's then hide those out of the way. And let's come back to this part. All I'm going to do is Is press delete, let me to dissolve, and then I one maybe three or four planks in here. So control one, two, Let's Let's have four planks in here, so left click, right click four planks in there. And then we'll finish this on the next lesson, 'cause we're running out of time. All right, everyone. So let's save that our work, and I'll see you on the next one. Thanks a lot. Bye bye. 46. Variations in Window Modeling: Welcome back and on to Blend four Modeling and John Chind workshop, and this is where we left off. Now, before we do anything with these, what we want to do is right click and we're going to mark a scene. And then what we're going to do is going to press Control and add in a few edge loops going down here. Left click, right click, and there we go. Now, the reason I'm doing these is to get some variations within these wood. So what I'm going to do now is actually split these up. So if I press L on here, on here, press the y button, and then what I can do is I can press A. Come in and make sure this sound of individual origins, press S and X and pull those out like so. And finally, then, what I'm going to do is I'm now going to use my randomize to randomize these a little bit. So if I come in now where is it face, come down to where it says, in fact, not face, mesh, transform and randomize. There we go. Let's turn this all the way down to 0.1. And now we can see we've got some variations in the wood, and they're looking pretty nice. Now, let's pull these out. So if I press now and pull those out to get some chunkiness to them, And then finally, you can see now, we don't even have to do anything with them. You can see they're already done pretty much. The one thing we do need to do is right click and shade smooth. So shades move, and there you go. Simple as that, guys. You can see though we do have to come in and just pull these bits out. So H let's come in, pull these bits out a little bit, like so. We might need to make those a little bit thinner, but for now they're looking pretty good. We've also got our rotation on here as well. So let's press art and Z and rotate those out. And then you can see, we do have a little bit of a problem in that. We need to pull them into the hinges now, like so. So we into the hinges. There we go. There we go. As simple as that. Okay, so now, let's first of all, bevel these over. So Control A all transforms. Let's come over add in a bevel. Let's turn it down to not 0.3, like so 0.3, like so. And now we just want to mirror them over the other side. So we need to mirror everything over the other side. We've got a bevel on here, which is not 0.1, and we've got a bevel on here, which is not 0.3. So let's first of all, see if we've got materials on here, I don't think we have. So let this load up. Let's come to this one and this one. Join them both together with Control J. Press the tab button A. And then what we're going to do is Smart UV project click. And I'm going to now join this with this. So the materials from here to here. So control L link materials, come back for these then, and instead of it being that material, we want to press tab, and we want to put an iron doc and there we go. And last of, we want to make sure that these are smooth shaded smooth, like so. And finally, then we need to do the wood as well. Join them all together, so we can join this one. You'll see we've still got the bevel on here. So we need to mirror that over there and then find this one mirror over there. Let's first of all, grab this and this, press Control L, link materials. Let's come back to this then, press tab, A U, Smart UV project. Click Okay. And there we go. There is the correct material on there as well. Okay, so now, let's mirror them over this side. And the way we're going to do that is first of all, come to this part here. So right at the center here, shift desk selected, back to this one then. And what I'm going to do now is right click to origin to three D cursor. Right clicks the origin to three D cursor. Adding a modifier, and we're going to generate a mirror. That's that one. Adding a modifier, generate a mirror, and that's that one. And there you go. Now what we can do is we can actually I think with these, we can actually come in, grab all of them, come up to object, come down and convert to mesh. Like so. All right. The one thing that I'm not happy with is we need to actually unwrap these again because you can see here these are looking to similar to each of these, and we really don't want that. So now we can actually before join them all together, we've added in all of the modifiers, so I can just come to this one now, press the tab button. So just this one. Let me just have a look sf. Yeah, they're just all joined together, so we can come in, select them all separately. Like so. Come over to our UV map UV editing, grab them, press A, and then just G and move them, and there you go. Now they look different from each other. Okay, so let's go back to modeling once more. And finally, let's see what they're going to look like on our rendered view. And there you go. They look pretty good, right? All right. So that's the first window actually done. So what we're going to do now is go to object, we're going to go to file. We're going to save it out. And now I think from here, you can actually come in and you can change this image. So you see where it says Window five here, click the plus button, and instead of it being Window five, we can bring in Window three and just change it over like so. Now, this window is near enough, the same as this window. Apart from this window has obviously been stretched out a little bit. So we might be able to use a lot of the parts from this one to make this kind of smaller window. And also, because we brought it in like that, and we're going to actually have to make it a little bit smaller as well. So let's get it to the right scale that we want it roughly around the same ens here. But a lot of these parts from this window, we can now use on this one. So what I'm going to do now is I'm going to come to this one, and I'm going to grab the parts that I want. I'm going to come over Another reason why I didn't want to apply the bevel yet, as well. So L on here, L on this, L on this, L on this part, L on this part, L on this part, and L on the bottom. And there we go, Let's press Shift D, bring them over just over to here. You can see I've not bought the wires in the wire frame leading or anything like that, and yet, I'm just going to fix this part here. I'm going to press P then, selection. And now I'm going to do is put these into place. So I'm going to come in. I'm going to grab this one and this one and this one, this one. Fist. So I'm going to pull those into place first. And as you can see, We're a mile out, but you can see some of it is actually fitting into place. Let's now grab this part first, then. So L S and X, pull it into place. Like so. And what do you know? It's kind of fitting into place, isn't it, you know? So let's pull those into place let's have a look. I think they'll be absolutely fine, actually. I'm just going to grab this one, press N's head, pull it up a little bit. Like so. Let's grab this one then. So L, S, X, pull that one into place. Like so. And then it's like it was meant to be. It's like I did this before and just, you know, did exactly the same thing. That's exactly what I did actually. So what I'm going to do now is just grab this one, Shift S, cursor selected. And then what I'm going to do is split this off, this off, and press P selection. Grab both of these control A. A transforms, set origin, three D cursor, and add in A, modifier. So add modifier. It's going to be a mirror. Put it over that side. Alright, now, let's work on these parts. So I'm going to grab tab, I'm going to grab this one, this one and this one, and then I'm going to press shiftiness and selection to cursor. And then what I'm going to do is pull these down into the rough place where they need to go. So something like that. I can see that this needs pulling back. So I'm going to pull it all back into place like so. And then finally, what I'm going to do is I'm going to pull this part. So this part down a little bit. So I'm going to press one. And I'm going to actually look where it goes through. So it goes through to there. So I'm actually thinking instead of doing that, I can just pull all of it down into place like so. So, look, Yeah, and you can see we're a little bit out though. So js gonna pull it to the side. Like, so. And now we've got just this one here. So we've got 2 bars in here. So I'm just going to press L. I'm going to press one on the number pad. I'm going to pull that into place, and then I'm going to press S and X, pull it into place. Pull it up, so it all fits nicely together, so you can see here, it wants to fit in this place here. Like so. And then what you want to do is press Shift and do exactly the same thing. Pull that one into place, and finally then grab this part, L, Shift D. Pull this part into place. Like so. All right. There we go. That's the main part of the window, D Now, let's come to the leading. So I'm going to press sir shift. I'm going to bring it over. And I'm going to look at what this actual leading looks like or where we actually want it. So if I pull it over to here, you can see that from there, this actually looks pretty good. So this kind of all fits into place really, really nicely. It's a little bit off on this part, but we can sort that out by just lifting it up. A little bit and maybe stretching it a little bit. So Essence let's pull it into place and then pull it up. And there you go, you can see it all fits into place now. Let's put it this way a little tiny bit more. It's just this bit now that we need to make sure it's in place. But I think from this, it's looking pretty good. Now what we want to do is we just want to come in and we want to come in and actually delete all of these. Like so. Like so. Like so. Press delete, delete and vertices. We don't want delete verts. Actually, we want to delete faces, delete faces. There we go. And now let's see if we can grab all of this, delete and faces. Now, let's come into this one. Control A or transoms clicks the Origin three D cursor. Add in the modifier. We're going to generate a mirror. Double tap the A. There you go. Simple as that. Alright, now let's come to our windows. Zachla same thing. If I press Shift, bring it over. Put it into place wherever I want it. Let's put it into place there. S and Z, pull it up a little bit, like so. And then all I'm going to do is just delete these parts, so delete and faces. And now let's have a look what that looks like on the material. So we can see this center part just needs pulling this way. Alt Shift and click. Pull it into the center. So, double tap the A, and there we go. Now, is there anything I've missed on here? Let's have a look. I don't think so. So the one thing we can see though is, we've got a lot of variations. Not many variations in the wood. So what we'll do on the next lesson is we can also see I don't like these pits. We're exactly the same down here, so I'm going to re wrap these parts, and then I'm going to unwrap these parts as well. Alright, everyone. So again, I'm going to save my work out, and that's the second window pretty much nearly done. All right every one. I'll speak to the next one. Thanks a lot. Bye bye. 47. Circular Window Design and Modeling: We'll come back everyone to plan for modeling and Join workshop, and this way left it off. Alright, so let's come in first of all and sort this part out. So I'm Jos going to come in, grab this part, and I'm going to press. In fact, I'm not going to do that. I'm going to go over to U V in. And instead of doing that, I'm going to move this up a little bit. Just get rid of those kind of circular bits on there. And then what I'm going to do is I'm going to come to this one here. And I think I'm going to unwrap all of this again. So I'm just going to press A. And then Smart UV project, click OK, Unwrap all of those like so, and I think that's actually looking a little bit bare. Then we'll do the same on these as well. So you can see there's a mirror attached to these. So let's press control A. Then let's grab them all, Smart UV project. Click K, and there we go. I think I'm going to grab these and make them just a little bit smaller as well, like so on the UV map. I can see that these two are very similar still, so I'm just going to grab them, press G, move them down away from each other. And there we go. Now you can see that that is looking much, much better now. So they're looking very, very different from each other. Nothing is the same. Alright, from there, then, let's come back then to modeling. And now we're going to do is bring in the next window. So we might as well, have a look and finish these windows because the other windows are actually easier. So I I come over to here. Let's go to open up our window, and you can see that we have one, two, three different windows to do. Let's start with something a little bit different just to break it up a little bit. You can see also we've got four doors, and we've got three kind of lights to do as well. So let's do the windows first, though. So we'll do this window here. Let's again, move it over to the side. And as you can see this window is pretty easy to make in comparison to the things we've already done. So we're going to make short work of this. I'm absolutely sure of that. So what I'm going to do is just press one, I'm going to shrink it down again because they always come in a little bit bigger than we need. So something like this, the things going to be round about the right size. Then all I'm going to do. I'm just going to grab the center of it roughly, so place my mouth over there, shift right click, and now we can start. Let's first of all, then bring in a cylinder. So we're going to bring in a cylinder. We're going to spin it round, so y, sorry, R x 90, spin it round, make it smaller, and then I'm just going to get it to be round about the same on the sides of here, and then Essence pull it out to the kind of size that I actually want to. From there, then, what I'm going to do is I'm going to try and make it the same thickness as these windows here. So I'm gonna press S and y. Bring it in. Oh, S and Y. So. And the reason we're making these windows so thick, by the way, is when you put them against the wall, you don't actually want to be hiding the glass or anything like that. So you can see we've got a lot of, you know, depth to this to actually put it against the wall, and that's what we're trying to do with this. All right, next of all, what we want to do is we want to bring in a new add on, and this one's going to be called loop tools. So if I come up to edit preferences, add ons, I'm looking for loop. So loop tools, this one here, click it on. And what this enables me to do now is I can come in and basically grab this. So I'm going to come in at the moment, as well. What I wasn't actually too much thinking about is the amount of parts going around here. And I should have really thought of that a little bit further through than what I've actually done. I'm going to leave it for now because we can still get away with using these blocks with 32. But in general, try and bring it down a little bit. So we'll do that on the next one. So what I'm going to do is I'm going to come in. I'm going to press the ye button to insert, and you'll notice that the front and the back. So I'm going to insert them like so. If I press one on the number pad, I want to make sure that if I am inserting them and bring them roughly to where these are, you can see it's roughly about there. It doesn't need to be exact or anything like that. And finally, then, what I'm going to do now is I'm going to just put an object motor, you can see what I'm doing. Right click. And if I come to loop tools now, you can actually bridge both of those, and you'll lend up with something like this, which is really, really easy way of actually creating the inside of here without actually bullying it off. Alright, from there, then what I'm going to do is I'm going to create this inside part here, as you can see here. And the way I'm going to do that is I'm gonna press controller, pull it out, like so. And then what I'm going to do is I'm going to press the F button. And finally, I'm going to press the insert button, like so, just to insert it like that. Now what I want to do is I want to kind of make some piece of wood that I'm going to go this way, and they're going to go down here. So what I'm going to do is, I'm not going to look at my reference actually at the moment. I'm going to use this bit of wood that I've got. I'm sorry, this actual model I've got. And what I'm going to do is I think I'm gonna grab this one. I'm going to grab this one. I'm going to press the J board. And what that's going to do is just create some mesh for me. Same for this one then. So this one, J. And then now we're going to go to the other side. So this one and this one, J, and then this one and this one. And J, and there we go. So now we've got a piece of wood there as well. So let's now actually split these off. So I'll grab this one going all the way down here. I'm going to press y. And then we're gonna grab this one and this one, and I'm going to press y. And pretty much similar to what we did before. So now, let's build this out. So now we've got our windows here, what we can use as well. And what I'm going to do is I'm going to press lt shift and click, and I'm going to extrude this out. First of all, though, before doing that, just make sure that you split it off away from these actual rocks here, so I'm going to press y to split it off, and then to pull it out, and that's going to give me that wooden weight going all the way around. Now, you can see, Because I split it off, I've actually able now to click on the back and the front of it, in other words, it's a solid object. That's exactly what I wanted. And now let's come into this one. So if I grab all of this, I should now be able to press S and X and pull it in, and we're going to do pretty much what we did before, where we deleted limited dissolve. Press control law and brought in some edge loops. Now, you can see, we've got a little bit of a problem here in the fact that we've got still one of the vertices in the top and in the bomb. So let's delete those off. So delete. And we're going to try and delete dissolve vertices so. Let's try this one as well, Dissolve vertices like so. And now we should be able to press control law. No, still can't do it. So let's have a look what's going on there. Let's try once more to go in and grab this one and press delete Limited dissolve. And now let's see if I'm bringing an edge loop. And I still can't bring in an edge loop. And you know what? I don't actually know why that is, because as far as I'm concerned, this is one piece of mesh. I'm unsure. Unless there's one up there. Let's press sons d. There we go. It's up there. That's the reason I couldn't do it. So let's come in, delete this. So dissolve zs. And now I should be able to come in control and there we go. Left click, right, click. And that's exactly what we want to. Okay, so let's grab all of this. Let's press N's Ed, bring it up into place. So, let's make it a little bit thinner, so S and X, like so. And that looks about right. Now what I can do is I can come to the center one. Using proportional editing then click this on. And then what I'm going to do is press S and X and bring it in. Like so. Alright, so now on to the next bit, so I'm going to grab this one and this one. I'm going to press the F button. So F so. And then I already know that this one, this one, and this one are already split off. So y? Let's split them off. S and D, let's pull them down without that on. So S and D pull them down. And we're going to have exactly the same problems with what we had with the other one. So I'm going to make it a little bit thinner first, like so. I'm going to pull this one out so I can actually see what I'm doing. And then what I'm going to do now is I'm going to press delete Limited dissolve, like so. And then what I'm going to do is delete both of these. So shift select both of these and dissolve the vertices. Now, let's press Control R, and there we go. We need one in the center. So left click, right click grab this one, like so, and then proportion editing back on sens. And there we go. That should now be perfect. So to extrude it out, and let's pull it into place. So let's grab it all with L. No proportional, it's not needed now. Pull it all into place. Just where that wood is, and just make sure that it goes all the way up to the edges. As you can see here, it's not. So S and X, pull it out into place. And now let's do the same thing with this one. This one will have come in actually into the front of it. So we're going to come to the back, put it right on the back just there down here, look. And then we're going to press, and we're going to pull it out into place in front of this one. So we want it in front of this. So. And if it's all like this and we still need to pull it back a little bit away from there. Just come in, face grab one of these. So select one of these, control select one of these, so then you've got all of them selected and then just pull them back like so. And there you go. All right. So the next thing is, then we need one of these parts. So all I'm going to do is just steal one of these parts with L. I'm going to press Shift D. Drag this across and be near enough in the center, and you can see there. Not grab that properly. Let's do that again. So we're going to press L to grab it all. Shift D. And here we go. Alright, now we've got it all. So now, if I press one, we should be able to put this right in the center. So first of all, P selection, grab it again, Control A, or transform, set origin to geometry, shifting S selection, to cursor, and there we go. It's right in the center there. We just need to probably make it a little bit smaller. And we're also with this one, go to rotate it round. So 45. Like so. There you go. A thing that's fitting in absolutely perfect. Alright, so that's actually nearly the window done a pot from the stones and the actual glass. So on the next lesson, we'll actually put these window panes into place. And then what we'll do is we'll actually, you know, create these stones going round it. We'll actually make sure that we highlight this center stone as well, and then we can get our materials on. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 48. Adding Decoration to our 3D Windows: Welcome back everyone to Blender porn Modeling and Germin Old workshop. That's where we left it off. Alright. So now what we're going to do is we're going to actually come in and sort these parts out. Now, I recommend that we grab each of these, and we press to xtrude, press the enter born. And then you want to be on medium point here, and then EsnsEd and just pull those up into place, like so. And then what we're going to do is just make sure that they're actually going over here as you can see, the coming out of this way a little bit. So we'll sort those out in a minute. First of all, they'll just make sure they're going tucked in to that actual wooden bit. So Essen, Ed, pull them down a little bit more. Next of all, let's just press S and X and pull them out a little bit, like so. Now, I know we've got money even a little bit along there. That's fine. We don't need to worry about that. All we want to do now is grab all of the edges this way. And we're going to do pretty much the same thing. So, enter S and X, and pull them this way, just so they go behind there. Now, you can see again that we have some problems in the bottom parts. So all we need to do now rather than doing anything, just press S and Z and pull them down into place. And there you go. That's the actual window glass dump. Now, let's come to our stones. So this part here should be split off from the rest of it, which it is. And what we want to do now is, if we look on this bit, we've got like going all the way round to here. So Alt Shift and click Alt Shift click, you can see, we can use that to actually create this stone relief bit here. So all I'm going to do is right click, I'm going to mark a seam. Now what I want to do is I want to go round every single double one, and I'm hoping I'm really hoping that they actually level up at the bottom, which they do, so that's good. So work your way round right click and mark a seam. Alright, so now's the time. If I press one now, just to make sure that they're all even, which they are, and now what we can do is we can split these off. So if I come in and press L on every other one, So you can see here we've got two together, so all we're going to press is y, and then grab this next one, press y again, and there we go. Okay, so now we just want to actually put faces on these on the inside because we already know that if I press S with individual origins on. So if I press S, you can see none of these have faces on. So that's the first thing we want to do. So I'm going to come to Mesh. I'm going to go to clean up, fill holes. I'm going to try that again. Is it going to be able to work? It should do because they should. It should work. Let's try and select where is it mesh. Clean up. Holes. And for some reason, that's not working. And it's because there we go. It's because we've actually got a edge loop going down there. So, you know what we're going to do before actually splitting them off. We're not going to split them off. We're going to actually get rid of that edge loop. So I'm just going to hide this out the way. So let's hide it out of the way. And then it's this edge loop here that's causing the issue. So I'm going to come in, shift and click, and you can see that still split off, so I need to go back and make sure that I've not split them off. So let's go back a bit more before spliting them off, and I think now this should be okay. So H hide them out the way, Alt Shift and click on this edge, should go all the way around now, which it does, and then delete is all edges, and there you go. Now when we split them off, we shouldn't have any problems filling in the faces. So all I'm going to do now is L, go all the way round, like so. Ill I come to this part, y and then L on this one, and then y. And then you go, we should have them now, all split off. I'm hoping that this one here is split off. Alright. So now if I come to each one of these now, press the S point again, You can see now they're all split again, and then we can go to mesh, clean up and they'll holes. And there we go. Hey, they've actually worked. Okay. So let's first of all, though make this one a little bit bigger. So we want to pull this one out a little bit. So all I'm going to do is shift click around these sides. I'm going to minus off these two here. I'm going to then press alterns and I'm going to pull them out slightly like so, and that's exactly what I want. Now, from here, what I want to do is now, I want to actually level them off and then pull them all together. So I'm going to come in. Again, I'll split all of these off. Now, this time, because we've got faces filled, and we've got all of these, inside, we need to actually come in with edge select this time just to make sure that we're actually selecting them all. Okay. Like, so we're going to then press P selection, and then we're going to come back to them. Now I'm going to do is I'm going to grab them all. I'm going to press the S poorne and pull them out together. Like so. And we should end up with something like this. And now all we want to do is right click shade AutoSmve and then come in and add in a bevel. So add in a bevel. Let's turn these segments up. Let's then turn this down. There may be 0.2. And there you go. You can see already just how nice that looks. And now let's come back to the next part. So we're going to right click Shade Auto Smooth. This one's already got a bevel on. These haven't got a bevel on. So let's add in a bevel. So generate bevel, Put it down to naught point naught three, like so. And there you go, there is your bevel on there. That's looking really nice. And I think pretty much with this, we're basically done now. We just need to add in all of our materials. So what I'm going to do is I'm going to grab all of these, and then I'm going to grab my window over here. I'm gonna press Control L and link materials. And then we're going to put it onto our material view. Let it load up. It's going to get a bit slower. The more things that you're actually going to have in here. And then what I'm going to do is come to this one first. These one to be stone. So I'm going to first of all, grab them all. U, smart UV project, coming over then, and then let's put it onto stones. Let's click Plus button down arrow. And we want the one that says stone, like a sign. And there we go, that's that part done. Now, let's come to these parts. So I'm going to press lt H, first of all, I'm going to grab this one, this one, this one, and press U, Smart UV project. Click Okay. And then they've already got the stone, sorry, the windows on here. Now, you can see that we are going to have a problem in this one because the simple fact is it's not going to be able to unwrap properly because it's going from here all the way around. So the easiest way to deal with this is to press Shift H, just hide everything else out the way. Come over to the UV editing. Press the dot one to zoom in. And then what I want to do is check this one here. So you can see if I come in and press Alt Shift and click, this is what we've got at the moment. Now, we don't want it like that because what it means is we can never straighten this out because it's a full circle. So what we want to do instead is we want to bring in a seam. So, right click Mark Sam, and then come in again. All shift click. They're going all the way around and on rap and there we go. Now, we've actually managed to select one of these. We don't really want that. So let's press Control d, and let's do that again, minus this off. So they're going to press on rap, and there we go. Now, let's grab this one, press alter to straighten it out, this one, Alter, straighten it out. And then all we want to do now is rotate this one round. So 90, rotate it round, and there you go. Now your windows looking much, much nicer. Now, let's come into these ones, and we're going to actually grab all of these. We're going to press on wrap. And then what we're going to do is go down and we want it on window glass, click a sign. And then finally, we want to make these smaller with the S button and put them into place. I'm going to put this one over here. I'm going to grab this one, put it over here, grab this one. Put it over here, and finally this one. I'm going to put it over here, like so. There we go. Alright, let's press all tapes, bring back everything. And that is looking pretty good. So that's the second window down now, when that one was a little bit different from the other ones. Let's do out a little bit. Just make sure we're happy with it. And now, let's move on to the next one. So let's get all these windows done. So, we're going to move on to the next window, which will be this one here. Alright, so let's move across again. We can actually make it smaller. Let's press one and get it to be the right size. I think, yeah, I think something like maybe a little bit bigger. Something like this is going to be round about the right size. And again, this window is relatively easy to create because of the fact we've already done most of the working. I'm going to show you a little bit of a different technique now to create this actual window. So what we're going to do, we're going to first of all save out our work. And then what I'm going to do is I want it right in the center somewhere just to start with. So somewhere like this. I'm going to press Shift A, and I'm going to bring in the plane. I'm going to rotate my plane round, so r x 90, rotate my plane round, press the S borne, and I just want to get it roughly to be round about the right side. So I'm going to pull it down to there. I'm going to grab the top of it in wire frame, so tab. Grab the top of it, pull it up to here. So, let's bring in one, two, three, four edge loop. So control R, one, two, three, and four left click, right click. And now let's just pull those into place. I'm just going to pull this up. And then what I'm going to do is put it onto select, grab both of those, and pull them up like so, and then grab each one of these and just pull them up slightly. Like so. Doesn't need to be, you know, exact or anything like that. Alright. So from here, then we'll call this lesson over, and then the next lesson. I'll show you actually how to create this part, especially in here. All right, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 49. Single Frame Window Modeling Techniques: Welcome back everyone to Blend fall, Modeling and Jump in a workshop, and this is where I left off. Now, what I want to do before moving on with this window is I want to actually come in and press control and bring in one mortgage loop there. So, left click right, click right in the center. And then I'm just going to grab the whole thing and I'm going to press the iborne and bring it in. Now, if it's coming in like that, just press the iborne again. And what you want to do now is bring it in like this. So you can see now we've got some edging along here. This is what we want, and we have some edging in the corners. Now, if you're not happy with how this is, just pull it out a little bit. So just press S and X and pull it out a little bit, like so. And then you can also press son's head and pull it down slightly if you want that or son's d and pull it up a little bit, just to get it into the places we want it. And I think that, even though it's not following it perfectly, is what I actually want. Okay, so from there, then we've got everything really for this part that we need. So what I'm going to do now is create these parts first. And then I'll create the outside of it, and then finally we'll move on to the inside. So what I'm going to do is I'm going to come and I'm going to select all of these. I'm going to press y, and then I'm going to select all of these. So control select, y, select both of these, y, and then finally select the bomb 'cause we want to split going down the middle is while we're doing this as though these windows open out on the realm. So that's why they're like that. So all we're going to do is select this one to here, y, this one, to here, and y. Alright, now we're going to grab the inside of it. We're going to separate it off from the rest of it, so P selection, and there we go. Now we can come back to these parts. So these parts here. So if I select these parts, and then what I can do now is I can come in. Press the a born, press the e born, and pull those out into place, making it quite thick. Now what we want to do is we want to create these parts here and they want to be around about the same thickness as this. So let's start with the bottom one. Let's start with that. So if you press one, we can come now and bring in a cube. So shift A, let's bring in a cube. Let's bring it down into place. You can see it's roughly near enough the right size. So send a little bit difference. Let's press S and X and pull them out. Like so, and there we go. And now we want to make sure that as I said, the right thickness to these ones here. So if I go over the top, you can see that I need to kind of pull all of these back. So let's pull them back a little bit. Then let's grab that bottom part, press S and y and pull it out. So it's round about the same thickness as these. And then you can see that we need to kind of pull it all together once we've got everything in there. So we're just going to build this, So we're just going to build this outside structure first. So if I press one now, I need to put these parts in going up to these parts here. So let's do that now. So what I'm going to do is, I'm just going to press shift in A, bring in a cube. Let's put it down to where it needs to go. So I'm going to split these up I things, I'll do them separate, so I'll do this one first. I'm just going to press S and pull it down to where I want it to go, which is right on top. You can see here this line, right on top of these blocks. I'm going to pull it over. Like so. Yeah, I'll think I'll put that one there, and then I'll use that same one, so shifting D, bring it up. And then Essen head, pull it out like so. Now the thing is they're going to be a little bit out, as you can see, so I need to pull them into place, and the other thing is, I need to make them a little bit wider. So S and Y let's pull them out, like so. Now what we want to do is want to create the wooden part that's going to go in there. So the easiest way to do that actually is just to grab both of these. Press control J, join them both together because we know that they're actually the same kind of size. So then what I can do is I can come in now, grab the bottom one, grab the top one out here, and all I'm going to do is right click and we're going to bridge bridge faces. And there we go. Now we can split these off, so I can just press y, split them off. I can then press alternS and bring those in. Now, the thing is, you are going to lose the bottom of here and the top of here. So we need to replace those, so I can just replace them as easy as anything. I just press A and then come in mesh, clean up, fill holes, and there we go. All of these holes now have been filled in. So now, the next thing, as you can see, it's coming over to this part here, so we need to pull all of these into place now. So let's pull them over into place, like so. And then finally, I need to pull this part in. So all I'm going to do to do that is I'm going to press control. Bring in a few edge loops like so. Make sure there's one in the center left click, right click, is the one in the center there. It's good enough, I think. And then what I'm going to do now is I'm going to first of all, pull out this part here. So I'm going to pull out this part here just a little bit, like so. And then what I want to do is I want to kind of shape this so it's bending around and coming out this way. Now, the way that I'm going to do that, Is I'm going to grab all of these, and then I'm going to press Shift and in fact, I'll grab this and this as well, so this and this, and then I'll press Shift H to hide everything else out the way. And then what I can do is now I can come to this bottom one here. I can put proportions on, make sure connected only is on. Press one on the number pad, and now I can actually pull these out, as you can see. So I can pull these out and make in that beautiful bend, which is what we want. So now we've got a beautiful bend. Now, I do think that it's actually selling the wrong one. So let's try a root instead. Pull it out, and then we got a thing that's bending a little bit bere for us. And then what we'll do now is come to this part, press one again, and then we're going to pull this one out as well. Bring it in. Like so. Now, the moment of truth when I press tag, it should be bent like this. Now, I'm still not happy with this, so sometimes you might need to go in and just correct it yourself, just a little bit. This band here, as you can see. It means generally that I've used kind of maybe the wrong proportional editing, so I'm just going to correct it myself. And there we go. You know what? That's looking absolutely fine now. And now, finally, the top part. Now, the top part, I might as well come in and use this part here. So this part along here. But you will have a problem in that I won't be able to grab it all the way along. It will only come to this part here because this is actually split, so I'm going to grab all of these. And then what I'm going to do is press Shift D, bring it up, and I will show you what I mean that these two five press G are actually split. So what I'm going to do is I'm going to grab both of these now. I'm going to press P selection, split them off. Come back to it. Press the tab, press A. And what I'm going to do is mesh, clean up, and this time, we're going to merge by distance, and you'll notice two vertices merge together. And these are these two here. So now you can see the join together. Now, from here, what I can do is I can create that stone now, so I can press S and y, pull it out, like so. And then this will be that stone top. So now I can do is just pull it down into place like so. And you can see my window is here, they're going all the way around to here. Now, rather than extrudinA or anything like that, I would sooner actually use solidify, makes it just a little bit easier, I think. So what I'm going to do is, I'm just going to come back, press control a or transforms the origins geometry. Adding a modifier, and this time, it'll be a solidify. Let's pull it up the other way, so it's going into place, like so, and there you go. Spulls that. Now, let's come over and mirror this over the other side then. So just this one here, right click the Origin three D cursor. Adding a modifier, bring in a mirror. And we go to the door. The window is nearly done. So now we need the center and we need these two lines on here. Now, if you think about this, we could actually we need two parts, so we need it splitting straight down the middle. We also, if we look at this, we can see it's a little bit out. It's not actually straight, and we can fix that. By coming into each of these, pressing N x, and there you go, you can see it actually straight out because we've got it on individual origins. Now, we do want to bring these in closer together. So all I'm going to do is go to medium point, press N X, and then I can bring them closer together like so. And then sons Hold them up again, like so. Now, let's think about the two on here for going to wire frame. We've got one going across there, so control. You can see again, we've got a problem. If I put that up there, it's not going to be level, but we can do the same thing as what we did before. So as long as we've got this on individual origins, we can press ns d, and we can really, really straighten that up. So it's another good technique to straighten these up. Now, from here, then, what I'm going to do is I need another one now down here, and we're going to have, of course, the same problem of that. So if I press control, you can see a little bit of the same problem. I'll just drop it there for now press ns d, straighten it up. Like, so. Like so. And now I want to do is I want to create the actual pieces that are go to occur over there. I'm just going to press Control B, pull it out, and there we go. Alright, so that's what we should be left with now. These parts here, these parts here. And on the next lesson, then, we should be able to get this finished quite easily. Just got the rocks and, you know, the stones and things like that to do. But it should be fairly straightforward now. Alright, everyone. So let's save that I'll work. And I'll see you on the next one. Thanks, L one. Bye bye. 50. UV Unwrapping for Small Windows: Welcome back if you want to blend the ball modeling and John Mitchin workshop, and this is where we left off. Alright. So now, with these, we don't actually I'm not going to bend them in like I did with these ones over here. So what I'm going to do with these is, I'm just I think I'll split them up with Y. And then what I'll do is I will press delete and limited dissolve. And then what I'll do is I'll just pull them out into place like so. So we want to a bit more solid looking than the other ones. Next of all, then, I'm going to use this one. So I want to come in with this one, and you can see that now they're actually split, So all I want to do, first of all, is I want to press and pull them out into place in front of the other ones like so. And then from there, what I can do is I can now fill in each of these. So if I come to both of these, like so, I can actually go right click and bridge faces like so, and then you would never really know the difference. Now, what we do need to do, though, is we want to split these off. So I'm going to show you how to do that in a minute. Maybe, maybe I should have done that before. But hey, let's not worry about it. So, let's now come in. And what we'll do is we'll grab all of these. You can see it's still as well attached to these parts. So what I want to do is I want to split all of these off. All of these off from there, y. And then we can come in now and grab all of this. I can press P selection, and there we go, now I can actually work in it. So if I press Shift H now, I should be able to work on just this bit. You know what? I need to actually press AltH In fact, Shift H, let's hide everything all the way. There we go. And then what I can do is now split these off. So all I'm going to do is split them off is I'm going to come down all the way down to here. I'm going to press the control plus, and that's then I'm going to go all the way to the side. And then I'm going to press Y. And then finally, what I'm going to do is hide this one out the way. You can see now I I'm going to have a little bit of a problem. So all I'm going to do is just delete off these, delete bases, and then I'll actually join this face here and this phase here with F. And then what I'll do is I'll press Alt Shift and click going all the way around, press the F button. And finally, I'll just press Delete and Limited dissolve. And I'll show you on the next one, why I've actually done that. So if I just hide this one out the way now, so L, hide it out of the way. Now, we want to put split straight down the middle of here. But we want to do it the easiest way possible. So the easiest way is to first of all, delete these off, so delete bases. We're not going to be bending this or anything like that, so we don't really need these edge loops in here. So all we're going to do is join this one and this one with F, and then we're going to join this one and this one with F and finally, then, we've still got these edge loops and we don't need them. So we're going to grab everything, pre delete and limited dissolve. And now, you'll see that that is a solid piece. And if I press tag tab, tag again. You'll see we end up with something like this. But the moment we come in here now and actually bring in a bevel, we can put it on 0.3, and now you can see we've got actually a nice gap down there, looking as though we can actually open these windows up. So that's really nice. Now, let's work on these actual stones. So pretty much the same thing as we did before. We're going to apply our solidify, control A. And then all I'm going to do then is shift click Shift click. Y, split these off. A. Don't even need to look at them. You can just come to mesh. Clean, merge. Not merge. Not merge. We definitely don't want to do that. Clean up, fill holes. And then all we're going to do is right click shade. Smooth, add, generate, and a bevel. Let's turn it up. Let's turn this down. Something more reasonable like this. You've got your actual stonework in there. Alright, let's do the same thing with these as well. It was really easy to do that one. Same thing with this one. We'll just first of all, bring in some edge loops. So left click, right click four edge loops. Let's then split them off. So all I'm going to do is grab this one and this one. Y, A to grab everything. Mesh. Clean up. Bellows. Tab. Grab this one. Press Control J, join them all together. And there you go. There's your stone. Easily and quickly done. Now, let's finish then. So all we'll do now we want these to have a bevel. We don't need the mirron anymore, so let's apply that. Let's add in a bevel. So generate bevel. A point, Nutt three, and there we go, there's the bevel on there. That's looking good. Now we've got this part. This one's already got bevel on. Let's do this part first. A I'm going to do is join this with these. I think I've already split all these off. So I'm going to press Control J, and there you go. There is, I split it up. There is the little joins there now. And then finally, just this part here. A I'm going to do is press tag, bring back everything. I don't want to grab all of these. So both of these. I'm going to press P selection. Grab this one. Grab this, press Control J. Join them together. And Mary's your little bevel on there. And now, finally, we can get in the materials, 'cause basically, we're done with this. But all I want to do now is just grab Let's start grabbing it from here. So if I grab this one and this one, I can press control L, and I can link materials, I can go to my material view. Let it load up. And there we go. We've got the wrong materials on, first of all. So let's come in and grab these, press A. Mart UV project. Click Okay. Put it on stone, click a sign. That's those. Let's come to these now. These all want to be wood, of course. These also want to be wood, but we'll do this separate. So we'll grab all of these. And then what we'll do is we'll press Control L link materials, and then come back to these, press A, Smart UV project. Click Okay. Now, we do have some iron on these as well, which are these ones and these ones. So we need to fix those. So L L, L and L on, click a sign. And then finally, we've got this and the glass. So this one here, click on this one, Control L, link materials. So. And you can see, also, these are looking really kind of just repeating. We don't want that, so we're going to sort all these out as well. So what I'll do is I'll grab these first. Smart UV project. Click Okay. And it's because they're a bit too small or too big on the UV map, so we really need to fix those. So what I'm going to do is I'm going to come to these parts here. I'm going to press A just to grab them all. I'm going to go to UV editing. I'm going to zoom to it with a little dot b. I'm going to press A, and then all I'm going to do is I'm going to press S and just bring them out a little bit, so now you can see that just look at tons bare. Let's also come into this one here. Do the same thing. So A, S. Bring it down, like so and let's come then to these parts, so you can see these parts here. So if I press L on these parts here, you can see that all of these are bent. All I'm going to do is press L, lt and, and let's actually do them all together. A T. L t and L and, and then let's spin this one round. So L 90, spin it round. There we go, you can see, that's looking really, really nice. Now, I'm looking at this part, yep, that looks nice. This part looks nice. All of it looks good now. All we need is the glass on there then. So we're just going to come into our glass. We're going to press A. Let's press just unwrap on these, and then let's put it onto glass. So if I just click the down now, we're looking for glass, and there we go. And then what I'm going to do now is put these into place. So first of all, A, make them smaller. Like so, and then just grab each one. So we're just going to put them each out here. So L G. Like so. And let's put that one up there, and let's put this one down here. And there we go. Double tap the A. And there is the next window done. Alright, so we're now onto the final window. So let's go back to modeling. And then once we've done the final window, we are going to do some more building. On our actual main build before we actually start doing the doors or the lights or anything like that, just to kind of break you up because I don't know about you. I'm a little bit tired of making windows right now, so I'm going to actually come in and yeah, do something a little bit different. Alright, so let's change this over to the final window. So we're going to click the little down arrow here, and the final window is going to be this one. And you can see, basically now I left one of the hardest to last. And this window basically is about getting this wooden type structure into place. And the way we're going to do that, is by moving it across first, getting the shape of the overall window and then shaping how these parts are actually going to come into place. And yeah, it should be quite easy. So let's pull this back into place now, pull it back round about there. I'm just looking at this, One of the things, as you can see, this window set back a little bit. Now, these, for sure, when I put them in the window, you're not going to have a lot space, as you can see here, between putting these in the window and actually, you know, having a gap between the walls. So we need to make sure that is okay. And the way we're going to do that is we're going to come in to these ones first. You can see all of this is the same. This frame is going to sit you know, absolutely fine in there, but you can see that Yeah, these parts here need moving forward, same as the glass. So let's do that now before we do anything else. So what I'm going to do is I'm going to grab all of this, and then I'm going to grab all of my windows. So I'm going to grab my windows as well. So there we go, grab everything, grab all of these. Same for these, and we're just going to then pull them forward a little bit like so. And then what we're going to do is now, we're going to actually pull all of these back. So all of these are going to go back a little bit because we need to make them a little bit tighter or bigger, going back to the window. So pull them back to there. And as looking now to make sure everything's still in place. And then what we're going to do is now this part, and we're going to grab just the backs of these, the backs of these and just work your way down, grabbing the bags. And then what you want to do is you want to pull these out like so. Now what we want to do is we want to do the same with the stone as well. So we're going to come into the stone, grabbing all of our stone, and we're going to pull them back as well, like so. And then the stone at the bottom looks absolutely fine anyway. So I'm thinking that is looking pretty nice. Now, we can see we've also got some repeating on these as well, and we really don't want that. It looks kind of silly. And I'm wondering if I need to pull these stones back even further so they go into actual wall. So I'm going to pull them back to there. I'm going to grab all my stones in. I'm going to press you and just look real wrap them. And the reason I want to rem wrap them is because they were all stretched, same as these on here. So I'm going to come to my wood here. Now, before I rem wrap all these, remember that I have to fix these as well. So, unfortunately, we're just going to have to do that again. But before I do that, I'm just going to look, we've got the bevel on. Let's just reset all the transforms before we do that. Like so. And then what we're going to press is A, smart UV project, click. And there we go, you can see that look a ton better already. You can see now we've not go that stretching. Let's fix these parts then, so we're just going to come into these parts. We'll go to UV editing. And then we'll just press L T, and then L and n. Like so. And there we go that looking absolutely Tons better. Tons better now. Alright, back to modeling, and we're gonna do now. We've brought in this new window, double tap the What I want to do now is create this. But obviously, it's gonna be on the next lesson. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 51. Modeling Unique Window Variations in Blender: Welcome back everyone to Blender for modeling and jump node workshop, and this is where we left off. Okay, let's press one. And what I want to do is shift right click right in the center there, something like that, bring in a plane. So I'm going to bring in a plane. The other thing, of course, about the plane is, you can also rotate it. So let's say we want to rotate it on the X, so let's rotate it by 90 degrees on the X. So every time I bring in the plane now, it should be rotated by 90 degrees, it's making it a little bit easier to use when we come to make our doors. Hopefully, unless I shut blender down or my blender crashes or something like that, it should be relatively easy to use. Now, let's press the S button. And what we're going to do is we're going to bring it in. We're going to then pop it down. And then what we're going to do is we're going to bring it up to this point here. And then what I want to do is I want to now bring these parts up. So what I'm going to do is I'm going to press Control R. In fact, I'll do it in a different way this time. We'll press left click, right click, drop it right in the center. And then what we'll do is we'll press Control B this time, and we'll bring it out and then add in a couple more edge loops, and we'll do it that way instead. So I'm looking now, can I actually bring these up? I'm going to add in another edge loop on each side. Left click, right click. And now I'm going to do is come in and fit this into place. So I'm going to put this Yeah. I'm going to grab these two, put them, so, grab these two, put them here. Like so. And I think I need one more edge loop in here. So Control. Let click, right click, Control. Let click, right click, and then bring them up. So bring these up now, we get that beautiful slanted look that we're actually looking for. Alright, let's put this on wire frame because we can see that we do have a, you know, a slight problem. We do need to make sure that this is coming down. So what we're going to do now to make this a little bit easier for ourselves. First of all, we'll press Control. You can see again, we've got a problem with this part, but we want to put it in the middle and then press son's head and just straighten it out. Son's head. Straighten it out, Esnsd and of course, there's many many ways to do this now, which you've found out about. I'm going to put that one right in there. I'm going to do the same one in here and it should be coming in. It nearly comes in straight. You can see the reason is because this isn't straight here. Important that straighten that out before doing anything else. So all I'm going to do, I'm going to come in. Oh, shift, click. Said, straighten that out. S said, straighten it out, and then and said, and that should be enough. Then if I bring that in, like so, and now I I bring the next one in, it should be relatively straight. Let's put that in the middle. Now, I'm taking the time to do this because I want to create these bands going across. So these bands are going across, and I also want to create this inside of here. And this is quite a complex thing to do, so we really need to think about what we're actually doing here. So what I'm going to do now is I'm going to come and I want to bevel all of these out once I've got this one in place. So first of all, I'm going to come with my little knife tool, and I want to do it so that it's each side. So the easiest way to do that actually is to come in now. Grab all of these going down here. So all of these, all of these, all of these, all of these, and just delete and bass. Now I want to do is I want to mirror this over the other side. So I'm going to press tab, add modifier, generate in a mirror, like so, and now we've got it over the other side because our center point was right in here. And then what I want to do is now I want to create this part here. So I'm going to come, I think from here and just cut it going up to this point here. So let's come in. Let's grab from here. So I'm going to press K. Grab it from here. Now, you will notice, With the knife tool, it always wants to magnetize onto here, but however, if you hold the control button, it won't actually magnetize there. So I'm going to put it round about here. So right on here. If you want start from there, better off starting from here if you want. But let's start from here. And then what we're going to do is we're going to go all the way to here, like so, and then press enter. And there we go. We've got that bit on there. Alright, so let's create this part now. So what I'm going to do is I'm going to come in. I'm going to grab this line here, because remember, we've got a mirror on there, so we're going to grab it all the way over to here. We should be able to grab the center point going all the way down here, like so. And we should also be able to grab this going all the way over to here. And this one going all the way over to here. Now what we should be able to do is press Control B, and we should turn it down, be able to pull these out. Now, you can see, I've got a problem with my line here. And sometimes sometimes this will happen with the center line because of the fact we've actually got the mirror on. So instead of beveling it out right now, what I want to do is apply a mirror first, so control a planer mirror. And then what I want to do is now bevel it out, and you'll see now that all bevels out really nicely. Turn down your bevels though, so it actually all comes out. Interplace like so, and I think something without bending too much, something like this is about right. Alright, so now you can see that we've got this. Now, the easiest thing to do from here is actually to pull these out. So if I press, I'm going to pull them out like so. And then what I'm going to do now is, I'm also going to pull out this center point. So if I come in, grab the center all the way down to the bottom, I'm going to press again and pull those out like so. Let's put it on object mode so we can see what we're doing. And that is what we should end up with, something like this. Now, from here, we want to make even more complexity to this. So what we're going to do is we're going to grab all of these going all the way over. To here and to here and to here and to here all the way over. Like so. And then what I'm going to do is I'm going to press the eye button and try and bring them in. Now, sometimes you will end up with measures actually break in like that as you can see. And sometimes when that happens, you're going to have to go in and actually fix some of the measures. So you can see, we've got a nice gap between them all. It's just these measures that are really messing us up on this. But we can fix those quite easily. So how do we fix those? You can see they're on here as well. Let's come in and fix those then first. So we can see on this one, for instance, we have points going all the way over there. Now, I think, as well, You know, what we're gonna do is we're not going to do it that way. We're going to do it a different way. First of all, if I try and grab all this, it's all still together, and we don't want that. So what we're gonna do, we're going to grab each of these again, and we're going to split them off away from the other ones because it's going to make it much, much easier to deal with these parts. So we're just going to grab them all, and we're going to press y. In fact, you know, what we'll press P and split them off that way. Then we can actually come in, hide this out the way, grab this again. And now we can actually just press A to do that. We can press then. And now you can see that we're gonna have a much easier job. Of joining all of these parts together. So, where do we want to join them together? That is the other problem we've got. So you can see here we want to join these into these parts here. So, let's come in now. And what we'll do, we'll grab this one, grab this one, merge vertices at last. And there we go. Now you can see they join together. Same as this one. We can grab. And what I want to do now is insert from here. Now, you can see I'm getting some flashing on here as well. So what I'm going to do is I'm going to first of all, mesh, I'm going to come to clean up. And then what I'm going to do is merge by distance. So we're going to clean up those. I'm just making sure nothing's there. I'm also going to turn this up one, and you can see two vertices got merged. Then, what I'm going to do is gonna click delete and limit to dissolve. Just to delete everything off of there. And I'm going to see you can see this is the issue. I've actually got a for some reason, I've got an extrude behind there. So what I'm going to do just to fix that is pressure f D, bring those out, like so. And I don't actually know why I had that extrusion in there. You know what? I'm going to go back before doing that because I don't want to leave you not knowing how to actually fix this. So I'm going to come to mesh again, clean up, merge by distance. We're going to turn this up. H. Now what I'm going to do is actually, I'm going to come in and insert them. I'm going to insert them separately just to make it life a little bit easier for myself. Before I do that though, I want to press A. I want to make sure I've got no extra vertices in here so you can see we've got some extra vertices in here. I want to delete and limited dissolve and just delete those off. It's going to make it easier in the long run. For us with things like this. You can see here we've got two in need joining really. So I'm going to grab both of these. I'm going to merge vertices at the last. I'm going to do the same thing here, shift art instead, and just do that, and then we've got those fixed. I'm looking for any other vertices that might cause issues, and I'm going to actually do this one first. So if I come to this one, I'm going to insert now, and you can see now we have no problems whatsoever because we've fixed all those issues. Let's grab them all now. And come in and press the eye button, and we're going to insert them all and see. We do have another issue. Let's actually have a look at that in these two that are joining here. So, I'm just going to grab this one, this top one. So shift or right click merge vertices at last, like so, and let's do this one, or this one, and then this one, shift there we go, hopefully, hopefully, we shouldn't have any other problems. Press, grab everything, y and you should now be able to actually bring them in. Now you've actually fixed everything. Alright, let's press tech, bring everything back. So let's press tab. Old Tech, bring everything back. And now we should have something like this. Now what I want to do is I want to grab all of this and I want to pull it back. So we'll pull it back to there. And then what I'm going to do is I'm going to split now the actual window panes from the rest of it. So I'm just going to split these off with P selection. And then finally, finally, I want to actually create now these parts going around here. So you can see these parts going around here. Now, it's up to you whether you want to put a split in yours or not. I don't think I'm going to do with mine. All I'm going to do is press A, and I'm going to pull them out into place, making sure that they're behind these parts here as you can see. So just behind those, and then you'll lend up with something that looks like this. Really, really nice as you can see. Alright, from there, then, what I want to do now is on the next list and I want to actually start building this out, 'cause if I press tag, I've got nothing really to work with. And that's made it a little bit harder for me, but it's also made it so that we're going to learn more how to fix things like that as well at the same time. Alright, so I'll see on the next one, everyone. Let's save out our work. Thanks everyone. Bye bye. 52. Modeling symmetrical window decorations for frame: Welcome Microphone to Slender por Modeling and geometry node workshop, and this is where left off. Now, what I'm going to do, first of all, is I want to grab all of this. Now, if I press A, I'm going to grab everything in the scene, so I don't want to do that. So I double tap the A. Just select, like so. And then what I want to do is, I just want to press S and y and I want to start pulling these out a little bit because I'm not happy with the actual thickness of each of these. And then I'm going to come to this one, and I'm going to pull it into place. You can see, All of this is part of the same one. So that's actually fine. It's this one here then. So we just want to press S and y and start pulling it out like so, and then drop it into place. And you will notice now it looks a totmbre because there's actually some thickness to there. Alright. So now let's think about the top of here. So what I'm going to do is I'm going to grab all of these. So all of these This one, this one, this one, this one, this one, and this one. I'm going to press Shift D them. And then what I'm going to do now is press S and y and pull these out because this is going to be the top piece of wood going on there. So something like this. And then what I need to do, obviously is filling these parts. So I'm going to come in, press P to start with P selection, split them off. Shift H, hide everything else out of the way. And then all I'm going to do now is fill these in, like so with F. And then F, And then F fill them in. And then finally, I just want these parts here. And all I'm going to do with these parts is just press enter S and X and pull them out. If they're not coming out, just make sure medium point is on. So S and next, pull them out. Now, let's go back, press tag, bring back everything, and we can see this is what we've got so far. And I think actually with these, I'm going to lower them down a little bit. So each of these ones, I'm going to lower down. So I'm just going to come in. You can see I've got everything selected. I don't want that. I'm going to come in, grab these two. So this one and this one, and then just lower them down a little bit. And I think that actually looks a little bit better. And then finally, I'm going to press control, transform origin, geometry, add in a modifier, and we're going to bring in a solidify. Let's bring it out then, like so. Let's make sure even thickness is on just so it's nice and even going on all over there. And the other thing is you might want this part here to be kind of pointy like this. And I think it should be because we're dealing with a wizard's tower, and I think pointiness is all part of that. So what I'm going to do is, I'm just going to press control, bring in an edge loop like so, and then I can actually bring that edge loop up so I just means then that I just need to grab the top of here and pull that up into place. Like so, and I'm hoping that I grab the back of it, so let's grab both of these on face elect and pull that up. And there we go, that, Is that now looking very nice? And the rest of it is looking very nice. I'm just wondering. Yeah, I think, actually, I'm just wondering about the thickness. I think it's just not quite thick enough yet. So I'll just come back to this part. I'll bring out the thickness a little bit more. And I think that looks tons better, like so. Alright. So now let's think about these parts coming down here. I think they need to come out a little bit more. A I'm going to do. I'm going to come to each of these. I'm going to press S and X and just pull them out a little bit more. Like so. I'm also going to pull them down a little bit, like so. And now I'm going to do is start work on these parts here. So let's first of all come in, bring in our bottom bit. So I'll press tab, press Shift A, bring in a cube. Let's bring it down into place. So S and X, pull it out like so. And then what I'll do is now I'll bring in another cube. Shift A, let's bring in another cube, pull it into place, make it a little bit bigger, and that's going to be this point over here. Something like this, making sure it's probably going to be better if it's s just on the edge of there like so. And then I need to now bring up a piece of wood from here that's going to attach to this point here. So let's see if we can actually do that now. I might as well, I'll use this as a center point. Shift A, bring in a cube. Let's move it over to the side. Let's press S and X and pull it in a little bit, and let's put it into place before we do anything else. And then all we're going to do is bring this up now. So I'm going to bring it up. Into place on here. So bring it up into place. You can see that we're a little bit out on this one. So I'm just going to pull it back a little bit underneath there, like so. You can also see I've pulled it up a little bit too much there, so let's bring it down. You can see it's just nearly. Let's pull it up, poking through. And that I think is a good start. And I'm also looking at how much gap I've got there. I think I need to pull it back a bit like so. And then what I'll do is I'll pull it into this bit. Like, so we can see that edge is right on there, and we don't want that. So let's pull it a little bit. This way. There we go. That's all fitting in really nice. And now I really want to do is I want to bend this so it's coming out against here. So I'm going to press control, bring in some edge loops, left click, right click. I'm going to come then and do what I did before. I'm going to grab this part all the way down to here. Shifting, hide the rest of it out. Come in then, just grab this bottom part down here, put proportion it in. Let's try going with the sphere, see if that actually is any better. So let's pull it out. No, it's going the wrong way, so we'll actually come in and put it on. Let's try sharp. There we go. That is what we're looking for, actually, like so. And I think now. I know I've not kept to this quite, but I actually think this looks better. At the moment, apart from the fact that this probably needs to come out just a little bit more again. All right. So that's fine. Let's press Alt, bring back the other part, and there we go. And then let's finally come and bring this out even more. So let's press S&X without proportion SN X, let's pull it out even more. And there we go, Yes, that's looking pretty nice. Now, the last thing I want to do is I want to make sure that this wood is coming back a little bit. So if I pull this on the inside there, and then I'll come to this part, and we know that we've got solidifi there. So we need to actually grab it going all the way around here. So lt shifting click going all the way around there, and then just pull this out into place like so, and there we go. And then what we want now is We want some beautiful parts of these, these and this part on here. But let's bring those in now. So they look like just like little arrow heads, I guess you could call them. So what I'll do is I'll press Shift A, bring in a cube. I'm going to put those over there. I can pull them out. I just need to get the right scale in first. So I'm just looking to press one. They want to be just in there. I'm going to press the S born. And I'm looking. Oh, it's got solidify on. That's why because it's joined to that. So let's actually Separate this off. So I'm just going to make sure I get it. P selection. There we go. Take off to solidify. And now, I should, if I grab I lost it. I don't know where it's gone. Let's bring it back. Let's start that again. I'm just going to delete it out the way. Let's press Shift A, bring in another cube. Pull it over there, and now we should be able to get that into the right scale. Alright, that's working bad now. Let's press S sd Let's put it into place. So round about here, and then let's pull it out from here. So I face select. Pull it out. And let's pull it back. There we go. And now let's pull this up. So sens pull it up. And then let's bring in a couple or three of these. And then lt shift and click. And then let's put on proportion editing, and let's press S and Z, bring it in. Like so. Now, you can see it's trying to make that sharp. We don't really want that. What we want is a nice smooth kind of arc. So let's see if root will do it or if that's going to be. Yeah, I think, actually, you know what? If I grab both of these, and then press S and Z. There you go. That's the world we're looking for. L. Alright, let's press one. Let's press shift. Bring it down to the next one. And there we go. And what I'm wondering is, should we do on this bomb one or just an actual cube on there? Probably going to be better off. Yeah, you know what, we'll keep it the same. So we'll press shift D. We'll press Shift S, selections cursor. We'll spin it around. So Ry and 90, we'll bring it down then into place. And then what we'll do is we'll pull it out. Let's pull it out. Interplace. Now, we want it obviously going over the top of here, so we're going to pull it out there. We're going to pull it up. Like, and you can see this one's going to be have to be a little bit bigger. So no problem. We'll just make it a little bit bigger, like so, and then we'll pull it down and into place. And there you go. Now you can see, that's actually looking quite nice. We'll pull it to the back. And there you go, now it's really starting to come together. So now what we need to do is we need to grab all of these parts, including this part. And then what we need to do is press control, join them all together, and then right click the origin to three D cursor. And finally, now adding modifier and its course, it's going to be a mirror to put it on the other side. Double tap the A, and there we go, This is the final window actually looking really nice. Alright, so on the next lesson, then, What we'll do is we'll add in all of the bevels. We'll add in all of the materials. And that guy, is our windows done because they are all the windows we're going to need. Now, of course, as I said, there is going to be four doors. There's going to be three different types of light, but we're really going to split those out now. We're not going to be creating all of those in one go because they do get a little bit tedious. So now we've got those out of the way. Let's move on once we finish this window and start building out our tower a bit more. Alright, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 53. UV Unwrapping and Testing Window Placement: Welcome back everyone to plan for modeling and John China workshop, and this is where we left it off. Alright. So now let's come in and actually add in the materials on this. So first of all, you can see we've got a mirror on here. Let's press control and apply that. And I'm just making sure I've got nothing else on here, like a solidify on here. No mirrors on here, no mirrors on here. Everything else looks absolutely fine. So now what I'm going to do is, first of all, going to come in, grab the whole thing, right click, and we're going to shade Auto smooth, first of all, because we haven't any stones or anything like that on there. It's pretty much now ready to go. So all we need to do now is press Add modifier, generate and a bevel. We're going to put this at point, t three, as we do with everything. I'm going to put this on object mode, just for now just to see where the bevels are that I need, so we can see here here the bomb here, this one here, and maybe this one here, and then we're going to press Control L and link copy modifiers. And there we go. Now we've got modifiers and all of those. I'm just looking at the inside of here as well. So Control L copy modifiers double tap the A. And there we go. We should have modifiers, the bevel modifier on all of these parts, and just give me a little bit of quick check on everything else. And I think now that's looking fine. So now let's bring in some materials. So what I'll do is I'll grab this one. I'll grab this one, press Control L link materials. And then what we're going to do is going to grab this one, press A, Smart UV project. Click Okay, and there we go. Now, we can probably get away with these parts on here, as you can see, they're not too bad. The next part, however, probably might cause a little bit of issues. So I'll do is I'll grab this. Grab this one, press Control L and link materials, and there you go, you can see probably going to have some problems on these parts here. So let me just actually grab these A, smart UV project, click Okay, and let's actually have a look. So you can see many, many of these are actually going the wrong way, and I don't really want them going the way that they are. The other thing is, you can see that they kind of tiny on the UV map. So let's go over to our UV map, and we can see what the issues are here's basically because they're really, really small and tiny. So let's actually find our window. Let's also press shift H, just to come into these. And what we really want to do on something like this is we want to actually split them up. And unfortunately, it means that we're going to have to come round and split all of these up. So if I press T shift and click, we're going to mark in a seam on all of these actual corners like so. So just the same on this one. And all I'm doing is pressing lt. Shift and click, so right click and mark a seam. Now, these ones here are kind of easy. You're just going to grab all the corners, so shift and click in all of those corners. And that then is just going to split all of these up for us. And you'll notice as soon as I've done this, we're going to have a huge difference in these. And sometimes you just have to come in and actually mark seams on things. You're not going to be able to get away with everything without marking any seams. So it's good that you actually know how to actually mark seams as well. I think that's a fundamental learning process. So let's bring these in then, Mark Sam. Let's grab everything, Smart UV project. Click Okay. And now you can see, they look just tons, tons bar as you can see. Now, there is a problem in this one here, so you can see that we've got one with a problem here, and I think it's going to be. Let's have a. Let's see which one it is. So is it going to be this one? I think it's this one here. So this one here, Mr. Sam out on there, as you can see. So right click, Mark Sam A grab everything again. Smart UV project, click Okay, and there we go. Now you can see everything is done properly. You can also see that all of the wood, except maybe these parts is going the right way now, and it just looks really, really, much better than it did before. So what I'm going to do now is, I'm just going to press tag, bring back everything, and there you go. Now that's how it looks. And then what we're going to do now is grab this, grab this, press Control L, link materials, grab this, grab this, press Control L, and link materials. Now, let's grab both of these at the same time. Press tab, A, U, Smart UV project. Click Okay, and there we go. And now you can see, we have a little bit of problem with these parts here, so I'm just going to Come in, press L, alter k, and straighten them up, and I'm going to do the same thing on this, alter k and straighten it up. And there we go. Now you can see just down nice that looks. Now, from here, we also want to make sure that these, for instance, are going to be the right material, so you can see, I'm going to have to come over. Put in in dark, click a sign, and there we go. And now we've just left with this bottom one. So A, smart UV project, click OK. Drop it onto here, so control L link materials. Let's go into this one because it looks a little bit of a mess. And the reason that looks a mess, by the way, is because we need to reset all the transform. So right click origin to geometry. Tab, wrap, and you can see, Smart UV project, and there we go. Now it's looking better. Albeit, it needs to be coming down a little bit smaller. Like even actually smaller than that. There we go. Let's take our proportionality off. We don't need that one anymore. Finally, then, we've got this part, and I don't think this has a modifier on. Oh, it does. Okay. So we'll actually unwrap that as well. Like join it to these so Control L link materials. And finally, make sure it's got the right material on, so we're just going to click this one. We'll grab this one, click a sign. And there we go. Alright. So that's it. Now we all need is just the glass. So I'm going to comb to my glass, so it should be this one here. I'm going to press A, unwrap. There's my glass, and let's add in our glass as well. You can see now how quick it is to actually do this. And honestly, guys, just take your time making sure the materials are correct on these, because the thing is you're gonna be using these windows a lot. And you want to make sure that, you know, the correcting any of your projects and things like that. So make sure the wood grain is going the right way round. All of that stuff. I see a lot of people posting things, and it really, really does let down the overall scene when you've got, you know, not very good texturing or wrapping and things like that. So just make sure you really, really take your time and bother actually trying to get those things, right? Alright, so let's put them in. One of the main thing is, you will notice and you will pick up with your eye, even if you don't realize it is when the wood grain is actually going the wrong way. In other words, if this wood grain was going this way instead, you really would pick that up with your eye. It's just something that you can actually fix fairly easily. Alright, so there are windows. Now, let's come in and delete this out. The way, we're not going to need that. In fact, you know what? We'll keep it in because we might be using it for our doors. Let's come over then to modeling. And then what I'll do now is I'll come in and just grab all of these. So I'm going to grab all of these. And then what I'm going to do is I'm going to actually apply all of the modifier. So I'm going to come up to object, I'm going to come down to convert. And you can see how it's grayed out. That is because we haven't actually got one selected. So we just need to shift, select any one of them to make them yellow, and now we should be able to convert and mesh, and that then means they're all converted. From here, then, what we're going to do is just going to select this one. We're going to press B. We're going to press Control J, join it all together. Come to the next one. Well, we'll select the next one, then B. Control J, join it all together. Select the next one, B, Control J, join it all together, and the same and the same and the same because we now want to join all these together to put them in ready to be used so you can see here, I'm going to select that one. So I'll select it first. B, Control J and join it all together. Now, just let me make sure before I join all this together is that the thickness of this. I think it's going to be fine. Yeah, we've grown up thickness there, so we should be fine. Control J. Join it all together. And there we go. All right. So now we've got All of our windows done. Now, what we can do with these windows is we'll just move them over to the side near to the other parts that we've got. So over to here, like so, and then we'll just actually rename them. So we'll call this large window. So to rename them, F two large window. Like so. And then we'll call this just the small window because then we'll know that this one is part of that, so small window. And then we'll call this one obviously round window. So round window. Like so. And then we'll call this what should we call this arched window. So F two arched window. And then finally, church window, we'll call it that. And then we'll know which ones these are. And then finally, we're just going to put these all in two. If we're lucky, we've got primitives. Primitives is really where it wants to go because everything's in there. I think actually, you know what, we'll make a new one. We'll just call it windows. And then they're split up because then we can have one for doors as well. And then they're easy as well for you to bring them into your other projects. All right, double tap the A. And now what we can do is the first one, We can actually bring over here, and if a press one, I should be able to put this into place. I'm going to press G. I'm going to drop it right where we had our actual this here. I'm going to leap that way. And then all I'm going to do is I'm going to pull it back into place. Press the little dot one, pull it back into the wall first before I do anything else, all the way into the wall, like so, and now you'll see. Wow, it's really starting to come to gever now. And we'll also put in the next window. Now the thing is, I do want to make a duplication of that. I actually want to press shifty because I meant to actually make a duplication before doing that. I'm just going to put this where the others are now. Back to where they are. And the next one I'm going to actually do I will be creating a duplication for it. So the next window is going to be this one here. So again, I'm going to press Shift D, I'm going to bring it over. And then I'm going to put it just roughly in where it's going to go. And the next window is going to be the rounded one. So I'm going to press Shift D, and I'm going to put that one around there. And what I want to show you is, really, what it's going to do to the scene once you've actually got some windows in after all that work that you actually did. So I'm just going to put these where they need to go. First of all, so there. And then what I'm going to do is press one. I'm just going to make sure then that they're in the place. Now you can also see that my windows. They haven't got the orientation set properly. So I'm just going to grab one of them, press Control A, A transoms right click, set origin geometry, and now they've all got them in there. These two or these three, as well, I'm going to do the same thing. So control a A transoms right click, set origin to geometry. And now when I come to this one, I can see I can actually move it round properly. Now, all of these windows look like the roundabout in the right place. I'm just going to make sure that they're in the right place. Double tap the wet A and file and save out my work. And finally, finally, let's have a look at what this looks like. So let's put it on rendered view. And there you go. Finally, we've got our windows in. Now, of course, we're in cycles view at the moment, so we're not going to have any emission coming out of these or anything like that. If you look on here, though, if you go here, you can see there is emission on there. It's just it's not going to pop out on your actual rendered view. So just take that into account. Alright, so on the next lesson, then what we're going to do is, I think we'll actually start working on this part round here. So if I come round to here, We'll actually start building out the wall round here or the steps around here. So building up these steps around here, I think we'll start doing that because then what that means is we can actually start working on this actual tower part here. All right, everyone. So I hope you enjoyed that, and I'll see you in the next one. Thanks a lot. Bye bye. 54. Creating Curved Staircase for the back of tower using Geometry Node: Welcome back, everyone to blend the four Modeling and Jomo workshop, and this were left off. Alright, what I'm going to do is, I'm just going to now move these a little bit further over here. So I'm just going to pop those over there. It gives me a little bit more room to work with. Now, when we're doing the stairs, we're going to be doing them the same way with the Jochen, because it does make it a hell of a lot easier to actually do it like that. And the other thing is we need to think about where our stairs are actually gonna come from. So I recommend that they're gonna come from kind of here, where the door is that we set it up. And the other thing is, I think that the door here might need to go up a little bit higher, but we'll see once we actually start putting this together. Just might need to go up a little bit higher, I think, and maybe pull down this roof a little bit and make it a little bit less slanted. What we're going to do, first of all, though, where are the stairs going to come to. So let's say they come from here. I recommend they come from roundabout here. That then gives us a nice view of the stairs actually going up from here so you can see the stairs going up here. And even if you move around here, the stairs are going to be here, so you've got a nice view of everything from this kind of shop. And that's the thing that you always want to be thinking about when you're actually, you know, creating models like this all about how everything's going to come together, what it's going to look like visually from every single angle. So even this angle here, you can see it's quite interesting. We've got a lot of spires on there. We've got this part sticking out here. You're going to be able to see the moat and things in the fence that goes around here. So even the rear of the building is going to be interesting. Alright, so with that said, then let's bring in our stairs. So first of all, let's bring in a curve, and we'll bring in a path. And my paths all the way over here. And then what I'm going to do is, I'm going to put it down. And then what I'm going to do is I'm going to pull it out a little bit. So S and X, let's pull it out just a little bit like so. And from there, then we're going to add on the omgde. Now, because we've already created this omgnde, it should already be in our list. So if I had modify it come to Jonode click the down arrow. We should have one that is, I think it's Ogin one. Let's see. No, it's not Origin one. Let's try the other one. Maybe it's not in here because we actually applied it. That's the other thing. Yeah, I think that's what the issue will be. So what we'll do is instead of doing that, we'll just go over to our state manager. Geometry, no, press a little dot one, go to our little curve here. And the one we're looking for is stairs. So let's bring in our stairs. Drop it on there, like so. Now, let's see if we can pull up this bit. So shift space bar just pull it up. So and you can see now, it's actually pulling up the wrong way again. So we know already that sometimes happens. So let's press control all transforms right clicks origin geometry. And now we should be absolutely fine. If I pull it up from this end, you can see now it's pulling up absolutely fine. All right. So now, let's bring it over to where we actually want it to be. So all I'm going to do is press dead 90. And what we'll do is we'll pull it round to the place where we want it. So we have it come in, I think, just under here, so round about to there. And then what I'll do is I'll spin this we'll move this around where it can. So if I press seven and go over the top. I'm not going to worry too much about the height of the moment. All I want to worry about is it's actually all moving round in one place. So if I bend this here, like so. Like so. Like so. And so you can see now we're already starting to get it into place. And as take your time with this because we want it to go Nice and smoothly against here. So you can see here this one needs to come round. This one perhaps needs to come out a little bit. Like so. You can see it's nowhere near high enough, but we're not worried about that. What we want to try and do, really, is make sure this banister is all into the wall. That's the main thing we want to try and do. So if we can pull it a little bit this way, as you can see, like so, And we're keeping them nice and even at the moment, as you can see, as well. So all we're trying to do, just pull it all into the wall. Same for this one. You can see that there's a bigger gap on this, like so, and there we go. I think that's going to be about right. Now, what I should be able to do is lift this up now, and all of them should follow along as you can see, and that's great. That's exactly what we want. And the final thing is we're going to put it into place. We're going to delete this door off out of the way because we don't actually want that, and then we're going to check and make sure that we're actually happy with that. And I think actually, I'm very happy with that. Let's pull it down now into place, so into our ground plane. Go back around and let's pull this part up now into place like so. Now, the other thing about this, this part here is, I've got a bit of a gap on there. I'm going to leave this gap on here. But the main thing is I want to make sure that it's coming out enough that the doors going to be in place. In other words, this step, this flight of stairs at the moment, may need to be a bit wider. First of all, though, let's come in, and what we'll do is we'll actually take off the hand rail because we're not going to need the hand rail, and we're not going to need the poles. Now, what we are going to need though, if we think about it is if we look at the pools, we can see that the poles do follow along. In other words, they also have the angle following along of my stairs. What a mine want to do is keep these poles for my actual fence that's going to go round here. Now, you would think that would be easy to do, but the problem is that the fence has some, you know, wooden parts going through here and here and here. So it's probably actually not the best way to do this. So what I'm going to do instead is, I'm going to come in. I'm going to turn my poles off. I'm going to come in over to modeling. I'm going to press dot to zoom in, zoom out a little bit. And then I'm going to come around and check what we've got here. All right. So this is looking pretty good already. I think what I'm going to do then is create my own curve going around here. Using the curve that I've already got. I think that'll work out perfectly for me. I just want to make sure everything's okay on here. So first of all, let's come in and we'll shade smooth. So we'll shade that smooth. With the stairs, then we'll change the height I think it is. Let's change the height a little bit. Let's change the depth for a little bit, pull all those out. I'm Jos looking now to make sure that they're all coming out, like. So I think You can see on some of them, they're coming out a little bit further than others. That's fine. So on these, we might need to pull these back a little bit. Pretty nice with some kind of wooden planks on here. And the other thing is how wide are they? Well, they're just coming out past there, so I think that's also okay. So basically, this will be made of, you know, stone, and then they'll be the wooden steps on top, and I think that will be pretty nice. I'm just concerned about how far these ones are coming out. You can see here. These are coming out a little bit further than the other ones. Let's pull them back a little bit, so let's change the depth. And pull it back. And you can see now that these ones are, you know, a little bit short on these parts. So I think we'll go in and edit those manually. That's that. And then the other thing we want to think about is how many stairs there are. So you can see we've got a length on here. If we pull this this way, let's increase the length like so, and I think it would be better on this if it's actually quite a lot of stairs leading up there. I think that looks pretty nice. All right. So next of all, let's grab our little guy. And let's see how big each of these stairs are. So if I put them up the bottom stairs, you can see that basically these would be quite easy to walk up. I'll put them on there. Like so, and you can also see they'll look really nice going up there like a flight of stairs. Alright. So now what I want to do is I want to come in, and I want to use this part here so you can see that this curve is what I want to use, but I want to use the curve in a different way. So I want to use it to actually create my fence. So what I'm going to do is I'm hoping that it'll actually do that, by the way, because at the moment, I'm not actually sure if it would. You know what? We'll create a different curve thing. I think we'll create a different curve from this. I think it will be easier than using this one. So what I'm going to do now is I'll grab this now and I'm going to turn it into mesh. But before I do that, I think I'm just going to have one last look over it just to make sure, and I think you should do the same. Just have one last look over it. And make sure everything is good. Because at the moment, you can see this tower is a little bit out, and it needs pulling down, so it's actually underneath this ground plane. So I'm going to quickly just do that. I want to make sure everything is perfect on this before doing anything else. You can see it shift and click. Let's pull it down into the ground plane like so. All right. Now, let's come to our geometry node. Then let's turn off our yeah, let's turn off this. Let's come to our geometry node. Let's go to object. Let's come down to convert an mesh, and there we go. Alright, so now we've got that. Let's make this curve. So now we've got a curve that we can actually use, which will be this. But all I'm going to do. I'm going to come in and I'm going to press Shift H. And I'm going to come in and grab all of this, like so, going all the way around here. And then I'm going to press Shift D. And I'm going to pull this up like so, and then I'm going to press P selection, like so. And then what I'm going to do is I'm going to press Control A or transforms, right click, origin geometry. Now, I'm hoping that this curve I can use with my array. But what I'm going to do now is I'm going to create that fence that I had before. I'm going to create that, so I'm going to press th and then I'm going to create a fence, which is going to be the right hide former guy. So it's going to be a fence like this, and then we're going to array it and hopefully we'll get it to go all the way around here. Now, we do want it to be a little bit uneven, I think. It doesn't need to be perfectly even or anything like that. So let's give that a try. So first of all, let's press shift, Kursta selected, and then what we'll do is, we'll just bring in the first base on this lesson. So I'll make it that small, so you can see that it's going to be around the same size as this one here. So if I bring this over here, you can see it's roughly roughly around the same size as this one, and that's exactly what I want. Alright. That looks about right. Now, let's get the right height. So all I'm going to do is get at the top of it. Pull it up. Like so. I'm going to press one. I'm going to press Control. Take off portion of it in. Now, pull it up. D here. And then we're going to press enter S, pull it out. Like so. And then, pull it up. And then, and then S, pull it in. Like so. All right. So that's going to be my main fence at the moment. And then what we'll do on the next lesson is, we'll just create the wooden struts on here, and then we'll see if we can actually array this around this curve here. All right, every one, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. M. 55. Adding Railing onto curved staircase using array and curve modifiers: Welcome back, everyone to blend the form, Muddling and Domtin Old workshop, and that's where we left off. Alright. So what I'm going to do now is make the actual planks here. So let's also put in an object mode. It's much much easier to see. So what I'll do now is press Control or transforms right, click the origin geometry, Shift S and cursor selected. Shift A, and let's bring in a cube. And then what I'll do is I'll make this cube a little bit smaller. So S and X, pull it in, like so. And then I'm just going to pull it out a little bit, so we'll press S and y, pull it out a little bit. Something like this. Now, I know at the moment, once we've actually put this on, I think I'll need to need it a bit wider first. Then we will obviously have to come in and pull these down a little bit. So I'll have to pull them down to follow the curve. Or we might be able to actually pull this curve down, and it all follows long. I think what it'll do is it'll slant the mole down. So I don't really want to do that. So what I'm we going to do is press shift. Join them all together, like so, and just create something that looks like, you know, a little bit of a fence and a hand rail that it can hold onto. Then what I'm going to do is join them all together. So punch all J, join them all together. And now let's put them in some sort of place. So if I bring them around here, 97, bring them over the top, so I want it to really start around here. And then what I'm going to do is pull it up. Like soap. All right. The next thing I'm going to do then. I'm now going to array it. So I'm also going to press add modifier, um node, not jump. Add modifier, generate an array. And then we want the array to not be on the x. I think we want it to be on the y. Yes, on the y, like so. Let's pull it out. Let's increase the count then, so we're going to increase the count, and then we want it to basically calm down to round here. So let's see if that actually is going to work. What we're going to do is turn this into a curve. So this one here that we've actually got at the moment it's mesh. What we can go up to object, convert to a curve. And then what I can do is hopefully attach this to this. So let's see, add modifier, generate. I think it'll be under deform, actually a curve. There we go, and the curve object is going to be this one here. Now, we can see that it's actually pulled it out of place at the moment. So let's see if we can put it along the not not the y, let's try the Z. I'm going to try either one of these and I know, we'll get it right eventually. So you can see here, it's nearly actually right there. Let's try the Y. Nope, not that one. I think it's going to be the very first one we tried, which was the X. And I think all I need to actually do is pull it out into place. So you can see now, I've pulled it out into place. Now, if I pull one of these, there we go, it actually follows along, as you can see. But let's put that into place. Let's also increase it, so we'll just increase the count. And it's not increased the way that I wanted it to. But hey, we can pull it back. So let's increase the count one more. And then we go, that's it sticking out of that wall there, there we go. Now we've reached the end and we can have a one pull that comes down here. Now, if I grab both of these, I can actually bring them down to actually start putting them into place, like so. Now, let's see if I pull this end down, what actually happens. So if I come to this end, proportion it in and start pulling that down. You can see if I pull pull pull pull pull, what's going to happen is it's starting to start slanting them down, moving them round and things like that. We don't actually want that. So all we want to do is just get these into place, and you can see now they're perfectly in place along there. We're going to make sure that the jaws sticking through like this, so you can see this one is jaws sticking through. And before we finish, we want to make sure that they're probably right even on this corner here, I think. So the way we're going to do that is we'll just move them with the little red and pull them over roundabout to there. All right. That looks pretty nice. Okay, so now let's apply our curve. So control, apply our curve. In fact, no, we can't do that. You know what? Instead, we'll convert to mesh, and there we go. Now we can get rid of that curve. We don't need it anymore. And now what we can do is we can focus on bringing these down to each one of these. So you can see at the moment, each one of these. I'm thinking that there might be a little bit of a better way to do this. So what I'm going to do is just going to go back just before I apply that. And on one of these. So on this one here, I'm just going to apply a subdivision. I think I'll put it there. And let's see if I press tab now where it's going to go. So you can see, it's just round about there. If I press it on wire frame, not wire frame, here we go. Wireframe. You can see if I press one, it's just above there as you can see. What I'm going to do is just go back and pull it down a little bit without proportion of it, pull it down, tad. And there you go. You can see just upper tad Okay. And there we go. We can see it's right level with the step. That then tells us that every single one of these now can be level with that actual little kind of notch I put in there, and then we'll get a perfect kind of distance between all of these. All right, so let's give that a choice. Let's go to object. Go to convert mesh. Delete my curve out the way I don't need anymore, and now let's come to each one of these. So before moving any of these planks of wood, I'm going to just focus on these parts here. So all I'm going to do is bring this down to the part that I told you. I'll just bring it down to each one of these, they don't need to be perfect. It's better actually if they're not absolutely perfect, we're just going to keep bringing it down. And we should get the right height for all of these for not a lot of work, actually, because it's made it quite simple to do something that is quite complex. And I think actually, it's going to have a good result, so. And then we've got all of these planks of wood, which we're going to bring down, and I'll show you how to do that in a minute. Like so. And then let's bring the last one in. And hopefully, it should be right on the edge of the right on the edge. And I'm just wondering if I want to pull this one back a bit. You know what? I think I'd do, but first of all, let's see if I'm back at pull it back. Yes, I can. I'm just going to pull that back. There like so. Alright, that's looking pretty good. Now, let's focus on these parts here. And you can see that we're going to have a little bit of work to do here because we need to kind of pull them not only above there. I think, actually, we might need to make these a little bit higher. So let's start with the first one. And what we'll do is we'll bring these into place. Let's put it onto global. And bring them into place. So you can see here, we've got one that's going to be all the way up there, and then we've got one that's going to be here. So we have to move both of these out. Now, let's see if we can actually bring them out first and see how they look before deciding anything else. So what do I mean by that? I'm going to come in and grab the backs of each of these. So each one of these. I'm going to turn this off, and then what I'm going to do now is pull them up into place like so. And you know what? It's actually going to work. So we'll do that now with the others. So all I'm going to do, first of all, is just bring these two down into place, something like that, and then we'll just work our way along. Bringing them down into place. And again, you don't want them exactly even. You just want to get them in a roundabout way because we do want to come in and actually make them a little bit uneven as well, though something like that. And then just work our way around. Just above that step, as you can see. Like so. Like so. Like so. Now, there is another difficult part with these. So there's another kind of difficult steps to do. But once you've got this kind of way of doing it nailed down, it's not that difficult anymore. But let's come in, and what we'll do is we'll grab now these two, and we'll just pull them up. We just want to get them kind of into, you know, a rough place where they're going to go and we miss these two. So we're just going to come back to them. Same thing again. Let's make them a little bit uneven. So now, this one, Like, so. Like so. And you can see that I'm not trying to get them even at all. I'm not trying to do that. I'm just bringing them up into a rough place because I think they'll look better if they're a little bit uneven, actually. So let's pull these up. And let's when we've done this, we'll see exactly what it looks like and see if that has turned out well. So There we go. All right. Now, let's have a look at what that actually looks like. So we'll turn this off. We'll press double tap the A. And there you go. That looks really, really nice. I think these top ones, these need to come down a little bit, but I think, you know, how it flows is really cool. Alright, so that's looking good. Now, let's bring these two down a little bit, then, so I'm coming in. I'll grab these two, like so. Bring them down a little bit. Double tap the A. Turn off the X ray, and there we go. I think we're pretty much done with the actual handrail. And I think all we need to do now on the next one is actually bring these down into the floor. So down here, bring them all down. And there's actually an easy way to do that. I'll show you how we do that. All right, everyone. So I hope you enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. 56. Adjusting Staircase mesh and adding texture: Welcome back to everyone, Blender fall, Modeling and geometry node workshop, and this where we left off. All right, so let's come in. And what we'll do is we'll grab this one, this one, this one, this one, and we're just going to work our way round down to all of the bottoms. So, And you know what? I'm going to press tab. I'm just going to hide this floor away because it is making it a little bit harder for me. Then I can press the tab again on these. And I can grab all of them. That one's in the floor anyway, so we don't need to worry about that. And now all we want to do is we just want to pull them all down. So this last one goes in the floor like so. And then what I'm going to do is press A and one, just to highlight all of them. And then I'm just simply going to come along with my bicyc tool and just cut it over nice and flat where the ground plane is. So round about there, that will be fine. And then what we'll do is just set this to zero. Pull this down then a little bit, just so it's actually in the ground plane, as you can see. And then all we don to do is either clear the inner or the outer. And you know what, for good measure. Let's fill them in as well. Why not? Okay, so there we go. Now they're all down even level. And now, what's left is, we're going to hide these out the way, first of all, and we're just going to come to our steps now because some of these steps, as we know, first of all, they don't they're not actually even as we can see. So these ones here, actually, I'm looking at these. You know what? Yeah, these are a lot more pulled out than the other ones. What I'm going to do is I'm going to come too much steps now. I should be able to, you know, grab each of these, for instance, and let's see if it actually works. So let's put it on normal. Let's put this on individual origins. Let's press S and y. And you can see I don't actually think. Oh, it works that way. Let's see if on S and y. Yeah, you can see it's actually not going to work. We can see though, we can come to them individually and just pull them back individually. So I do think that these steps, it will be worth just going in and just pulling them back a little bit. Like so. And then what we'll do just to tight this up before we finish is we'll actually come in and fix I don't think I pulled that on back right, and fix the middle part, so you can see this middle part going through there. We'll just delete that out of the way. And that we'll tide them up a little bit more. We want them to be a little bit uneven anyway. Like so. And So we're just a little bit overhanging too much. You can see here as well that we've got a problem with the backs of these. I'm just looking where they actually start, and it starts really from here. So I think I'll just pull it this way a little bit as well. You might as well, why you here. You know, if there's an issue, you might as well tidy it up, why you there because it'll look there anyway, you know, in the long run. So let's pull this one back and then at this one. Here, as you can see. And on this one, you could actually probably just grab them all. Let's put it on. Yes, we need it on normal, so we can't grab them all, so we need to grab them individually. And so, and I think we've got four more steps to do. And then we've done pretty much with the steps after we fix that middle part, and then we can start getting the materials on Randomizing the planks of wood a little bit, I think. And then from there, we've actually got another another major part down, and then we can probably start work on the tower. Hey, there we go. Alright. That's looking good. Okay, let's pull that one out a little bit. Alright. There we go. Now, let's press Let's actually come in first. And what we'll do is we'll come to this part. So L shift H, and all I want to do now is kind of get rid of this. So shift and click going all the way up. Dissolve edges, and there we go, that's straighten those out. They look Toms stones better now. Now, let's press O T. Let's press tab. Let's press TH again. And finally, now we're on these pieces of wood. So let's come in to these pieces of wood. And all I'm going to do is I'm probably just going to select them all. I think it'll be easier to just split them off for the time being. Like, so And then I'm going to press P selection, split them off. Grab them again, shift H, and now all I want to do is it might be easier with these. I'm just thinking. Yeah, think it'll actually be easier just to bring in some edge loops. So control law, control law, and just bring in some edge loops like so. I'll do the bot ones first. It'll be actually quicker. It's not going to take that long. It seems like when you're actually doing it, but it's only a few seconds, really. So I'll just have one in there. Control law. And then just whip my way around. And all we're going to do now with these is just make them a little bit unven And work our way back down now. And I don't think you can press, sir. Shift, I think. Nope, you can't do it on there. Because he actually goes to that one. We don't Even if we're hovering over here, it just puts it straight back to the other one, so that's not a good idea. It would be nice to be able to do Shift ar, just hovering over something, but we can't do that. So we'll just leave him like this. All right. So here we go. Alright. There we go. Now, let's grab them all, press A, and let's come up to mesh, transform, and we'll go down to randomize. Then we'll turn this randomized down all the way down to maybe 0.1, like so, and press the tab. I know it's only something small, but it will make all the difference, shade them off smooth. Press oltge to bring everything back. Double tap the A, and there we go. Now, what I want to do is I want to bring in some materials. So I'm going to grab these parts first. I'm going to press tab, A, Smart UV, bjt click. And then I'm going to start with Mmterals. I'm going to put it onto material so I can see what I'm doing. Let it load up. And then the materials we want on here are going to be where is it hand rail planks? I think they're going to planks, that's have. Yep they are planks, so that's fine. Come to these ones next, A, and then we'll do the same thing. So we're looking for planks here. So planks like so. Then we'll come to these ones. And we've already got all of those selected, so that's good. So I'm just going to press Smart UV project click. Okay. I haven't unwrapped those ones. I forgot. So let's do that now. So on these ones, let's minus all of these off in object mode. Like so. And then let's look for planks. Which are where is it planks, this one here. Let's click plus down arrow, and we're looking for wall. The walls, this one here. And then we'll come in, grab this part this time. Smart UV project, click, and then assign the wall, and there we go. And then finally, these ones here, did I actually unwrap them? I don't think I did, so I'm just going to Smart UV project, click. And there they are. Now, they're all unwrapped. Double tap the A, and that's what we're actually left with. And I think I think that's looking really, really nice. Alright, so let's have a look actually what that looks like on a rendered view. And there we go, guys. That is what it's going to look like. And I think I'm happy with that. One thing is, I think I need to shade this off smooth. Yes, right. I'm also going to shade these off smooth. And finally, then what I'm going to do now is the bevel. So I'm going to come in. I'm to join it together. That will make it easier. So just press Control J. Join it together. G, just to make sure you've grabbed it all. Control all transforms, right, clicks the origin to geometry. And the other thing is, you can see that we've actually lost, and sometimes sometimes this happens. You can see now we've actually lost the It's a bugging blender. Don't worry about it. You can see how we've got textures on here. On this bit, we have no texture. It's because of the way that we joined them. And sometimes you can see how that happened. So sometimes that happens. I'm not sure why. Let's join these with these, press Control J. You can see that's fine now. The moment that I join this with this, will it change them? So let's press Control J. This time, it's changed these. So we'll actually wrap these ones again. So what I'm going to do. You can see now when I press tab, it's really weird, how it does it. I'm actually going to grab it all, press A, press shift just to make sure all my normals are okay. So I'm going to go down. Let's put it onto object mode. Let's go down then. And then I'm going to now press tab, where is the button for it? Let's come down, and we're looking for. Where is the button for it? Back face calling, that's not where I want. That's a field. That's not what I want. I'm looking for my normals. And it's on here. There we go. All right. So face orientation. You can see they're facing all the right way. So let's go back. Now we've got that. Let's turn that off. We know that's not the issue. Let's go back to material. And all I'm going to do then is just grab a few well, all of these. I'm actually going to hide these steps other way. It's going to make it a little bit easier. So the main bulk of it, and then I'll come in. Now, hopefully, on your blender, you won't have had that problem. I don't know what's causing it, but I've had it happen before, so it is just a little bug 'cause that shouldn't happen. There's no reason why it should happen. So, let's grab all the press U, Smart UV project, click Okay, and there we go. All right. So now you can see they're working properly. Now, let's press tab, ATH, bring back everything, double tap the eight, and now it's all joined together, as you can see. Everything's fine. So now let's come in, add modifier, generate, and we're going to generate a bevel. Let's put it on object just so we can see that bevel at work, which is working. And let's put this then on Naught 0.3. Press the end to button. And now, finally, let's take a look at what we've actually got here. And there we go. That is looking, really, really nice now as you can see. All right, guys. So we've got that bit down. Now, we just need to make sure that our door actually fits in there, and we also need to make sure that this is not too far out to the side because you can see here it's stuck out a little bit too far from my liking. So all I'm going to do before finishing is, we're just going to grab the whole of this. So I'm going to press L. And what I'm going to do is I'm going to press S and y. And I'm going to pull this in like so and then pull it to the side into place like so. And I know this walls sticking straight down here, but actually, I think that looks even nicer like that rather than it's sticking around here. So I'm actually pretty happy with how that looks. All right. The other thing is, I just want to make sure that Yes, it is. It's actually in the wall, so I just wanted to make sure of that. But apart from that, I think the way that it starts over here is really nice. The way it flows around here is really nice. So now what we'll do on the next lesson is, we'll actually start work on this tower over here. We'll start building it up from the bottom, work our way up to here and then finally, we'll be able to get the first actual tower on. All right, everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 57. Working on wood framework for round tower: Welcome back everyone to blend for modeling and John China workshop, and this is where we left off. Now, what I want to do is not have it on rendered view to start with. I'm going to put it on object view. And when you're doing anything with a towel, what I want to do is I want to press Shift H and just hide everything else out of the way, just so I've got nothing else, you know, kind of in my way. And then what I want to do before doing that, though, I actually want to press Alt, bring everything back. I want to grab this, and I want to grab two pieces of wood. So I'm going to grab both of these shift. Drag them over. So drag them over near my tower, and then I'm going to grab my tower as well. Shift H, hide everything else out of the way. Now, I've got one, which is the bevel and one, which is the curve. I want to use the bevel one first. And what I want to do is if I press one on here, I should have a line going straight down here, which shows me the straight line, you know, the straightest line down here. So what I should be able to do is come in, press Shift, cura selected. And then what we'll do is I'll grab this one first, Shift and selection to cursor. And now I know that this is straight. So I know that this is straight. So now, when I come to put these parts going all the way around, as long as I work from this point, I should be absolutely fine. And you're going to find out what I mean with that. The longer we actually start building this out. So now, let's come in and first of all, create this bit under here. So this is going to be a big chunk of wood going all the way around, and I think it would be bad actually if we split this up. On my original building, I didn't actually split this up, but I think it's going to be bad if we actually do that. So what I'm going to do is I'm going to come in. I'm going to grab this PC going all the way around, like so. I'm going to press Shift D. Just do you know, split it off from there, and then we're going to press E and Z and pull it down, like so. And then the next thing I'm going to do is press shift and click, going all the way around there, press P selection, split it off, and then let's come back to it. So control A, all transforms, right click to origin to geometry, like so. Now, the next thing I need to decide is, is this round enough? We've got a little bit of chunky pieces on there. So let's come in first of all, and see if we can actually generate a subdivision surface, which is going to give us a few more to actually work with, and I think that's actually going to make it a little bit easier to work. If I right click now and shade smooth by angle, yeah, you can see it's kind of nice and smooth. Alright. So now let's come in and apply that subdivision. And the reason I want to apply it is because I want to get rid of this middle line. I don't really need it, so I'm going to come in, shift click, delete, and we're going to dissolve edges like so. Alright, so I think we can actually work with this now. So what I'm going to do is I'm going to come in, add modifier, generate, and solidify. And then what I'm going to do is pull this out a little bit like so. And this is going to be like the support of the rest of the towel going up. So I need to pull it up, and I need to make sure that now these parts under the underneath of here are supported you know, going up to this. So this is basically the main support of the towel. So I'm going to pull this out, a little bit more, and then go to offset a little bit. But I still want to make sure that I've got a fair amount of chunkiness to actually stand things on there. So I need to pull it out a little bit more. Like so. And then you'll notice the inside of this is also fairly chunky. All right. That may be a little bit too much. Let's go back, tire just a little bit. Like so. And let's pull it out a little bit, like so. And I think that's going to be just about right. Alright, now we've got that. Let's supply our solidify. And then what we want to do is we want to come in now, and we want to go every other one, so every fourth one. So if we miss out one, two, three, and Shift click, like so, then what you can do is you can press control shift, and plus. And what they'll do is they'll try and select the next one for you. So then you can press Control Shift and plus, like so, and then control shift plus, and just keep going all the way around until you get back, to the beginning, which is there, and then you'll see that now I know exactly where they're going to all be. So I can just press old Shift click now on each one of these without even thinking about it, as you can see. And that then just makes it a little bit easier, rather than v to think and work out all of these. It's really actual quick. Once you've got the hang of that, and there we go. Now, let's right click and what we're going to do is mark a see. And from here, then all we're going to do now is split these off. So L, every other one, All right, so, y, G, just to make sure they're all split off. A, and then all we're going to do is mesh, clean up and fill holes. And there we go. Now, let's right click and shade smooth tingle. And finally, then, let's press control A or transforms. Set origin geometry, add in a modifier, and we're going to add in a bevel. Turn this down to nut point at three, and there we go. That is our wood, the support all the way around here. So now we know roughly where we can actually support these, so you can see here. Although it's not in place yet, we will be putting this in place to support this actual tower. So now, the next thing to do is you can see that these are touching a little bit too much. So maybe I want to increase that a little bit more. I think it's probably going to look a little bit better like so. Yeah, I think that looks a little bit bare. And the next thing I'm going to do is just grab the mole, come to mesh, and I'm going to give it a randomize. So randomize it a little bit, and then just turn this down all the way down to maybe 0.1. And there we go, now they're a little bit randomized. And now we're onto this pot. So now what I can do is I can actually start with this pot. First of all, I'm going to make it a little bit bigger. So S, just to pull it out. Then I'm going to put it into the floor. Remember, it has to be quite chunky. It's a point in a whole tower here. And then what I'm going to do is just grab the top and pull that up into place. I'm not going to worry. At the moment about, you know, underneath here, anything like that, or how it all lines up because I'm actually going to be moving this around to these parts of it. So just take that into consideration. All right. So the next thing I'm going to do is we know already that this one here has got a bevel on it, so we might as well use it. So I'm going to press Shift D. I'm going to press R x 90. And then what I want to do is pull it in. So S and X, let's pull it in. We've still got normal ons. Let's put it back on global. So S and Y There we go. Let's pull it into place. Let's pull it up. Let's make it a little bit smaller. Like, so, and we want it. We don't actually want it coming all the way out of here. So I'm going to make it a little bit smaller, like so, pull it out. Pull it up into place. S S and Z, make it a little bit thinner, like soap. So we want it supporting it. Let's pull it out a little bit more. So. Now, let's finally then, think about this bendy one. So I'm going to use this bendy one. Now, obviously, at the moment, this is way way too many subdivisions, sorry, resolutions on here. So at the moment, I'm just going to come in and delete all of these, so delete vertices, and you should be left with just this little one here. And from there, you can add some more in. So all I'm going to do now control A or transforms, set origin to geometry. Shift S, and then cursor selections cursor. Let's put that in place. And from there, I'm hoping you can see it's going a little bit out, which I don't like, but I'm going to put in place. Like so. I'm going to also make it a little bit smaller. And then finally, what I'm going to do now is come to this part, grab both of these, right click and subdivide. And from there then, I should be able to start pulling this out, like so. Now, you can see that it's messed up a little bit. And if that happens, just press control, all transforms, set Origins geometry, and what it should enable it to do is bend again. So I'm going to bring in now more subdivisions, like so. And again, I'll press control a A transforms, set origins geometry. And now let's bend it a little bit more. Sometimes that happens. I don't know why it is, but I'm not actually happy with how this is. So you know what I'm going to do. I'm just going to not do that. Instead, I'm going to press lth. I'm going to come over, do my actual curve. I'm gonna press Shift D. And instead of doing that weight, I'm not actually going to take away any vertices. All I'm going to do now is I'm just going to press Shift S, selections cursor. Put that right in the middle. And then I'm going to press S's d and pull that down into place. I'm gonna pull it up. And then what I'm going to do is bring down the scale of it either by pressing the S born, like so. Let's give that a try now. See how this bends. So now you can see how nice that actually bends. That is what we're looking for. Again, now we can press control A all transforms, and there we go, it actually bends really nice. Now, let's press right click origins geometry. Let's put it back into place. And now let's pull it out to where we actually want it. So we want it to be roundabout here. So what I'm going to do is pull both for these down, pull this one down then, so it's nice and flat. Pull them up, put it into place and see it's a little bit wide. That's absolutely fine. And the other thing is we need to now pull these out. So it's nice and flat against there. Like so. Now, that's looking good. Now, all we need now is just to come in and bring the scale of it down. So at the moment, we've got our extrude, we can see we can bring that in just to make it a little bit flatter, like so, and we've also got a solidify on which you can bring down. Not our bevel sorry solid pie. There we go. And we can bring that down, like so, and then fix it more into the place where we want it put it into place. And do we want it a little bit wider? I think we do put it into place roundabout there. Alright, so now we've got that. Let's come in then and make cast steel bit. So what I'm going to do is we're gonna come to this part, Control bring it to round about there, press control B. And I'm just going to pull that out, hold in the shift bond so press the born, enter alterns then I should be able to pull that out. And then this should be able to sit on top of that. Now, don't be afraid to just pull this part out, so just the end part, p that out a little bit. Like so. And there we go. That is the main support that we actually want. And this is what we're going to use around each of these points, I think. All right, everyone, so let's save out our work. And then what we'll do on the next lesson is we'll get this into place, and then we can actually get them on wrap. Before we do that, we might as well bring in the materials, and then it's easy to actually, you know, change the UVs once we've actually done that. So let's do that on the next one. All right, everyone. Thanks a lot. Bye bye. 58. UV unwrapping bottom section of tower: Welcome back to Blender for Modeling and John ind workshop, and this is where we left off. Now, let's come in. And what I want to do with this is before carrying on. I just want to turn down the number of the resolution. As you can see now, we can bring that down. Let's then come over to it and go to object, convert to mesh. And finally, we've now, yeah, we've, Let's have a look on there. So let's see how well this rates because I did it the wrong way round. Actually, You know what I'm going to do before that. I'm actually going to take the bevel off, like we do every other time, convert to mesh, and then I'm going to add that bevel back on. So generate a bevel. Put it on naught point, uh three, and there we go. Now, let's do the same with the. So we're going to join all of this up together now with a Control J, and there we go. Right, click shade AutoSmooth. And there we go. That's what we've got left. Now, the next thing, let's put it on material mode. And what I want to do when this loads up is I want to give it these materials. So let's come in. We've got basic wood. We need to change that for planks. So let's change that to planks, like so. Let's grab the whole thing, press U, smart UV, project, click. And then finally, we want one more, which is going to be the where is it iron dock and the iron dock then's just going to go around this part. So if I grab this going all the way around, press control plus, and then all I'm going to do is click Iron doc, click a sign, and there we go. That is what we're looking for. Now, the best thing about the way that we've done this is that now we're able to put this going around the points that we want it. As longas we select the center of this press Shift S cursor selected, I can now grab this and not do anything else except press a little sideways V next to question Mark and you're going to go three D cursor. And then whenever I rotate this round now, you can see, I can rotate it all around this tower like so, making it really, really easy to put these things where I want them. But if I press and Z and put this, you know, here, where the doorway is going to go, for instance, or a little bit to the side, where the fence is completely up to you, where you want to put it, but I'm going to suggest that actually I'm going to put it under these. So I'm going to grab this as well. I'm going to press arms head and move this around, so move it around like so. Let's see where this one is. You can see, they don't quite line up, unfortunately. Let's see if we line them up any better than that. So let's put them around here. Let's see if they go at the side of the doors, actually. That would be perfect if we're going to do that. So all I'm going to do I'm going to put it on object mode, actually, because I can see a little bit better what I'm doing. And then I'm going to press art and Z. Let's see if I can move this round. You can see it's going to interact with the door too much, so you know what I'm going to do. I'm just going to put it here because the door as well is also going to be supported by some wooden parts up here. Then what I'm going to do? I'm going to press Shift D to duplicate it art and Z, and then I'm just going to pull this around to the other side here. And I think in there is actually going off. I don't think I'll need another one of these. And now I want to do is have it going all the way around. So I want it kind of supporting these parts here. You can see it's halfway between each of these roughly. Let's do it again. So shift D Z. Let's put it at roughly, whatever this is going to be. So if I put it roughly around there, that is going to be -45. So let's put -45. And then I can do Shift Z -45. And there you go. Now you can actually shift D, Z -45. And then, you can see you can do it all the way around. Now, do we want another one in this part here? Or are we happy we have just a piece of wood going in there, for instance, I think just a piece of wood in there would actually be good enough, like this piece of wood we've got here. So let's come in. And what we'll do is we'll grab this piece of wood here. I'm going to pas shifty, bring it over out here, and then let's put it into place. So we're going to put it in place, so we'll also change this now. So press a little sideways V again. Individual origins. Now we can turn it around. I say 90, and let's put it back into place in there. Like so. And then let's also pull it up. Do here. And then finally, let's press sens head and pull it all the way up now. Deep and jaws fit it under there, like so. Alright, that's looking all good. Now, let's bring back on material so we can see what we're doing. And then all we're going to do is just grab all of these. Like so L so and so. And we will see we can join all of these together now. And if we go to the UV map, now, you will see. So let's go quickly to our UV map that they're all the same UVs, of course. So press press tab press A. You can see if they're all exactly the same UVs. But what we can do now is We can come in and grab all of these. And then what we can do is we can come and where is it? Pack islands. So we can pack the islands. We can make sure we don't rotate them because we don't want to rotate anything. So just turn that off. We can make sure that we don't scale them in any way. And so we don't want to distribute the scale to be different. So I can now click Okay. You're going to have to wait a little bit, and there you go. It's going to distribute them all over. It's not going to worry about the scale, and now you can see that we've got something really, really nice like this. Now, you will see though that we've got kind of overlapping here. We don't really want that. So what we're going to do is we're going to bring this down. Like so. And now you can see, just how easy that was to actually do all of those, and just how nice that looks. Alright. So that's that bit. Now what we're going to do is we're going to go back to modeling, and we're going to come to these bits. And all I'm going to do is grab them all, A, U, Smart UV, project. Click Okay. I'm going to change this ambient occlusion then or planks. And there we go. Alright, so the final bit on this, then, is let's come to just this part here. I'm going to grab all of this part going around here now. I'm going to leave this bar because it's always I need to have, especially as you wake up your tower. And then what I'm going to do is I'm going to press, You know what? I'm actually not going to do that. I'm going to actually do this myself. So what I'm going to do is I'm going to come in. I'm going to press shift and click, and that's going to go all the way then up this tower, as you can see, and I'm going to right click and mark a seam. So just mark a seam there. And I'm doing that just so I can actually come in and do this wall. So with this wall, then, I'm going to come in Oak shift click Control plus, and then all I'm going to do is I'm going to press P selection, and that then is going to split this tower off from the rest of it. That means then I can come in now, press A, U, Smart UV project, click, and I should now be able to put this onto wall, and it should should look good. And we've see we've got the seam here. So no. We don't want a seam there, so that's not worked yet. So let's come in Oak shift and click, Unwrap. And there we go, now we've got no seam on there. That's exactly what we're looking for. So what happened there was, it's Smart UV unwrapped, but it basically didn't take advantage of the seam we created, and it just unwrapped it all wherever it wanted. What we did was, instead of doing that, we actually grabbed just this part grain around here, press U, and instead of Smart UV, we just clicked wrapped, which means now if we go to UV editing, you can see now it's unwrapped like this, which is perfectly nice. All right. So that's looking good. Now, let's go back to modeling and we'll have a quick look at what we've done here. So let's go for rendered view. And on the next And on the next lesson, then, what we'll do is we'll actually work on this part here. Similar sort of process. You know, we've got we know where these are going to be. We can now put these. We're going to have some little rings going around, and we can actually place them going around each of these. I think that's going to look nice. They might not distribute all evenly, but we're not really looking to distribute things evenly. Now, the one thing I'm looking at here, is, I think, do I want to pull these in a little bit more? That's the one question before I finish? So what I'm going to do is just grab this one, this one and this one because we did join them all up. Unfortunately, let's join, grab all these. Let's also press a little sideways v, I'm a little cursors down there. So And then what I can do now is I can move them over slightly to Z. Let's move it over into the wall. If I press tab, double tap the A. And I think actually that's going to look bad. Yeah, it's gonna look bad like that. So let's now look at this one. So now we'll come to this one, L, L, L and L, and then R and Z move it into the wall. Like, so tab, double tap the A, and there we go. Now it's looking a little bit better than where it was. All right. So these are all looking good. I'm just wondering, Yeah, they've actually got some they've lost some of the hard edges on here. You can see some of the hard edges have been lost like these here. That's easy to fix as well. All we need to do we have got let's have a look. We've got our bevel. Now, we actually apply the bevel with a look at it. Let's have a look. Yeah, we've actually applied the bevel on there. So what I'm going to do is, I'm just gonna grab them all. I'm actually going to right click Shades Move and just turn the angle down. And then you'll notice now that they've got much more harder edge on most of these and they look much, much better. I can see, it's made a hard edge on all of those. Alright, so let's not worry too much about those. All I'm going to do then is save out my work. So file Save, and I'll see you on the next one, everyone. So thanks a lot. Bye bye. 59. Modeling stylized cone shape rooftiles with roof generator and letuce modifier: Welcome back, everyone to Blender four Modeling and John Chen Old Workshop, and this is where we left it off. Now, let's hop back into object mode. And what we're going to do now is we're going to make a start on this one here. So let's come in and grab our actual roof. So I'm going to press a shift D, drag it over, and I'm going to put it into place roughly where the roof is going to be. So and a rough size of an angle of what it's actually going to be. So let's first of all, put it down to where we want it. I'm going to come on over then to my geometde options, and I'm going to bend the rotation round, like so. I'm going to then increase the number of vertices. So vertical count. So let's go up to where we want it. Maybe it's something like that. And then what we want to do is we want to now bend it around. Now, I did tell you that on here, we've got one that says bend roof angle, which we've already seen. But if I put that back and just press control head, and instead of using that, I'm just going to save up more word before doing this, actually. Instead of using that, use the compress button, we can then actually compress it this way or we can compress it this way. Now, if we put this on -180, that'll mean it as a full compression round, as you can see. Now, you can also see that we do have a problem here. In that these get really, really squished. Now, there's a few things we can actually do to fix that luckily. The first one is we can actually come down to where the bend was so this bend, and we can bring it out. And what will happen is that then we reduce those, you know, actual those actually break in at the top. But the other thing we can also do is we can also come up and increase the horizontal count. So if I increase the horizontal count, you can see now how it's actually come much, much better. Then what we can do is we can actually put this into the place where we actually want it. So somewhere around here, as you can see, and I want to then bring that down a little bit. To get it to come up to the right size. Now, the other thing is, we can also scale this as well. So what I tend to do with this, I will actually come in and bring it into each other first. So we've got you know, we've got it going around two, 180. We can't actually alter that. But what we can do is increase the horizontal or increase the vertical like so. So if I decrease the vertical and then bring this down, you can see then I can actually get away with a little bit more like so. Now, when we're doing the top off here, it's always the case that we might need to make them a little bit smaller, so you can see we can make them a little bit smaller to actually get them to fit into place like so. Now, what I'm going to do is I'm going to actually increase the vertical count just one more like so. I'll come over the top again. I'll make sure that they're in line with each other. And that's looking pretty good. Now, the next thing we can do is we can increase the tile width. So we can increase the tile width as well, like so. And then what we can do is we can bring this down a little bit, like so. So we've got lots of options to actually play with. We can also as well bring this down a little bit, and that is also going to help us get this into the right size that we actually want it. Now, let's just fiddle around with this bit a bit and try and bring it down to the place where I actually want it. So I'm going to bring this down. I'm also going to increase the vertical count just one and then going to press the S button and bring it down. And then what I'm also going to do once I've got them right size is press S and Z and bring them up a little bit like so. And I think there is looking pretty nice, and I'm also going to try and bring them a little bit more down without trying to break them. I really don't want to break them any more than what I need to. So something like this is looking pretty good. Let's bring down the horizontal count now, like so. And there we go. We're nearly actually in the right styles that I actually want them, and let's press SM's bring it up a little bit more. You know what? I think that's looking just about right. Now, with the tiles, we don't actually need to bring them all the way up to here, because we are going to have a top on here, which is going to hide that out of the way. What we need to focus on is actually getting these into the shape that we want them. So I'm just so I'm just going to hide this part out of the way. So hide the top of it, like so. And then what I'm going to do is I'm just going to go over the top now, like so. I'm going to grab this one, I'm going to press shift. And I'm going to bring it over now, and I'm going to press R, dead, 180, spin it around. And then I'm just going to put this into place where I actually want it. And you'll notice because we've actually done what we did, we should be able to fit these in place pretty nicely, like so, let's move it over jaws to Tad. And what we want to do is we want to hide this part going up here. In other words, we don't want it to look so straight going up here you can see it doesn't look that straight. We're also going to hide it. With the wood underneath here as well. Now, once we've got it here, the best thing to do now is we need to bring in something that's actually going to bend these in the way that we want them. And that will be a lattice. So using a lattice is the best way to actually do these, and it's like a magic, you know, piece part in blender that really, really helps you bend steps and roofs and all that good stuff, so that's what we're going to use. So what I'm going to do is I'm going to actually grab the center off here, so you can see, I've got the center off here. I'm going to press Shift A. I'm going to come down down then and bring in Maltte and then I'm going to bring my lattice up into place. I'm going to press the S button. Like so. I'm going to press one on the number pad, and what I want to do now is make sure that it's coming out to the outside of this roof. We don't want to miss any of this roof. So I'm going to put it like that. I'm going to press Send then, like so. And now you can see, I've pretty much got all the roof in. If I press seven then, I can go over the top. I'm just making it sure again that it's in the center so that when I come to bend this, everything is going to bend at the same time. Now, if I press one now, what I can do. I can come to my roof. I can press this little arrow, that will put that up, and then I can add in a generate and what we want to do. And then I can add in a deform, and the one we want is a lattice, and the lattice, of course, is going to be this, like so. Now what we need to do is we need to do the same thing on the other one. So all I'm going to do is, I'm just going to come round to the other one. Put this little arrow, press it, add modify a deform, bring in a lattice, and the lattice is going to be this. And now, when I move this lattice, it should move the rest of the roofs both together. So let's come in then and give that try. So I'm going to come to my lattice now. We'll have a different set of options down on the right hand side here. And what we want to do is normally turn up the W. So you can see once I turn up that W, I end up with a load of kind of edge loops going around there, and that then is going to enable me to actually bring this roof in. So if I now press one on the number pad, tab. And if I come in with proportional editing on, and I, let's say, grab the top of this and I press the S button. I should be able to bring it in. Now, one thing I forgot to say is when you're dealing with the lattice, you can't actually use proportion editing on these parts for some reason. I think you can in the old blender, but in this new one, you can't actually do that. So what I'm going to do is I'm going to try and now get this to be the right bend. Now, to do that, before I do anything else, I'm just going to press TH, bring back my main roof. And then what I'm going to do is I just want to hide this part here. So all I'm going to do is press L, And that's not going to work. So I'm just going to press Alt TH going round and press P selection, and then grab it again, hide it out of the way. And now I have something a little bit more to work with. Now, at the moment, I'm not looking to get this perfectly in line with this roof because I can scale it and things like that. What I'm actually trying to do is get the right shape. So that's all we're focused on here. So, what I'm going to do is I'm going to come back to my lattice now. I'm going to grab all of these, like I said, and then go to press the S button to bring them down. And then what I'm going to do is grab all of these. So I'm going to work now a little bit on this one here. I'm going to press the S button, and I'm going to shape it now. So I'm going to grab all of these. I'm going to press the S button. I'm going to grab all of these. Press the S button, and I'm looking for that nice, beautiful shape. So I'm going to press the S button and bring it in. And then I'm going to bring both of these in a little bit. Like so. Bring it in. Bring this one in. Like so. And that's looking pretty nice already. And then we'll work on the bottom. So we'll bring that out. Bring this one out a little bit. Bring this one in. And you can also see as you're working on this, like the line. You can see this line here, how it's going. So you can actually work on the line to actually shape it so you can see we've got a nice slope here coming up and you can see as well where the actual bends are going to be. So now you can see that's the actual shape that we're looking for. You can see this one is a little bit out, so bring it in a little bit. And now we've got that nice, beautiful shape that we're actually looking for. And now you can see just how that looks. Now, the good thing is from this, we can actually as well, scale this out as well. The other thing is, I can also come if I press one again, come down to the bottom and grab all those, I can actually also pull those up, which really, really helps like bring in this to life and bring it out like so, and you can see it's nice and flat on the top. Maybe I've got a little bit too much there. Alright, so all that is looking pretty nice. Now the next thing is we want to actually not scale it yet, but what we can also do is now we can actually come in and still alter this on the fly. So if you come on over to your geometry node, open up your jumpi node here. And then what you can do is you can decrease the horizontal count, for instance, like so, and make these a little bit bigger. You will have to join it obviously back together again, but you are going to keep this actual shape. What we can also do is decrease the vertical count as well, and we can do that then on the other one, bring them together, and then you should have that really, really nice, beautiful roof. So all I'm going to do is increase the vertical count, get them together. And the last thing is we can also increase the to width as well, which will obviously pull it out and make these a little bit bigger at the top. Alright, so I'm happy with mine. So what I want to do now is, I want to scale all this, but I want to keep this actual I don't know if I want to keep this lattice to make it easier to do the other ones or if I want to just create a new lattice. I'm not actually sure. So instead of what I'm going to do is, I'm just going to grab the whole thing like so. So I'm going to grab this and the lattice, like so. And what I'm going to do is just move them over here. So, shift D let's bring them over here, and then we've got this in case we need it for either of our roofs, where we can actually make it a little bit different. Just so we haven't got to go through all that work again. Then what I'm going to do is now, I'm going to come to both of these. I'm going to go to object. I'm going to come down to where it says, convert, convert to mesh, and then finally, I can delete this lighte out of the way. So delete it out of the way. Come back to these now and then just press Control J, join them together. And now what I'm going to do is I'm just going to now shape it into the kind of height that I want. So I'm going to press s and pull it up, like so, pull it down then into place. And there you go. Now, I do need to make sure as well, that it's actually in the center. So we've got our center point in here. So what I'm going to press is Shift S selection. In fact, you know what? We need to press control eight transforms, right click. Set Origins geometry, Shift S and selections cursor. Let's put that down there. And there you go. It's as simple as that to do that. And then now all we need to do is put a top on on the next lesson. Now, I'm happy with this shape. On this shape. I'll make it a little bit different, I think. But for now that's looking pretty nice. Let's have a quick look though before we finish as we should always do. Yeah, and that's looking about exactly as I wanted it. Alright, you can see it's got that wizardi witchy type feel to it, and that's what we're actually going for. Okay, so now, let's save about our work. And on the next one, what we'll do is we'll start getting all of this into play. I'll actually think I'll put a top on this before doing anything. And then we can have one more look at it. Make sure we're happy with it before finalizing it. Alright, everyone, so I'll see on the next one. Thanks a lot. Bye bye. 60. Modeling roof wood support frame: Welcome back everyone to Blender for Modeling and John workshop, and this is where we left off. Alright. So now let's come in and put the top onto this part first. So what I'm going to do is I'm going to do similar to I did here, but a little bit different obviously, it needs to be much, much smaller. So, as well, I also need to put the inside of here. So if I come to this part now, did I actually delete it, let's press tag and see even bring it back. So tag. There we go. I can bring it back, so that's good. Now what I want to do then is, I want to actually shape this to be in line with this part here. We can hide it still under this part because we're going to put a piece of wood into there, but this definitely needs to be shaped so it goes all the way up. So the first thing we'll do is we'll just grab the top of it. So grab the top of this can actually grab the top. Look, is there actually a top there? Let's see. Oh, it's a different top. You can see here, this is this part. So let's come in. Delete that the way. So delete vertices. And then we'll do is now come back to this and grab the top. We'll actually put the top on there shift and click. Then all we'll do is grab the top. Press. Pull it in, pull it up into place like so. Turn off proportion it in just for now. Alright, so let's press one on the number pad. And what I'm going to do is bring in some edge loops now. So bring in some edge loops like so. Left click, right click. And then all we want to do is get these edge loops to just come in. So I'm just going to press the S born and just get them to come back past the actual tiles. That's all we want to do here. Any of that sticking through, press S and bring them in. You don't want any sticking through. Take your time with this because it's just going to be the wood behind the roof. So it is really going to actually hide the fact that there's nothing, you know, behind that roof. So it's all basically an illusion, like most of the three D modeling is. So Alt Shift click S, bring it in. L shift click and S and bring it in, like so. And now we've done that. Let's actually have a look at it in material view, and we can see once we bring in our roof, what it's going to look like. So all I'm going to do is I'm going to come and hide the roof out of the way. So let's just hide this roof out of the way. Grab this then, and I'm just going to mark a seam on the top because I want that obviously to be split up. So shift click, Controy mark a seam. Let's go down the back. We've got a seam already going down there. And from here, then I should be able to just grab it all, press you and unwrap. And then that's bringing our planks. So bringing a material, and we're looking for planks, like so. And it doesn't even mouth it swirling because you can't actually see that in there. So when we do something else, I'll show you actually out and wrap that correctly, you know, if we need to do something like that. But for now, just press lth, double tap the A, and there you go. You can't. You can just make out some kind of dark ward or something in there. Alright, so now, let's come in, and what we'll do is we'll use the top of here. So we'll just grab the top of here. I'm going to press shift then. And then what I'll do is I'll pull this out into the place that I want it. So I want it round about something like this. And then what I'll do is I'll press the eye button to bring it in. And now I'm looking for is just to go past where those actual roof tiles come up, and then I'll press delete and faces. Now, with this, what I'm going to do is, I'm just going to create the kind of wooden parts that are going to go round there. So all I want to do now is just get an even amount. So I think if we go four and then four this way, and then this way, and then miss four, so you can see that I should actually be able to split them up in that way. So four, four, and let's go four, and then we'll go four here, and then press y. And then they should all be split up now. Now, the next thing is, let's just split it off away from the other pox. I'll make it a little bit easier. So I'm going to press P selection, split it off. Control A or transforms, right click, set origin to geometry. Then what I'm going to do now is, I'm just going to press tab, A, pull it up, like so, press the tab borne, and now let's In fact, before we do that wards, we'll just press A and unwrap it, so smart UV project. Okay, and there we go. And now let's bring in our actual bevel, and we'll also shade it smooth. Alright, bring in a bevel, add modifier, generate a bevel, Nut point, not naught three. And there we go. We might want to just make them a little bit smaller. So I'm just going to grab them all, make sure them on individual origins, press the S born just to bring them in slightly light so. Okay, I'm happy with that. Now, let's put our actual top on there. So all I'm going to do is just going to grab the top off here. So I'm just going to grab this top. I'm going to press Shift D. Bring it up, like so, into place, and then I'm going to press E, bring it up. And then what I'm going to do is press the eye button to bring it in. And then I'm just going to lift that up a little bit like so. And then finally, I'm gonna press control. Bring in like two, something like that, two or three. Yeah, bring in three. I think you'll make it a little bit better. Bring this one in. And then bring the second one in. So, so, as a nice curve going up. And then finally, let's put a top on there as well. So I'm just going to press the eye bon. To insert to bring it up, and finally, then just level the top of it with Control B L so. Alright, now we're going to do is we're going to bring in the material. So I'm just going to grab this. I'm going to press. Smart UV project, click. And I'm just the material I'm going to give this is just going to be the roof tile material. So I'm coming over plus down arrow roof, type in roof. And then you're just going to press tab and a sign like so. Double tap the A and there you go. That should be that piece actually finished. And I'm also thinking, you know, on this one, is going to be a spire. But on both of these, I wants to keep them a little bit simpler. So that's why I've done it like that. Alright, so let's have a look at our rendered view. And there we go, you can see, just down nice, that's actually looking with that wood on there. And now let's work our way down then to this part here. And I think once we've actually done this part here, we can then move on and actually start working, start working on our actual terrain. I say, start working because we're actually going to finish the terrain. We're just going to get the kind of outline of it laid out. And this is because it just keeps you invested in this because you can really start to see the model come together, which means that you'll really want to carry on and actually get this finished because there's so much to learn on this course that you'll really, really want to carry this on. Alright, so now we've got that Let's come in then. We'll put this back onto material view. And then what I'll do is I'll bring this up now. So I'm going to bring this up, shift D, bring it up into place. And what I want to do is I want to rotate this round now, so R and Zed rotate it round just so it's not the same as this one. And then on this, we're going to have two actual pieces of wood. So there's going to be one piece of wood like here. So from here coming up to here, and then there's going to be another piece of wood on the outside. So if I press and D, let's pull this piece of wood up and make it much, much bigger. Drop it into place. And then what I'm going to do is I need another piece of wood now. So I'm going to bring this one up again. So shift, bring it up. And what I want to do now is I want to bring these out, you know, kind of make these a little bit bigger on kind of the outside of them. So the way that I might be able to do this is if I come in and grab all of these and might then be able to come in and go to select and select similar, and we're going to select by normals. Let's do that. No, that's not going to do it. So let's try another one. So we'll go to select, select similar, polygon sides. Not going to be that. Let's try one more, select similar. By perimeter. And there you go. Alright, so that one's going to do it. And now if I press alterns, I can actually bring those out and make them thicker, as you can see. So now I'm going to do is, I'm just going to bring that up. I'm going to put it into place then, which is going to be right, right, under here. You can see we do have this little bit in here, which is the top, and I'm going to delete the other way. So L delete. And you can see I don't want to do that. So what I'm going to do is just press Shift H. Come on up, and shift click and then delete faces. And here we go. Let's press lt H, bring it back. And now we need to do is bring this out a little bit further than what it is. Again. So I'm just going to come in and I'll grab it again. Press alterns, bring it out a little bit further. Like so. And then I'm also thinking I'll make this a little bit thinner as well. So all I'm going to do is grab it all, sens head, make it a little bit thinner, and then just pull it up into place like so. And finally, finally, once I'm actually happy with it. I'm going to rotate it round as well. So our head rotate it round, like so. And then what I'm going to do now is rewrap it. So, Smart UVP j. Click Okay. And now what we should have is something like this, and you can see, we do have a problem with this one, and I'm just going to actually have a check on my UV map. And I'm not actually sure why that is. I think it's this one here, so let's actually have a look. What is actually causing that. Let's put this on material view by pulling this over. And let's see what's actually causing that so we can see here. Here it is. It's this one here. Let's have a look. This one all the way up here, for some reason. Yeah, it's split these up, as you can see. It's because actually, we've got the seams on. So if we press A, press control, and what we'll do is we'll clear the seams. And then what we'll do is press. Smart UV project, click. And let's have a look at that now. We're still getting kind of. Kind of the same problem. Let's just have a look what else we've got on here. Do we have? Yeah, we still have our bevel on, so it's not that. Let's actually reset all the transforms. Now we've messed around with it. Let's try that again now. So you Smart U V project. Click Okay. And no, we're still having a problem. Let's come in and just have a look, see if there's anything behind there. And no there's not nothing behind there. So what I should do then is I probably rather than have all of these issues, and we're just going to check this one out. You can see here, this one is This one's absolutely fine. Actually, I'm just making sure so we don't have this issue. And what I'm going to do just go back to modeling a minute. And I don't really want to create these again. But you can see on some of them, we do have a lot of issues on them. So, you know what? On the next lesson. What we'll do is we'll get these fixed. First of all, we'll grab them both. Shift H. So shift and H. Hide everything else out of the way. And then we can really see what we're doing. You see here, we've got one here. We've got a problem here. So yeah, there's definitely definitely going to be issues. We've also got a problem in here. Not sure what happened that. I'm going to pull that out on the next one. And I'm just going to take a start of what we've got here. And yeah, we've got some issues. So let's fix those on the next lesson. All right, everyone. I promise you we can fix them, so we'll fix them on the next one. Thanks a lot. Bye bye. 61. Ading decorative wood framework onto tower using solidify, bevel and mirror modifiers: Welcome back, everyone to Blenderf modeling and jump in workshop, and this where we left off. So, let's come in, first of all, and fix this one. This is an easy fix. We can just come, grab this edge, put this on normal. Maybe a worker normal. If not, we can still just pull it out into place. If we careful with it, we should be absolutely fine with this. Pull it out into place. Like so. Alright. So now what we're going to do is going to come and grab just the inside of each of these. So if I come in, put this on wire frame, for instance, and grab one of the sides. I should then be able to come out, select similar by area. Nope, that's not going to be it. So let's try select similar perimeter, and there we go. Alright. So now what we should be able to do is, we should be able to mark a seam on all of these. So let's now press control and eat and let's mark seam on each of these, and there we go. Let's put this then on object mode. Let's press ltates bring back everything. And now let's just make sure we're grabbing just this one. You can see all the seams hopefully. Are marked. I'm just looking at this one. No se mark, so control, Mark Sam. Let's work our way around. And we've missed some out. I don't know how that happened, but anyway, we'll mark seam. I think it's the Perimeter didn't select them all, but all I'm going to do is just come in and making sure that all of them are marked. There's actually a lot here, so control mark Sam. But I do know from doing this, it will actually fix that issue. All right. So now I'm going to do is come in with Edgelch and I'm going to press Alt Shift click going along here, just on the inside, like so, all the way around. And just follow them round. And I think I've got that one and that one, right click and Mark scene. Alright, the moment of truth, let's press A. And instead of Smart UV project, click on wrap and let's go to material view and tab and there you go. Alright, they are working out absolutely fine now apart from this one. So this one, normally, it's because it's actually got a problem with the seams not being marked properly, so let's actually have a look at that. Though the seams are marked there. The seam is not marked here as you can see. That's it. So control, Mark seam. Make sure it's marked on the inside, which it is, grab them all again, on wrap. Put it on material view. And there you go. All of them wrapped absolutely perfectly. Now, let's hide that one out of the way, and let's come to this one. We can see, do you have any problems with this one? Let's have a look round. Yes, we've got a problem with that there, I think. No, it's not actually. Yes, we've got a problem with it there. So let's do the same thing on here. So you can see already. These are all got the seams marks, all I need to do on this one is just come in, shift click on each of these on the inside. Like so. And then right click and Marco sin, grab them all, A, on rap. And you can see that it said objects as non uniform. That all that means is reset your transformations And that's press tab, and on rap, and there you go. No problems down there. Have a look round just to make sure that everything is fine with this, and there we go. Now what we can do is we can use these on other ones if we need to. Now, we've done them correctly. Let's press altpes then, bring back everything, and here we go. This is what we're actually looking at. Alright, so now we want to do is we want to create something to actually support these parts, and then kind of a round part that's going to go in there. And in between those, we're going to actually put some windows as well, 'cause I think it would be nice if it could have a window in this kind of part here, something like that. So yeah, we'll actually try and do that. So what I'm going to do, first of all, as we did on these ones down here, we're just going to come in. Well, first of all, put that band that's going to go over there. So what I'm going to do is I'm going to grab this window, and I'm also going to grab the bendy wood. And then what I'm going to do is, I'm just going to put this back on global. I'm going to press Shift D. I'm going to pull them over like so. Now what I'm going to do is I'm going to grab this one here. I'm going to grab the center, Shift S, urs to selected. And then grab my window, shift as, and selection to cursor, put that into place, and then now the bendy wood needs to go from here to here. So, I'm just going to leave this over here for now, pull it up. And then what we want to do is we want to start with the bendy wood going up to here, and then have a mirror coming from here and going down the other side just to make sure that it's going to work out properly. So I'm just going to press sons so. I'm going to pull this over them. Pull it down into place, and then I'm going to come in now and just bend it over like so, and then bring them both up. Like so into place. And let's bring this one up as well. Like so. Like so, and then just make it so it's kind of flat there as you can see. Alright, so that's looking good. Now we need to do is just make sure this is in place. So I'm going to pull this into place, and the one thing you can see is the problem you're going to have is that this needs rotate in. So all I'm going to do is press art and Z and rotate it now into place like so. Now, you'll also see that once I bring this other part in, they're kind of going to be out here and we don't really want that. So because it's a bending wood, it enables us then to actually pull it into place. If it's bending like that, all you need to do is just press control or transforms, and it should should put it back into place for you. Also, you can press three as well to pull it out. I tend not to do that, though, what I'm going to do is just try and pull these two out a little bit like so. And there we go. You can see that's looking pretty nice. And we also want to make sure that they can be supported up on the top of here because that's the idea of those. And then once you've got it in, just make sure you have with it. You're never go to have it perfect, by the way, so don't think it's going to look perfect because it's not because it's obviously a cylinder that we're actually working on. But as long as we've got it, near enough in the right place. I think I'll just pull this back just a little bit, just so it's under there, so maybe even a little bit more. So, and there we go. I think I'm actually happy with that. Alright. From here, then what we can do is we can control a transomst clicks at origin to three D cursor. And then what we'll do is we'll bring in a mirror now. So we've got to solidify on here. We've got lots of things on here, actually. Let's bring in a mirror, so we're going to come over, bring in a mirror. And now you can see this is what I'm talking about where we can actually join them together or move them over. So what I'm going to do is, I'm just going to grab this one, press A, and I should be able then to just move them very close together. I don't actually want them joining. I want to join them actually after. But you can see now how we've actually created that shape, and that is the shape that we're actually looking for. All right. So now we've got that. What we want to do now is apply the mirror, so apply the mirror, and we can't do that. So all we want to do is just minus the bevel. We don't want that one, as we know, and then let's come over to our actual resolution. It's already on six, so that's absolutely fine. Let's go to object. Convert to mesh like so. And from here now, let's join them together. So we can see here, we've got these two here. Let's just come in and delete these faces. So delete faces. And then we're just going to press Shift and click, l Shift click. Right click, and we're just going to bridge edge loop, bridge. Where is it Bridge edge loops? There we go. All right. There we go. And you can see that's not worked out for us. So what that means is if we press Shift H, we can see, that because it's from behind, let's straighten this up a little bit as well, so we can see it's a little bit of a mess from there. Let's just press controls d. Bring everything back before we actually did that. So Controls before we did the edge loops, shift H, and let's have a look at the issues. So we can see here, these are the issues. So let's come in. Put it onto x ray. Let's grab this one here, for instance, and this one here. Let's see if we can actually press S&X and bring them together with medium point. S and X, there we go, S and X and S and X. And there you go, You can see that's looking better already. And now we want to do is we really want to join these together. So all I'm going to do. You can see here, we just want to select these top ones. So if I double tap the A, press B and just select these two top ones, like so, right click, we're going to merge at center, and then we're going to do the same thing on these. So just select one, B, right click, merge at center. You can also, of course, come in and use your cleanup as well. We can do it that way. And then what I think we'll do is actually merge these two. So we'll go right click, merge at center. And finally, on the last one, we're just going to press Shift R, and then we'll merge them at center. Alright, so we get something like that from here them, because now we've joined them in that way. What we can do instead is, we can just pull them back a little bit. So if I press seven to 12 over the top. I can actually pull them back and make them a bit smoother. And then I can also press control B and make them even smoother, like so. Let's right click and shade move. And finally, then, let's bring in our bevel. So I'd modifier generator bevel. Let's put this on naught point naught three. And now let's press A, Smart UV project. Click Okay. Let's turn off our X ray as well. And let's finally finally change this basic ward to planks. Like, so now, let's come in and fix these bits because the wood doesn't look right. It looks okay on the inside, on the outside. You've got a bit of a seam there, as you can see, which we might actually want to come in and fix, better off on things like this to fix things like that. So all they'll do is I'll come in I'll mark a seam on the bomb, so control, mark seam. And then what we'll do is we'll go now all the way up each of these, and we're just going to mark a seam on all of them. So right click. Marker seam. So we've got a seam going all the way round, all the way up to here, and then A and and on RP there you go, you shouldn't have any seams draining in, but you will have a problem now with how the woods actually going to look. So now we're going to do is just go over to V editing, and you can see here this is the problem. I'm going to grab this one first, press T, grab this one, L, E. And hopefully, hopefully, these will straighten out. I've never tried straightening out something like this. So let's give it a try T. There we go, and L and T, and there we go, and now grab them both, and then R and 90, spin them around. Now, let's actually have a look at what that looks like. And we can see there, It's actually looking pretty nice. All right. I'm really happy with how that actually came out. Okay, so that's that one there. And now, basically, we can go back to modeling, press altage, bring back everything, and double tap the eight. And there we go. Dad is looking. Pretty cool. I put this some rendered view, there's what it's actually going to look like, once you've got your windows, and that part in. Now what we need to do is we just need to bring in some supports under the roof. And then once we've done that, this part actually is near enough finished. So I'm just going to go save my work, and I'll see you on the next one everyone. Thanks, lot. Bye bye. 62. Manually adding in radial symmetry onto wood framework to wrap around tower: Welcome back everyone to niform Modeling and JoJo workshop, and this is where we left off. Alright, let's put this on Object mode just for now. And then what we're going to do is rotate this around. So what I want to do is I want to come to the bottom V like we've done before, grab this one, shift D to selected, come back then. And then what I'm going to do is set the orientation, or you can actually just press the little V like we've done many times before. And now when we rotate this round, it will actually rotate around our actual cylinder or tower perfectly, and that's what we want. So what I'm going to do is I'm just going to rotate it round to this part here. So rnd rotate it round and maybe have it just fit in in this part here. We'll see in a minute how we're going to fit them all in. Now, the next thing I want to do is I want to bring in another part. So what I'm going to do is I'm going to come to this part again, grab this part, Shift D, Kursta selected. And then what I'm going to do is just move my window down. And now I'm going to press Shift A and bring in, You know what? We're not going to press shift a. We're going to bring in these bendy woods and these other piece of wood here. I'm going to use those in as well. So Shift D. Press the little V again just to get it back to individual origins, and then move these over to the side here, like so. Now, let's start with the non bendy wood. So this one here. What I want to do is I want to bring this down. So I want to scale it down first. So N's Ed, scale it down. Shift S, selections cursor. And then all we're going to do is pull that up into place. Now, when it this pulls into place, it should be behind this part, and then the part on top should be rounded, come in just off for here to really shape this out. So I'm going to press N's d a little bit more, and then we're going to press S and y, pull it back, and then just put it under there into place like so. And then what I'm going to do now is I'm going to bring in this bendy wood. First of all, I'm going to press N D, make it a lot lot smaller, like so. And then what I'm going to do is press Shift S and selection cursor and just try and then put that into place. You can see as well that it's not quite the correct size yet. So Ns, let's pull it down a little bit. Let's pull it out now. And then all I'm going to do now is bend it in the right way that I actually want it. So I'm going to come in and start bending this. Around. And again, all you need to do control all transforms, and then you actually get the shape that you want. Don't worry if it's misaligned or anything like that. All we want to do is get this shape first of all. So I'm going to come in, bend this down, like so, bring this one up a little bit, like so, and then let's bring the whole thing out. So you can see here, we need to right click, S origin to geometry. And now let's bring it out a little bit. Put it into place where I want it to go. And we can see the thickness is a little bit of an issue here, and we want it to be supported under there, or looking as though it's supporting under there. So we can see that we need to let's deal with the actual thickness first. I think that's going to make it easier. So I'm going to come to my solidify, bring it down a little bit. So thickness is not working. So all I'm going to do come back to this, bring the extrusion down. There we go. Now it's actually working. And then what I'm going to do is now try and line it into place. So let's put it in. Let's pull these three out. Like so. And let's think about pulling this part back in as well. And just really focusing on the actual shape of it. And it actually holding something into place. So I think I'll grab this one. And then this one. Like, so. And then what I'll do is just grab this one and this one. And then this one. Finally, then this one. Let's pull it out a little bit. Like so. And there we go. That's looking pretty cool. Alright, now, let's bring down the bottom. Let's also put it into place. So let's put it into a little bit be place. Let's grab the bomb then, and then we'll pull that down. Like so. And then let's just strain this last bit up. By s pulling it back a little bit. So. And don't worry. We can straighten these up even more if we need to. So we can just basically delete this one. So if I come in, press delete versus, you'll see that straightens it up, and you might want to do it that way instead. But I think now that's actually looking fine. So now what I'm going to do is just come to the bottom off here. I want to grab this part here. So this is the bottom of it. I'm going to press Shift D, and then I'm going to press the S button, and then I'm going to pull it out a little bit into place. So it just comes there, press the boron and pull it down, like so, and then they go there, sat on there. Maybe maybe pull them in a little bit. So S and X. Like so, and there we go. I think that's going to look really, really nice. So yeah, that's looking good. Now, let's join it all together. Now at the moment, as we know, this one here has the bevel on. Let's come in, remove the bevel. Let's also come in and go to object, convert to mesh. As soon as we join it to this one then, it will actually inherit the bevel. So let's press control all transforms, that origin geometry. Join it to this one then. So Control J. Join it all to the right click and shade smooth by angle, and there we go. That's that part done. Now, let's bring in just the material. So I'm just going to grab it all. Smart UV project, click Okay. Let's change it from basic wood to planks. Let's also add in the other one, which will be the metal. So we'll come down to where it says, iron dock. I think it's iron dock. Is it iron dock that we've been using? Let's have a look on this one. Yeah, on dock. And then what we're going to do is just go to material. And we can see that we need to wrap it all, I think. Is it wrap? So let's try Smart UV project. Okay. Let's try reset all the transforms. So set origin to geometry now. And finally, let's try again, U V, Smart UV project, click Okay, and there we go. Now, it's on wrap the correct way. Alright, so everything's on wrap there correctly. This part here, you can see they're not right, so we'll fix those, and this part, of course, should be metal, so we'll grab all of this. A sign. And then what we'll do is we'll come now to this part. So just these parts going around here. We should be able to see them on the UV map. Anyway, here they are. So we'll just grab this one, alter, grab this one, alter like so. I don't know why they've come at different sizes. We can spread them out with S and y, so you can pull them out like so. Let's have a look what they look like, and they're looking absolutely fine. The one thing I would say is just make these a little bit smaller on the UV map because I think that the resolution on them was a little bit too high in comparison to these. But now I think they look absolutely fine. Alright, so now, let's go back over to modeling. And now we've basically got the support on there. So all I want to do now is actually come to the bottom. I want to grab this part again. Shift S, cursor selected on this part, sorry, Shift S, cursor selected, like so. And now I can put this into whatever place I actually want to. So now it's time just to work out where you're actually going to have these how far apart they're going to be. So if I grab this one now, press a little sideways V and put it on three D cursor. I can then R Z and pull it round to where I want it. So if I pull it round to here, as you can see, this is the support in between here, so R and Z so. From here, then, I can decide how far over the other side I want it, and then move these around. So for instance, I can now grab both of these. And what I can do is, I can press Shift D, like so, and then r z -45 for instance. Now, that's not obviously going to be enough. So what I tend to do is, I'll tend to instead of doing that, I'll just press R and Z and move them to where I want them. So something like this, trying to even them out. You can see here these are quite even now, and then look down on here and put this at -65, something like that, and there we go. Alright, that's looking pretty nice. We can see this is a little bit out, which means that I should really move this. I'm thinking 65. So if we do another one, so let's say 50, Z -65, and then shifty, Z -65. I just want to see where this actually takes us to. And you can see it's probably going to be halfway between. So 50 Z -65 or -60. Yeah, let's put it -65, like so, and you can see, it's going to be halfway between. Do we really want that? I'm not actually sure if we want that. I think I think what we should do. I definitely want this part in here, which means that there's going to be one in here. So, don't worry, though. We can actually work through these. And get them to be right. So all I'm going to do is just delete all of these off. I think there's one in there. Let's have a look. There's one in there. Yes, there is. So delete that off. Let's press stage, bring everything back. And then what we're doing is instead, I'll grab this one, shift D, and then r and Z just bring it round, where we actually want it. So in the roof like this, you can see there's a little bit more of a gap there. So r and Z bring it round, like so. And I think that looks really nice now. And now let's bring them round. To the other part. So I can also join these together as well. Now I've got them like this. So I can just should join them together. You know what? I think I'll just press Shift D and then Art and Z and bring them all the way round to this part round here. So let's bring them round to there. And then rt and Z, I'll bring this into place, holding this part together. And then what I'll do is, I'll just hide this one, and I'll delete this one out the way we don't need that there. Alternate, bring everything back. Now, from here then, what we can do is we can bring this round so we can press Shift D, r and Z, and then try and line them up so that they're going to be kind of even space from here. So I'm just wondering how many I can get away with. So Shift D, r and Z line them up. L so, and we've got a big gap between these. So we need to go a little bit closer, I think. So r and Z We need to go much, much closer like so, and then will we be able to get more of those in? That's the question. So we'll grab both for these. We'll press R and Z. Like so. Maybe a bit closer, r and Z. Like so. And then can I get one more in? That's what I'm looking for. So Let's grab both for these. 50 r and Z. Let's see how close we're going to be. So we're going to be pretty close, but I think we can actually do it. So we're going to grab this one and this one r and Z. Like so. And then finally, this one, can we actually achieve it? So Art and Z? Yes, and there we go. We've actually got them into place where they're going all the way around like so. They don't need to be even as we said. Well, that is looking pretty nice, and I think I'm happy without that looks. All right. So now what we can do is on the next lesson is. We can bring in our walls. We can bring in this window now and put it wherever we want it. So we could have, for instance, a window here, and then a window out here. And then from there, we're going to actually make a start on our terrain. Alright, everyone. So let's go up. Let's file. Let's save it out. And I'll save the render view until the next lesson. Once we've got the windows in. All right, every once, I'll speak to you on the next one. Thanks a lot. Bye bye. 63. Starting sculpt process of terrai, creating base shape and remeshing it to get consta: Welcome back in to Bnform Modeling and John inode workshop, and this is where we left off. Now, if I pull this up, we should still on the actual wall, like so. And now, if I press art and d, we should be able to put this into place where it's actually going to fit so R Z. And then just decide how high up you actually want your window. And I think we can drop this down, maybe a little bit like so. From there, then we can press Shift and then Art and Z and bring it round over here. So let's put it on this part here, R and Z. Get it in the center, and there we go. Finally, then, let's come to this actual wall here. And all I'm going to do is basically, I think I'll mark a seam on the inside of here. I think it's just going to make it a lot easier. So if I come back to this now. We've already got a seam in there. So if I just grab this shift and clk press unwrap. And then what we'll do is change this over to wall, so wall there we go, and let's have a look, make sure we've got no joining seams anywhere. And tag, double tap the e. And there we go. Now, let's have a quick look around, see what that looks like. Always before you put your render on now, save out your work because it is going to be a lot more cost on your actual blend file. Also, at this point, I will tell you if your blender is crashing, it's normally something to do with V RM. You can see it's using a lot of V RM. It will use the most amount of RM it can use. But if you're struggling, so you'll notice when I go back now, you've still got that quite high. If you actually save out your file and then come in and open recent and just reopen it again, you'll see that it'll drop down dramatically. So there's a little tip there. All right, so let's have one more look then, see what that looks like, and here we go. So you can see now that is really starting to come together. Alright. So now we're on to actually starting with the terrain, which is going to be it's quite difficult to, you know, work with terrain, a lot of the time because of the fact that we've got to make sure that it's all going in the correct place. So we need to make sure that we've got enough room here for the actual lake coming out. We've got enough room for, you know, how far is it going to come over, for instance. We've got some steps that are going to come down here. So the easiest way to start this is, first of all, get the outside scale of it. So the outside scale, where is the fence going to come from. So we can see from here, we're going to have probably coming from here, and then the fence is going to be coming round to here, and then it's going to be going all the way out here and it's going to be like kind of square, but a little bit pulled out at the same time. So let's work that out first. So all I'm going to do is I'm going to come to this part here, I'm going to minus off the material. And then what I'm going to do is press tab, and then I'm going to come in with my actual knife tool. So I'm going to come in with my knife. And then I'm just going to be cutting this out. So don't worry. It's only really rough at the moment. So we're just cutting it out, really, really rough at the moment. So I'm going to have it come in kind of out here, like so. And then I'll have it come in out here because there'll be some steps coming from these. So some steps will be coming down to here, probably. And then let's cut this away, so we want a little fence coming round here. And then going round to here, All the way round. Now, we will need some terrain for the rocks and things coming out here. So we'll have that on there. And then coming round here. And then going back to this part here, like so. And then finally, what I want to do now is I want to just get rid of the outside, so I should be able to select the outside, shift select this outside, rest delete and faces, and you should be left with something like this. And now what you want to do is you want to make a basic part. For the actual pond. So where the pond is actually going to be. Let's put this on. Yeah, we can't really see through it. So let's see if we can put it on wireframe and actually see a little bit better. And this is the hard part because we've got to actually build terrain in this part. So we just want to make a hole in here to actually start to make it a little bit easier for ourselves. So what I'm going to do is then I'm going to press K again. I'm going to start from this part here. And then what I'm going to do is have my pond and where do I want my pond to come from, maybe over here. And now you can see this is the point of the steps. So I want my water to probably come around here. Going to here, like so, and then going around here. Like, so I back then to the beginning. Now, of course, that's not going to be entirely accurate. We just want something to work with. So you can see we've got something like this. Now, let's actually have a look at what we've got. So you can see here this is the pond. I don't think this pond is going to be nearly nearly big enough, but we're going to fix that as we move on. So you can see here I've not got it perfectly or anything like that. You can also see that this bit is way way out. You can see it doesn't go far enough back in there. But all I'm going to do from this then is grab the whole thing, so press A, and then I'm going to press and pull it down into place. So we're going to pull it quite far down because from there, we can actually work on it. And this all needs to be kind of rocks and things like that. And just to have a look, now, you've got a much, much better visual on how it's all kind of going to come together, including the fence around here. Now we're going to do is we're going to come back to this part here. And then I'm just going to press and pull this down to the bottom. So to the bottom up here, where those stones are, where they come down to. So somewhere around there, and there we go. All right. So now we've got that. All we need to do now is press Control A, A transforms, right click, set origin, two geometry, like so. And again, save out your work because it might crash at this point, because the modify we using can crash if you put it up too high. So I'm going to bring in a new one, and the one I'm going to bring in is going to be called remesh, bring in your remesh, and there you go, you should end up with something like this. Let's apply that remesh straight away. We don't need to worry really about how many polygons there is or anything. And if a press tab now, you will see you end up with something like this. Alright. So now we're on two sculpting part. So With the sculpting part, the first thing I recommend that we do is start just pulling out the parts that we really need. So you can see the lake, for instance, we're going to need, where is the stones going to come up to? You can see here, we've got a little bit of, you know, a gap down here. Do we want the water to come up to here? Do we want this to come down to here? All these things we have to think about as we're actually creating this out. You know what? I think, actually, a lot of this is already done pretty nicely, for me, at least. But now what we'll do is we'll go over to object, and then I'm going to go to sculpt mode. And once we enter scalp mode, you'll see that we have a entirely tirely new, set of tools and things like that. Now, the first thing I want you to do is just press R. And what you'll do there is, let me just show you that, so I'll go here. So R. You can see that we can bring down this actual topology, like so. So moving your mouse, you can bring it up, bring it down. We're going to bring it down, something that's a bit more easier to use. So something like that, and then press controller. And then what will happen is as you go in and you can see now, we've got a lot less topology to actually work with. As in old sculpting, it's better to start very, very low and then work your way up as you add more and more detail. And you'll find doing that enables you then to create things like faces or terrain or anything like that, get the major components done first. Alright, so here we are. Let's come in then. Press tab, and let's go to our first one, which will be our move tool. So we've got many many move tools along here. The one I want to use is just this grab. And again, to make your circle, so your radius bigger. It's the same as photoshop. You can press surplus on the little bracket keys to actually bring it out, like so. And then what we can do is we can actually start to pull this back into place. So all I'm doing is, I'm just going to pull this under because I know my water is going to come down to this point anyway. So I'm just going to pull it back. Like, so don't worry because you're going to read apologize it as well. Now, same as photo shop. I think it's photoshop. Now, the same as Z brush, we can also use the shift button. And what they'll do is that will actually smooth it out. So I tend to pull this back into place, press the shift button, just to smooth it out a little bit, and then just keep pulling it back into place. So I just want it to come under them, pressing Shift bond, just drop that down, as you can see. And we're just working with this. If you need to go a little bit closer in, just go a little bit closer in. It's going to be a fairly, fairly long process this to get this just into the way that we want it. But all I'm trying to do at the moment is just pull these parts out like so, so we've got any terrain kind of in the way. So I'm going to pull it all the way out and then pull it down. Like so. Let's pull it a little bit more. And we can also come in as well and hide some of the buildings out the way soon. So I'm just going to shift select it just to smooth it out, pull it out, pull it down, and there we go. Let's pull this one out a little bit. And first of all, you'll notice, I'm just shaping this kind of pond area here. I think I'm happy with how that looks for now, and now I'm going to come round to the outside of it. So when I'm doing this, I'm thinking, where is my actual water going to come up to? So I think it shouldn't come directly up to these parts. There should be a little bit of a gradual drop down on here. And I'm also thinking how big the actual lake and the shape of the lake is going to be. So I'm just going to pull this out a little bit like so. I'm going to pull it up a little bit like so. And then what I'm going to do is bring that in. Like so. Something like this looks pretty nice. And now we've we've got some steps that are going to come down here. So I think the steps, if I come and think they will, you know, maybe come from here, leading down, which means that this might want to come out a little bit like so. Alright, now we'll work round the sides. I think I've got enough room to work with along here. And I'm just making sure if I had a fence here, I'll just pull it out little bit more to make a little bit more room for the fence that's going to go on there. I think I'll tighten that back up in a bit. But for now, that's how I'm going to have it. Alright, so now once we've done this bit, what we want to do now is come to our clay strips. Now I want to make my brush a little bit smaller. And I'm going to show you, by the way, the way to do this with the least amount of brushes because most people's mistake in the beginning is using, you know, every brush that we've got available. And it's simply not the best way to do it. There's a few brushes that are really going to give you that, you know, that professional look, and the rest of them are only really used in specialized areas. So, you know, it could be the cloth brush, which is only used really with cloth or it could be the crease brush, you know, which is used main, you know, for armor and things like that. You don't need to use every brush. So I'm going to show you really, really good ways of using the brushes, and using the minimum amount of brushes and getting an amazing result. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 64. Using claybrush and smooth brush tool for sculpting terrain: Welcome back everyone to Blender for modeling and umpton node workshop. Now, as the title states, this is not actually a sculpting workshop, but I'm going to do my best to show you how to create terrain at least. It's not going to teach you how to create characters or arm or anything like that. But I think with this course, you should actually know what you're doing with terrain at the very least. So now let's go through a little bit of the more options or the more nuanced options when it comes to sculpting. We have, mirror, which we can create a mirror then, but this is not really, something that needs to be symmetrical, so we can't actually use that. We've also jumping back over here, got the radius, but you know I already how to change that. We've got the strength. Okay. And we've got the fall off. Now, the fall off is an important one. You can see we can have a smooth fall off a spear fall off, and it's basically the outside, so you can see the outside of here. So this little circle, you've got an inside and you've got an outside, and that determines what the falloff is going to be. Now, the next thing we've got over here is dye topo. This is an interesting one. It's like the Zbrush one. If I just put this for now onto my clay strips, click this on. You will see if I click this on, let me have a warning. Yeah. Okay, that's fine. If I click this on and come over now and draw on this, you can see that we get this amount of detail at a moment. However, if I come over and drop this all the way down to something like seven, you will see now, if I come back and draw on, we get a lot more detail. In other words, this can be used to add detail onto measures that haven't got a lot of resolution on them, or onto measures that have a lot of resolution on them, it doesn't really matter. So in other words, it doesn't take into account the amount of resolution that's on the mesh already. This can control it separately. So I'm just going to press controls ahead and get rid of those, I'm going to turn those off. And then, of course, we've got the remesh, which is kind of the option that we already have. So we're going to use that now. If we press, we're going to increase this now just a little bit like so. And now whenever I come in and draw on this, you'll see we've got a lot more options to actually draw on this thing like so. Alright, let's make the brush a little bit smaller, and there we go. So now what I tend to do is I tend now to work out how I'm actually going to, you know, kind of sculp this and all of that good stuff. So what I'm going to do is I'm going to come in. I'm going to sculp it a little bit of a time, working my way through all of these parts all the way around. And then we're not actually going to be smoothing it off. You don't need to smooth it off, but I'm going to go to show you a few brushes that will make a little bit of difference. Now, the first brush I want to show you is called inflate, and inflate is mainly used when you've got a problem with the actual thickness of the mesh. So you can see it when I start to inflate it, it will inflate the mesh out. And from there, you can just press control. And actually repologize it, and then that should fix any issues where you've got with holes in your mesh, for instance, or, you know, you've got a bit of thin topology there and you would need to expand it and then just remesh it, and then that should be fine. From here as well, we've also got to place it on. So let's go back to our play strips. If I put this on, you can see we end up something like this. If I press the control button, you can see we can go in as well. So we've got the option to press control press and go in like so. And then, of course, we've got the option to smooth now smooth, should only be used, in the beginning. So when you actually sculpting something, you should then use the smooth, and then you should sculpt it a little bit less on top of it, and you will end up with a much better shape. What you don't want to have doing is going over this and just shade smoothing it up. I see that's what every beginner does to start with. You don't want to do that. You want to get out of that habit. The only time you want to use smooth is in the beginning, just to smooth off once you've got the actual shape. So you can see, I've got a shape here, I've smoothed it off, and now all I'm going to do is turn my brush down, and now I'm just going to come in and actually build it out like so. The other thing is a tablet is helpful in this. I'm not going to use a tablet because a lot of people out there don't use a tablet. If you do use a table, though, come up to edit, go to preferences, and you will have one. Let me just see where it is. It's under three button mouse. I think, let me overlook it's on one of these. And it's over the input. So if you come to input, you need to make sure you tick this on. That then will enable you to use your tablet correctly. Once you finish turning it off, or you won't be able to select things in the viewport and things like that. Just turn that on if using a tablet, and if not, don't bother with that. Alright, so let's crack on with what I'm going to be doing then. So first of all, I'm going to turn this up a little bit. I've got my little clay strips on. You can, of course, test out any of these, but I'm saying I'm using clay strips. And what I'm going to do, first of all, is bring out this part here. Like so. I'm going to also shape this part here so you can see this part here. Like so. So we've got a little bit of you know where the water is going to come up to. It's never going to be perfectly straight like that. I'm going to turn this down a little bit, and jaws keep Doing this bit first. So this is going to be kind of where my pond is. So I'm going to want something that's going to come out like this. And as I said, once you've actually got the shape of it, then you can smooth it off, and then you would go over it, basically. That's what you would do. And give it a nice shapes because the water is a little bit see through. You can see here, I'm struggling a little bit on the amount of detail, but that's absolutely fine because this is just the first kind of passover on this. Don't forget, as well. You can also use the control button. So I'm going to have this sloping down like so. And also, it's a good idea. When you get so far and you've got bits like this. You will see the morgue over them. It starts breaking it. Press control, and just remesh it, and then you should be okay to go again. So something like this. I think it's looking good. Let's make this then this little island in the center. So all I'm going to do is just create a little island. And I think to create a little island, I'll come in and use my inflate. So I'm just going to inflate. I'm going to turn up my size quite big. I'm going to inflate this out, first of all, L then I'm going to press control. And then what I'm going to decide is where it's going to come up to, so I'm going to make this a little bit smaller. I can see here, I've got the right kind of shape now. Going to create a piece of land in the center here. And you can see, it's going to poke out, and that's exactly what I want something like this, like this, and then control again. Like so. All right. So now this bit, I'm just going to come in and make it very uneven because we don't want the ground to be even on the inside. We want it to be uneven like so, because it's a lake after all. And now let's work our way on the inside of here. So, exactly the same thing. Work your way under here. Like so. And then this is the point now where we can actually pull these down, it's in the control bin. Aim for this one, so control, get rid of those parts. And there we go. All right. So we've got pretty much all of that done. Now we want these parts here because we don't want them straight like that. We do want them to have, you know, a little bit of size and shape to them. So let's first of all come in and just turn that one down. Like so. Let's bring this one up. Like so. There we go, and let's come in with this one. Especially in that part there. We don't want any straight lines, in other words, let's bring them out. Okay. Like so. Alright, so that's that bit done. Now what we can do is we don't actually want to know if we can help it re apologize too much because we want to do that all at the end, then we want to start actually bringing in the finer details of the actual scope. So I'm not I'm going to try and get away from repologizing until the end. So all I'm going to do is just work my way over now and look at where I want the, you know, paths and troughs so I think I want this bit a little bit higher. I'm going to work my way around here. Now, the thing is on this bit here. Remember, we're going to have cobblestones here, so just don't go too far if you do. Just hold the shift button down, and then we're going to pull that back. And what I want to do is just have a little bit over here. Make this a little bit here and work out where I'm going to come back to. So I think my fence should kind of come round to maybe something around here, and we're just going to smooth that off maybe something around here, like so. And then what I'm going to do now is I want to actually sculpt out where my path is actually going to go. So I'm going to have it coming down here and down here, and then all the way down here, like so, and that is, I think, going to be my actual path. Now, again, we're going to do this over a few lessons. So don't worry if's not looking the same. Just keep plugging away it. And what I'm going to do now, so I want my path down here and then what I'm going to do is just going to come in and make it even more. So I'm just going to have coming down even more and looking at the slope. And yeah, I think something like that actually is going to be really nice especially with this. It might be a little bit too high, so I'm just going to use control. Like so. And on here, I'm going to press control ar just to re shape all that. And there we go, and I think my path will end somewhere around here. This looks a little bit steep on this, but as you can see, have it not so step, and let's end it around here. All right, so, so control again. Smooth just on this bit. Let's have a look at how that looks. And we can see now we've got quite a nice path going down there with some, you know, kind of rocks coming up each side. All right. So now let's work on this part of the terrain. So first of all, because the paths there, let's have it coming up a little bit on this, just to give it The more parts of that. You can see here, this is what I'm talking about with where you want to use your inflate. You definitely want to use the inflate here. First of all, come in and use your inflate before you actually read apologize it. So just use your inflate a little bit on there, press control, and then use your inflate a little bit more. What happened was it's trying to take some. It's too thin here. I'm just going to inflate it. Press Control again, and there we go. Alright, so that's how far we've got now. What we're going to do now is we're going to actually come up, file, save our work. And I'll see on the next one, everyone for more sculpting. All right, everyone. Thanks a lot. Bye bye. 65. Continuing to create stone design for terrain and addaing staircase onto shape : Welcome back, everyone to blend for modeling and jump node workshop, and this is where we left off. Now, before carrying on with the sculpting, let's go back to object mode. And what I want to do is now bring in some water because I've basically finished around here and need an idea of the height of the water to make sure all of these are the right height and things like that. Just to make sure it all really comes together. So what I'm going to do is just bring in a plane now. So shift, bring in a plane. My plane will come here. Now, remember, we've probably got that little sideways V on. So we'll put it on individual origins. And then what we'll do is we'll bring out my plane into place. Now, from here, I'm going to make it much bigger. And we can see here now we have an idea of where our water is actually going to be up to. So I'm thinking that it's probably going to come up to there. We can see maybe, let's see how far it comes this way, first. So what we're going to do is just pull it over, just so it goes into there, and that is the right height from our water as we can see. Now, what we can see now, we've done that is we can bring this out into place, so I can pull it out all the way over into place like so. And we can see now the water is looking really nice. That's about the right height. And what we can see is we probably need to come a little bit higher on this bit, just to have it drop off a little bit. We can see we've got a little island here, and maybe we need to do a little bit more work on there because I always think like we want some depth to this and things like that. And we can also now get a good idea of the shape of our actual water. So now let's come back to our actual sculpt. We'll go back to scalp mode. And now from here, we should be able to come in and actually bring it up. Let's put it onto clay again. So bring it up. And now you can see, because I've done that, how easy it is now to build this up. Like so. Let's also make a little bit of a kind of big bit on here. So to give it some shape. There we go. That's looking good. And now we're working on kind of the rocks out here. When I do rocks on the outside, I tend to just go round like this, long sweeping strokes, and you'll find that when you come to actually finish these, It will actually look really, really nice. Now, underneath, I always go control and just long strokes again just to shape that underneath. I'm not worried about, you know, breaking anything or anything like that. I'm just doing long strokes at the moment. And what I'm looking at though is shaping this bit now, so you can see, we've got a really nice shape here. Do we actually want this bit to come in so much? I don't actually think so. So all I'm going to do pull it out a little bit. We want a nice shape. But we don't want it in too much. So we want to keep this standard shape, but not too much in. Alright, so now let's do this bit. We have a look at what that looks like. So from here, we can see that we've still got a very, very good view of this. We definitely want this to come out a little bit more, so we're just going to add a little bit more onto this. So I'm thinking that's Yeah, that's looking fine. Mm. I'm just wondering whether to add a little bit more onto it. Make it a little bit higher. There we go. And now let's think about this. Now, this is a bit too rigid over here, so I'm just going to hit control and just round it off a little bit more. And instead, what I'll do is, I'll bring it out on the bottom, so I'm just going to bring it on the bottom. Press control to remesh it. Press control then. There we go. We've got a nice and a round a bit on there. Like, so, and then the bottom control and just bend it in. Like so. And then just work our way around this bit now. Alright, that's looking quite nice there. And remember, we've got some rocks as well, which we can also add on. I think this one as well, we'll add in a little bit of depth on here as we come out here. Like so. Now the thing is we've also got a tree down here, so we're going to put a tree somewhere around here. So just think about where the trees going to go. And I think we'll also bring this out just to the Like, so. And now we come in round. To this bit round here. Again, long sweeping strokes, as you can see, there's not a part on here, apart from the underneath that we don't want to touch. So just take that into account as well. So what we'll do round here is, we're going to bring long sweeping strokes. And generally, when you're dealing with rocks like this, you'll actually bring it in first, so you'll bring it in. And then on the bottom, it will come out a little bit further. So you can see on the bottom here, it's going to come out further. So it's going to be a nice gentle slope as you can see, coming out. Like, so. It only has to be a little bit. It doesn't need to be too much, but it definitely needs to come out a little bit from the bottom. So on here, look, we can bring that up. Like so. And then as we come kind of out here, we can bring it out like so. Alright, so that's looking pretty nice. Now, let's work our way along. Again, we'll start uneven in this. And then as we get round to this part, we'll hold control and then bring this part out. Like so. You can see now we've got a lot of variation. Let's smooth this in. Especially on these bits, we want to give the idea or the illusion of steepness. Especially around these outside bits, Like so. All right. That's looking good. On this one, I'm just going to smooth it out a bit before reapplying it. I'm going to press control as well, because I can see I've got a lot of breaks in my mesh. And there we go. And then on this bit, we've got a round kind of point here. We really want to pull this out just to match that a little bit. Let's just pull it out. Like so. And there you go. You'll see now that when we come to flatten this out, it'll actually look really nice because it's more. You can see how it looks now when we've got that bit in. I think I'll even go a little bit further, actually. Like, so, control. You can see if you zoom out as well, you're able to actually make your brush bigger naturally. So use that as well. Okay, let's press control. We've got some breaking in this mesh, so let's just move that off. And don't worry, as I said, this is not the final version yet. So, alright, let's bring this bit out. Let's bring this bit in. Yours a little bit. Like so. And let's bring this bit in. And now let's do the sweeping strokes. All this. And again, we're not worried about this part. We come in round now to this part here, and on this part, this is where the actual fence is going to come out. So again, I really want to bring this part in where the fence is going to be, and then pull it out on the bottom. So long steeping strokes like so. And just so it looks like there's a bit of a drop off going on there. So down, as you can see, to here. And hopefully, there's going to be enough room there. It's have a look. So there's enough room there really for him to walk round. This is where the fence is going to be. And then we've got a bit of a drop off down here. And this one's a little bit steeper as you can see. All right, let's have a look around there. We've got a bit here that we need to kind of fix as well. Like so. And then I'm just having a look round now at what we've actually got. And if I'm actually happy with that. As a first iteration. And I can see here press control a lot. I'm just going to smooth that off a little bit. Like so. All right. That's looking good. And yes, I think I'm actually happy with that. Alright. So from that bit now, now what we want to do is we want to kind of put in some steps going down here. So before we do anything else, we want to put in some steps going down here and make sure that this is going to look pretty nice going down. You know, you can see already he's going to be walking up here. Is this steep enough? How wide do the steps need to be. And once we've got that then, we can actually carry on sculpting that out. So let's actually do that now. So, first of all, we'll go back over to object mode. We'll actually save our work, so save. I'm just going to check, actually, down at the bombard an side, how many actual polygons this is. 361,000. You can see it's quite high. Now, it is high in the beginning, but we can actually bring that down by a fair amount once we've actually texted it as well, so we can really, really optimize this mesh much, much better. So, for now, though, let's come in, like we said, And let's bring in let's press shift right click first. We'll bring in a plank of wood. So Shift A, you know, we could actually use the steps on here as well. We could use the geometry node for the steps and use that to bring it down. So let's actually see if we can actually do that. So what I'm going to do is I'm going to come in, bring in a path. I'm going to pull it up a little bit. And then what I'm going to do now is press control and A Control A, A transoms set origin to geometry. And then now I'm going to come over to my asset manager. Bring in my geometry no then for my steps. So here we go. Let's bring in steps. So stairs. There we go. Put that on, and then I should hopefully be able to pull this one up. Yes, and there we go. Now I'm going to do is, I'm just going to spin it round. So I'll 90 spin it round. I'm going to minus off the base. I'm going to minus off the hand rails. I'm going to minus off the poles, and I should be left with something like this. Now, of course, we can see these away weight, not thick enough. So let's come in and actually come just to our stairs here. We want the height to be march, much higher and thicker. We want the depth. To be pulled back like so. And so we can also change the length still. We can still deal with the length, so we can actually bring that in like so. We're going to change the width as well and make them wider. And now all I'm going to do is put them into place. So I'm going to go to modeling now. I'm going to come in and put this into place where I want it. So let's grab this and let's see if this is actually going to work. So first of all, I'm just going to get these to be You know, going the right way, first of all, so I'm just going to press seven quel over the top. And then what I'm going to do is I'm going to grab this one. I'm going to turn them. I'm going to press to pull them out, to pull them out, to pull them out. And then to pull them out, and finally to here, like so. And then from there, I'm actually going to pull them down. So you can see now I can pull them down. So you can see, really, really not working like that, but it will do. It just takes a little bit of patience, and we have to come in and start from the front. We also a good idea if you put posh editing on and pull that out a lot, and then you'll see now we've got a much, much smoother angle to that. And then we can just come in again, bring it in a little bit. Like so. And then just come in and pull those up. Like, so, pull this one up, pull this one up, and slowly, slowly get out what we actually need. So let's pull these down. Like so. And I think this is looking pretty good because we've got all of this part hidden. So now I'm going to do is just try, take off proportionality, and now just pull all of these up. Like, so, apart from that one, we don't want to grab that one. I want to grab this one instead. Hold them all up from here, and that's looking really nice. And then finally, now we just need to bring these down a little bit, so you can see here, we need to bring these down. Bring this one down, bring this one down. And you can see that they're not wanting to drop down for some reason. So let's bring them down with this. All right. And let's finally, see if we can bring this down a little bit more. There we go. All right. So now, what it is is the reason why they won't come down in noise is because it's trying to follow a certain type of steps to keep the angle, so steep, but I think that is looking pretty good for now. And I know it's going to you know, take a little bit of time to get all of these things into place. So what we're going to do? We'll just save that out now. And then the next lesson, then what we'll do is we'll get these more into shape, get them into place, and then we'll start sculpting around these because that's going to make it much, much easier for us. Alright, everyone, so hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 66. Refining sculpting form: Welcome Microphone to blend for Modeling and Jomon workshop, and this is the way it left it off. Alright, so now what you want to do is you just want to make sure that all of these are evenly spaced apart. So we're going to do this, obviously with the length, like so and just make sure that when you bring your guy, he's going to be able to walk down them. Let's bring him over properly. Walk down them quite easily. You can see here he's able to step down them quite easily, all the way down to there. You don't want it where there's actually tons of them because we're going to put some grass in between all of these as well. Now what we want to do is we want to. Now we've got steps in. We've got our water in, we've got everything in that we need. Now we can time to sculpt this out a little bit more. But before we do that, let's come over, first of all, to our sculpting. And then what we're going to do is we're going to sculpt this bit out first before we finish. So we can see that we've got steps on here. Let's first of all, drop this down a little bit. Like so. So we're going to drop it down into these bits. First of all, I'm doing the steps. I'm just going to get the steps done. And then from there, once I know there's enough room for all my steps to go up, as you can see, I'm going to come, and I think I'll actually bring this out as well a little bit. Like so. And then from there, what I'm going to do now is the sides. Now, before I do the sides, I'm actually going to turn up the resolution of my actual of this. So I'm going to turn it up. So what I'll do is I'll press turn this up then. I'll turn it up a much higher level. So something. Something like 0.7, I think. Let's try that and then control. And there we go. Alright. So now you can see we've got a lot more vertices. I think if I press tab, you should be able to see now, what have we got 828. So more we've nearly trebled it, actually. So now what we're going to do is come in with our sculpting and now we're just going to bring these out, like so. Well, now it's going to look much. Like, so, and we can see we've still got that problem in there. I think what I'll do is I'll come in. You bring that out a little bit, and then it apologize it. I'm going to smooth it off. I'm going to bring it out. Bring out my tool just make it a little bit bigger. Just to get us over that and then control, smooth everything off, and then reapologize it. Alright, so this is looking good. I'm just looking round Mt build here. Now I'm going to do is come back to my clate and I'm going to make my brush a little bit smaller. I'm just going to now come in and build these out a little bit more. You can see if I'm going a little bit too much on some of it. Don't worry. We'll bring it back as well a little bit. See here, nice, step kind of sides and then come in, make them brush a little bit smaller and then come in and control these parts as well. And the thing is we don't want this two jagged. You can see at the moment. I think I'm going to have to turn up the subdivisions a bit once I've actually got this, so I'm thinking I'll bring this one down. And on here as well. Like, so. Alright, now, let's read apologize it once more. I'm gonna press Sorry, I'm gonna press R. So let's bring it all the way down now to something like 0.3. Then let's press control. And there we go, now, when I come to actually read apologize, sorry, not read apologize. When I come to putting these, you can see now just how easy it is to actually get some really nice effects. So all I'm going to do now is just come in like this. And bring in this rock like this. And from there, then, what you want to do now is you want to actually come into the flat. So flatten, and all we're going to do then is go over these parts with the flatten brush, and now you'll see that we get some really, really nice shapes without doing a lot of work. So you can see here now using the flam brush instead of smooth, you can see the kind of shapes we get, and you can see it looks a lot more like rock and things like this. So again, we're just going to alternate between the play strips and The flattened brush so basically I'm going to bring this in, like so, and I'll just show you on this bit here like this. And at this point, we don't really want to keep read apologizing. We just want to be using now the flat brush. Like so. We're going to flatten it under here. Like so. There we go. I think actually, I've got my strength set a little bit too high on this part. I think I'm just going to come in and bring in some more, so bring in some more. Yeah. And then come with a flat. Like, so underneath. There we go. All right. So now, all I want to do is just come in and flan any edges. I kind of in the way. Like these, we don't want to square block there or anything like that. We just want to fly it out. We're going to work our way round quickly. And the reason is we're not using the smooth is because if we use this, we get a lot more realistic looking terrain, whereas the smooth just tends to smooth everything off and we lose all of that kind of detail. If I use smooth on here, for instance, can you see how quickly that goes down? We don't actually want to do that. So we just want to go over the top of them. Like, so, I'm going to work on the outside first, so all of these. We can also press control as well, and you can actually bring them out a little bit. I'm going to come on over. Quickly come in this bit this bit. Like so. And the other thing is, if you really want you know that kind of realistic looking view, what you want to do is you want to come in now. And let's say we're using the clay strips, for instance, or the clay. You can see now we can bring in a little bit of clay. And we can bring in this brush as well, bring in the clay like so. It's up to you which way you want to do that, and then come in with your flatten brush so the flatten and just make sure you're really up to it real close, and you can see now how you can get a lot more detail on there. The rocks look a lot nicer as you can see, and this would be the way that you would actually make something a little bit more realistic as you can see, so you can see now the closer we get in more actual realism we can start to add to this. But we're actually going to cover this with grass. We're also going to obviously cover it with, you know, some terrain and texture. So we do need to take that into account, so we can get away with a lot less detail on here, let's say. That's why I'm taking a step back. And what I'm doing is, I'm just coming from this part kind of thing. And on these bits, I think on this bit, especially, I'll have to re go over that. I don't think there's enough on there. And also, we don't want to take too many lessons up on actually doing this. We just want it to be right. This is how you kind of do it if you want to go away and create your own masterpiece. You know, we won't be creating a masterpiece in the course, but I will be showing you how to do everything. Alright, that's looking pretty nice. Let's just have a check in here. I think they're all looking nice. Anyway. Let's come right round then just to this part that looks a little bit flat. And then what we'll do is I'll do. What I was talking about on this part. So what I'll do is I'll come in play strips. So, Like, so and so. Let's bring this bit out. There we go, and let's put a bit out on here as well. Like so. All right. Now, let's come in with our flatten. And then I'll come in really close. And start flatting this off. Just like this. All right. So just this last little bit then to do. And then from there, we can actually bring in some terrain. Just a simple terrain, just for now. We don't want to put in the grass or anything like that. That should be near the end. But this is going to give us an idea of what we're actually building and a better view of everything. So we're bringing our water and we're bringing some color on the terrain, which you can see now. If I look from this kind of angle, you can see now just how nice this is all going to look. The other thing is as well. At the moment, we haven't got a material on here. You can also come up and change the material to something like studio, and you might then have a better idea of how this is going to look, especially in object mode. So let's just put that back on, come in and change that back to flat or McCAP then from there as well, you can also change the materials and things like that. And then from there, you can actually change how it actually looks, and it might make it easier to actually bring out. Also, if you come over here, you'll see that you've got your brushes over here as well. So you've got all your brushes on here. If you look on these, you'll see that this is your brush that you've actually got. You can change a lot of the things on here, including the hardness, including the radius of it and change, you know, the fall off of it and all that stuff. So falloff is here, for instance, everything can be done for here. Alright, but that is the most we're going to be doing with the sculpting. We've pretty much finished the sculpting now. So what we're going to do now is move on with the actual built. So what I'm going to do is going to go back now to object mode, and here we are. I'm also going to make sure that run object mode at the moment, I'm kind of not. And the reason is, of course, because I'm in sculpting. So let's go back to modeling, put that back on, let it load up, and there we go. Alright. So this is really, really nice. You can see we've got a lot more detail on there. I think that's come together really nice, and I'm just looking around now. And once we've got our terrain on there, it is going to look really, really good. Now, the one thing I'm worried about is if I go to sculpting mode from here. Yeah, it actually looks bare on there. So when I was doing it in the sculpting mode, for some reason, it actually didn't look the same. So I'm just going to have a look, actually, with my flabruh. I'm just going to come back, go to my flam brush. Yeah, and I think it was in the wrong one, and now you can see that we're starting to get a much, much better detail on there. For some reason, it was not detail in it properly. So yeah, on the sculpt option. But anyway, it looks better now as you can see. I think I'm going to leave this as it is. I think I'm happy with it. I think it's going to look really, really nice. You're going to smooth off these little bits, with the flattened tool. Like so. Went way around here, especially around this bit here with these lumpy bits as you can see. And you can see how easy it is to get those rock formations, the way that I've showed you how to do it. With a couple of brushes. And I think the last thing is then we'll just flatten this bit off because on here obviously, we're going to have our cobblestones, so we just need to make sure that especially on this bit, for instance, that it is dropping down, so the grass is dropping down. D here. Like so. And then on this bit, there we go. Okay, that's looking good. I don't think I need to do anything else on here, apart from saving my work. I'm gonna save my work out. I'm going to actually put it back onto object mode. And then on the next lesson, then, we'll get that material on here. We'll get our water in, and we'll go from there. All right, everyone. So I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 67. Adding water and refining staircase engraving within terrain: Welcome back everyone to Blender for Modeling and Jump Conde workshop. Now, let's come first of all to our terrain, and we're going to bring in a simple terrain. So all I'm going to do is, I'm just going to come over to my material. And I think actually, we'll go over to asset manager because our terrain will be over there. Now, I say it's simple, meaning that we're not actually going to be doing anything with it right now apart from just dropping it on there. So you'll see at the moment we do have one, which says, ground material. This one here. This is the one we want to drop on. So the moment I drop that on, hopefully, It's going to take a little bit of time to think about it, and then it's going to work like this. Now, the moment, it doesn't really look like anything at the moment. Let's put it on to render view and have a look what it looks like on there. So let it load up. And there we go, There is our simple terrain. Lots and lots of problems with it, as you can see. Now, we're not going to jump into this right now. When we come to actually texture this, so if I go to my shading panel, I can show you how this is all set up. This one is a little bit more complex and it is actually three different materials. But for now, what we're going to do is we're going to build it out a little bit more. So build out the kind of structure a little bit more before coming back to this because this is a little bit harder to do than the other actual material. So what I'm going to do now is also bring in my water, so I'm going to come in to asset manager again. And then this time, we're going to bring in our water, which is this one here. So stylize water. Drop that on there, and there we go. We can see that's what it looks like. Now, again, I'm going to press Control or transoms right click, origin geometry, press the taborn and just make sure it's wrap correctly. So unwrap. And there you go, you can see it looks like this. Now, let's make sure, first of all, that it's actually going into all of those nooks and crannies where it should be going into. So this is looking pretty good. This is obviously on our rendered view as well, so you can see just how nice, that's actually going to look now. And the other thing is that we should do before moving on now is work out like whereabouts this door is going to go, is it going to go there. Now, the other thing we should do, before actually tackling this big tower here is we should actually bring in our actual support that's going to go all the way around here and then bring it up to our actual door, which is going to be around here, because from there, we can actually start building this out. This is the hardest tower, by the way by far, just because of all the little intricacies to there. All right. So what I'm going to do, though, I think before starting that, I can see I still have a little few problems in where my stairs are. This is a little bit too small. This is not coming up high enough, as you can see. So I'm just going to go back to modeling before doing that, and just finish off these properly. It's a little bit too small going down there, as you can see. We can see we've got some really large gaps going down there. So I'm going to do is press tab, grab this and I'm just going to put it again onto scalp mode. And then what I'm going to do now is just kind of finish this off because I want to make sure this is right before doing anything. So all I'm going to do is just pull this back a little bit. I'm going to zoom in a little bit more. And then what I'm going to do is make this a little bit smaller and kind of build this out a little bit. So I want to get away from also, as well. I don't want to actually do too much because I've basically finished this. So all I want to do is just make sure that this like these gaps in here are coming up a little bit, because we are going to add some grass in there. So we just want to make them slightly hidden, like so. And we certainly don't want to have them, you know, we can't even walk down the steps because there's not enough gap here like this one here, for instance. So basically, I'm just making sure there's enough of a gap, and then I'm just going to slightly cover them up like so. And then what I'll do is I'll re apologize and we should not lose any of that, what we've actually already done. So you can see I'm quite zoomed in here. Like the grass will cover up a lot of this, so that's good. Like so Like so and the final one then. Like so. All right. Now, let's press control. Let's see if we actually lose any detail. So control law. Let it think about it and looking to see if we lost any detail, and no we didn't. We didn't lose any detail. So that's really nice. So all this now is actually done, and it's a perfect actual floor. Now, if we go back now and put this on object mode. And then we go to render view. We should have a good idea now what these steps are going to look like. And just looking to make sure there's a little bit of a gap there. I don't think I'm going to worry about warm little gap. And I think actually that's looking pretty nice. Alright. So now, let's come back then and we'll start on this support over here. So to do that, let's bring in our planks geometry note first. I just want to make sure as well that this here is the right shape. I think at the moment it can probably come in a little bit more on this part, so Just actually fix that. So what I'm going to do is just press control, bring in another one, shift and click, and let's just bring it in a slight bit. So just slightly, bring in this part, s a slight bit. And then bring in this part. Like so. And I think that then looks a little bit bad. Now, right click and shade Auto smooth. We've got a big line down there, but we're gonna saw that out. I'm not actually sure what's causing that. Oh, it's the sharp on there, so I'll just press control lee and we'll clear the sharp. And there we go. Now we've got a good idea of what that's gonna look like. And I think that's gonna look pretty good. Alright, so let's bring in our planks of wood. So I'll come in over. To asset manager. I don't think we've used our planks of wood yet, so let's bring them in. I'll put it on object mold instead. I'll turn off the X ray. And then what I'll do is I will come on over to my geometry nodes. And the one we want is planks this one here. So let's bring in. I think it works with. I'm not sure if this works with planes or cubes. So let's just bring in the cube, put our plank on it, and let's actually have a look if that's actually going to work. I think I'll put it on my guy. Yes, I did. I put it on my guy. So let's just put it on the cube. There we go. Alright, we've got our planks. Let's go back over to modeling. And then what we're going to do is just press tab. I'm going to go over the top. And first of all, I'm going to make sure these planks are the right size. You can see that probably probably a little bit for polling. Actually, they look about right. Yeah, they look right about right size for planks. Maybe we want to make them a tiny, tiny bit thicker, so let's come over to our planks. And on this um you know, the first thing we're going to do is just mess around with the whip. So we've got a width here, and we've got a length. So if we mess around with the length, we can pull that out. Now, let's go over the top. Now we know that the right length, the right thickness, looks about right. We can pull them up now into place where they're going to go. So if I go over the top, bring it into place. And what I want to make sure is that they come to this door. So if I spin this round, 90, spin it round. To this door. Like so. Let's put them into place. That's where they're going to go. Like so. And then we'll build to see. They want to come really just to the outside of here, like so. Around about something like that. And we might as well, probably just carry them going all the way along. So I'll think what I'll do is, I'll bring them actually all the way to here, all the way to there, and then we'll use a curve to bring these to the right way. I think I'll have to use the curve after. I don't think I'll be able to curve them round from here. So what I'll try and do is while I've got the jump you know there is I'll try and use the curve at the same time. So let's do that now. So what I'm going to do is increase the count. Obviously, it would be going the wrong way. So I'll say 180, spin it around. Let's increase the count even more like so. And let's see if I can actually use a curve then. So what I want to do is I'm going to put over the top of here. I'm going to press Shift S, cursor selected shift A, and I'll bring in a bezier curve. Cause the thing is, we have got some bending on these. Not bezier curve, sorry. We're going to bring in a curve, but it'll be the path. So we'll bring in a path. And then what I'll do is I'll just bring it up. I'll press S and bring it out. I'll press R, t and 90, and just then bring it across. And the reason is because the thing is we have got some bending on these, you can see bending, but it's not actually going to be bending it around here. So we have got a curvature but you can see it's not really going to curve it around exactly as we need it. So that's why we don't want to use that. By the way, if you ever set one, you're not happy with it, just come down and reset default value, and then it'll just reset that for you. Alright, so let's first of all, see if this curve actually works before we go into anything on here. So what I'm going to do, I'm going to come, put this up, add modifier, and we're going to generate deform and go to curve, and the curve is going to be this nervous path here. Then what I'm going to do is bend it round. So if I come now to my nervous path, then this around, so you can see now it's actually going to follow that. So that's great news. But what I can do now is I can actually bend this curve going round, come back to my planks, and then just put them back into place. So I want them against my tower, and I'm going to pull them back into place like so. All the way over s to the start of here. Now, before finishing, I do want to make sure that these are going to go all the way to where I want them. So they're going to come all the way out to here. And then what I want to do is come to my curve. And I want to pull this curve out. I'm going to press and x and pull it out a little bit, like so. And then what I want to do is now I want to pull these all going back to my actual tower, so you can see something something like this. Not quite though, because we need to get in like this. And we just want it to follow that tower. And I'm also thinking, I I can rotate it, can I rotate it round? No, I can't I can't rotate it round. So let's pull it back into place. Let's then pull this into place like so. Let's pull it into. Like so. And let's pull this one out. Like so. And let's also pull this one out. Like so. And then you fiddling around with it? Like so. And I think I want it to go Jost up to there. And I'm just looking now at this side. I think we'll do is actually. I'll add some more in before. So before going any further, let's increase the count, and then we'll pull that back this way. Just to the start there again. And then from there, what we can do is now, we can work out how thick we want these planks of wood, how uneven we want them. And you'll see at the moment. It doesn't really look like anything. But as soon as we actually start pulling this all together, you'll realize just how powerful this is. All right, everyone, so hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 68. Modelling Second Floor of wizzard tower, balcony walkway: Welcome back everyone to Blender fall modeling and Jumping workshop, and this where we left off. So we can see here now, we have got some problems with our curves. So let's come back to the curve. Let's maybe put another one in here, so right click, subdivide. That maybe make it a little bit easier to get the kind of angle that we want. So we're going to pull it into there. Let's pull this one across a little bit, making sure it's still on there. And then we'll want to do is I probably going to want to extrude this out, just to bend it a little bit. So if I come over the top again and I press, I can extrude that out. And then what I can do is I can pull these back. So back to my planks. I know it's a lot. Fiddling about, but you are going to get much, much better look if you actually do this. So now we'll come back to our curve. We'll grab this curve here, and now you can see I can actually bend that into place the way that I want it. Alright, that's looking pretty good. The only thing is that I can see that this needs to probably come out a little bit. Same as this one needs to come out a little bit or move over here a little bit, like so, and then let's pull this one out. Like so. And like so, and then let's pull this one over. Like so. And there we go. I think that looks as good as it's going to look. And now we just need to pull them up a little bit. So I'm going to come back to my planks, pull them up, where I want them to go. And then I want to increase the number, so increase the count to round about there, under this. Now, this is the time when you need to decide, are you happy with the height of this? So in other words, I can pull these up right now and have them draws going over the top of there. It just means though that I'm going to have to pull this up and the door, just a tiny bit to sit on top of that like so. Now, now we've got that in the right place. The next thing we want to do is want to come to this geometry node. And now I'm going to go through all of the options on here, because it's going to make a game changing difference to how this looks. At the moment, it looks a little bit sterile, I know, but we're going to change that. So first of all, let's come in to our resolution. So the resolution, if I turn this all the way down, you'll see if we go into the wire frame, you can't see anything on there. If as soon as we start turning this up, we've got a lot more resolution to this. And we want that. We want actually some resolution to get that nice pen for us. Let's put this on object mode, then. The next thing we're going to do, is the gap between the plants. And we can bring this gap all the way down to nothing or bring it all the way up, and we can have much, much bigger gaps in there. Now, think for me, I'm going to leave it on 0.15. I think that's absolutely fine. And the other thing is, we're able with this got no two kind of change the gap so they're a little bit more uneven. Next of all, then, we've got the thickness. Now, I think that actually these need to be a little bit more thick, so I'm going to bring them out, make them a little bit chunkier, and then just pull them down a little bit more. And then what we're going to do is the thickness random. We're going to change that a little bit, just make them a little bit more uneven, like so. You can see already now it's starting to really come together. I might have got a little bit too much on this. I'm going to come and bend it down. Getting them slightly uneven. You don't want too much when you're doing things like this. Next of all, then, we've got the width, and we already know what the width does. It's like the thickness of that. I'm just going to put that back to what it was. So I'm going to leave the width because I'm happy with the width, and all I'm going to do is change up the width randomness to make them a little bit uneven like so. And then finally, we've got the length. And the length is obviously, how far these come out. I'm happy with the length of the moment because they fit right along here, but I just want to increase the length, randomness, and I think that then makes all the difference. Finally, then, as we come down here now, we've actually got one that says bend minimum. And you will see now we can actually bend these up and down. And it is, of course, You can see it's quite lumpy here because it's based on this resolution. As I turn that up, you can see that we've got a lot more resolution. Let's just go back though and put this down to what it was. So we're just going to before we bend them, and we've also got a bend maximum and a rotation. So let's first of all come in to the bend. We're going to turn it up very, very slowly or very down, like so. We're going to turn the other one down a little bit, like so. Now we've got a lot of unevenness on there. And then finally, we're going to go to the rotation. Now, the rotation is going to rotate these things up and down and not bend them. So you can see it's looking pretty crazy like that, but let's just turn up the rotation, randinss just a slight bit. Like, so, slight slight bit, and then let's turn up this one to the side, as a slight bit. So I'm just going to put on 0.5, maybe. And there we go. Alright, Dad is looking really, really nice. I'm happy with that. And now what I need to do is I need to actually put some kind of supports under here before doing anything else. So I need a really, really large support coming under the outside of here, going all the way around here. Now, we've already got a curve in here, so we might as well use that because that'll be the perfect way to actually get this support going in there. And what's more. We can also use this curve to create a kind of fence rail that's also going to go around there. So we're going to do that now. So, what I'll do is I've already got this here. So this will make a great thing. We've also got the curve one as well. We could also use that and we can curve it around there. But let's give it a try with this because it might make it a little bit easier. So what I'm going to do is press Shift D. I'm going to then bring it up into place. I'm going to rotate it round. So x 90, rotate it round. I'm going to press S and Z. Sorry, S and y, to pull it out, like so. And then all I'm going to do now, is basically, I'm going to add in some edge loop. So control, add in some edge loop because if not, we won't be able to bend it around there. And then what I'm going to do now is I'm going to add it to this. So I'm going to come in, add modifier. We're going to look for a generate sorry, a deform, and we're going to look for curve, and the curve, of course, is going to be this curve here. And then what we're going to do now is bring this back, hopefully. So let's try and bring it back now, and hopefully it will curve. Exactly we want it. Now we can pull it down. Now, of course, we want this to be on the outside. So you can see on the outside of here, so you can see and bring it down. I can also bring it in or out. So right on the outside of here and you can see how it follows it around beautifully. And the other thing is, if I press tab, I can also then press A. I can press S and y and pull it out even further. So S and y, pull it out, and then press tab and you can see how we've got it going all the way to this end of where we want it. Now, I think it should only really come up to roundabout here. But rather than decide now, we'll just pull it out, and what we'll do is we'll pull it all the way out just to this part, just so it goes under this part, so I'm going to pull it all the way out, so it goes under this part here, like so. Then what I want to do is just make sure that it sat underneath there, like so, and all of these parts are sat on there. Finally, then, I think I also want to make sure that it's got maybe. I don't actually, you know what? We'll leave it like that because the subdivisions on here are probably going to work out bare for us because we can probably do what we did with this one over here, where we've got the split like so. And I think I will do that on this as well. Alright, so it's going all the way around there. That's absolutely fine. So now what we'll do is we'll actually come to the next part, which will be the actual fence then. So let's do the fence now, which is going to run on top of here. Now, I said, I would make a fence, and I never did in the end, to use, and we keep making them and not actually keeping any of them. And unfortunately, then, we actually end up bending them, and then we don't have one straight one to actually use. So what we'll do is we'll press shift A, we'll come in over, bring in a cube, And then what I'll do is I'll make this the same size as the fence down here. And we will want to make this fence because we're going to want it going around there as well. So this time, we're going to actually make our fence. I'm going to pull it up into place, make it a little bit smaller. So something round about this size, and then I'm going to press tab, grab the top of it, pull it up without portion hurting on to where this one is going to be. I'm going to press S, pull it out, and then, and then S, pull it in, like so. And now you can see, it's a little bit bigger than this fence. So let's make it a little bit smaller. So I'm going to press tab, S make it a little bit smaller. And then what I'll do is I'll pull it up. And now you can see the round about the same size just needs pulling down. Here, into the floor, like so. All right, so we've got this part. Now, let's create this part here. So kind of like this. And all I'll do is I'll press control A or transforms, right click SurrogenGometry. Shift S, cosa selected. Shift A, and then all I'll do is create another cube. Press the S borne, bring it down, and then I'm just going to pull it out and see what that's going to look like. So SN then just pull it out, like so. Now think this. That's going to be about the right width. And then I'll just grab it again. Shift And then let's join it together with Control J. Control or transforms, origins geometry. And now let's level it off. So add modifier, generate a bevel, uh point or naught three. And finally, then let's come in, tab A U Smart UV project, click, and let's bring in the material. So the material is going to be planks. Like so. Let's have a quick look at what that's going to look like. And you can see now because we've got more things in the actual scene. It's taking much, much longer to actually render it out. The one thing is that this if we hide this, so let's put this actually in terrain before we do anything else. So I'm going to do is go to uclection terrain. And then I'm going to click Okay, and then that's going to drop down there. And from here, then I'm going to hide that out of the way. And you can see now it's going to work much, much faster than what it was. Alright, so this is looking good. So let's then put this over with our piece of wood. So I'm just going to put this over here. I'm going to also call it a primitive as well. So I'm gonna pull it up to where these are. Then what I'm going to do is press M, and I'm going to drop it in my primitives. Like so. From there, then I'm just going to grab it again, shift D. And before I finish, I just want to make sure it is I press one, the right scale. So if I drop this down here, that is perfectly the right scale. Alright, so let's bring it up and on the next lesson. We're going to array this, and we're going to get it fitting around here like so. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 69. Balcony Curved Section, adding railings and refining shape: Welcome back everyone to Blender for modeling and John Conard workshop. And this is where we left off. Now, at the moment, we haven't going subdivisions in this part here, which means that when we put it around here, it's not actually going to bend. These are going to be pretty straight. So just take that into account when you're actually doing this. I'll show you what I mean as we move on further into it. But first of all, let's put it where it needs to go. So I'm just going to pull it up, so it's going to be placed on here somewhere. So we've got a good place of work to start on top of that. And then what we're gonna do is we're going to come over to modifiers. Put the bevel up, add modifier. It's going to be an array. You can see that ray is fitting in near enough perfectly, so that's quite good. Let's pull it back one like so. And then what we're going to do is a rate a few more times. And then we're going to add in another one on deform. And that, of course, will be our curve. Let's come to our curve. Let's put it into place like so. And now we've got the problem of it is, did I reset my transforms? I think I did. So I think I just need to change where it's actually going to go in here. Can see, that's nearly it. It's following really nice. It's just the wrong way round. Sometimes this will happen. Don't worry if it happens. We just need to find the right one, so x is not it. It might be the first one, or it might be this one. Let's see if it's this one. See if I can actually pull it round, and there we go. Now they're upside down though. So I need to change them round, so let's put it on Zed. It must be the first one. So let's put it on X. And instead of doing that, let's spin it around, so our Zed 90 and there we go. Alright. Finally we got it into the place where we want it. Let's pull it out then. And there we go. Let's put it into place. And we want that basically coming near north into this here. So just into here. And there you go. That's actually fitting really, really nicely for me. Now, you can see, if I double tap the A that these are really, really straight. But what you can do to fix that is if I come in to this, because it's a raid, I can actually get away now. We've add in some edge loop. So add edge loops in here for left click right clip. Press the taboid and now you'll see they actually bend round, and I think that actually makes it look, much nicer. Alright, so you can see now, that if you put on your render view, this is really, really starting now to come together as you can see, so you can see we've got this coming out here. People are going to walk down here. The one thing I would say is, this is not far enough in. I don't know if I move this out or something, but this is definitely not close enough in now. So what I'm going to do is I'm going to actually move this in a little bit, so this curve. I want it to be moved all the way in. So I'm going to hide the top of here. And split it off because this is the detrimental point of this part. So Control plus P selection. And then what I'm going to do, go back to object mode, and I'm going to hide this. So H, hide it out of the way, seven to go over the top, and now I can really see where I need to get this curve up to. Can I see where I need to get this curve up to? Actually, it's not really helping too much because 'cause I think it's 'cause we haven't go top on, so I'm going to have to do it the other way, come into my curve, press the tab button, and then let's get this curve into place so we can see we're miles out on this part. So miles and miles out, let's bring it in. Bring it in, bring this part in. Bring this part in. Let's look at this part. Let's bring this part in this part in. There we go. Now, we want to actually pull this out a little bit, so I'm going to grab my curve here. Like so. There we go. Now we can actually pull maybe this part in a little bit like so. There we go. Everything has followed along. So that's really good. And now let's have another look at what that looks like. So double the A on our rendered view. Now you can see that's looking just tons, tons, bad. Alright, I'm happy with how that looks. We've got enough room in there. The one thing I'm thinking is maybe, and this is the time when you really want to change things if you're going to. Maybe we should put our door here. And maybe we should bring this back a little bit because it looks a little bit too thick at the moment. So what I'm going to do is I'm going to come to my actual wood, and all I want to do, I think it's the width. Let's see the width. No, it's not the width. So what it's going to be, let's go to material instead. We're going to change down. It's either the depth, it's going to be the length, so it's gonna be the length. So let's turn that down. And there you go, now you can see, I can pull that back. And then what I'm going to do now with my curve. So I'm going to come to my curve. I'm going to actually move the whole thing into place. Like so. And now you can see that this is going to have to be moved along a little bit and then taking some of these off. Same for this. I'm just looking now I'm thinking that it is looking a little bit better because it's a little bit thinner on there. And I know it seems a bit of extra work. But what I'm going to do is, I'm just going to pull this back just a slight bit. Like so. I'm also then going to pull the fence. Just back. Like so. Just so it fits in a little bit bare. And I'm also thinking that I need my fence now to probably come one less or one less, and then let's bring it round into place. And then I want this now to start round here. So with this one as well, I'm going to pull this round into place, not on there. I'm going to use the green, I think it is. There we go. And then on this one, I'm going to reduce the amount of counts, but let's reduce it by two. Maybe one more. Let's try one more. And I think actually looks bad, not actually joining that. I think let's turn it down one. Yeah, I think it looks bad just like this. So yeah, I'm going to do it like that. One thing I do want to do is p this in a little bit. There we go. And this one here I can get rid of it if I don't need it. And finally, then just these are we happy with these? You can see it needs coming over slightly from here. So I'm just going to bring it this way. Onto here, like so. And there we go, I think, actually a much, much happier Who that looks now. Let's put it on rendered view. And yeah, it looks much, much beater. It was too wide. And now it looks much bare from this, as you can see, from this view. It looks just a ton bare. So yeah, I'm happy with that. Alright, so now what we're going to do is, we're just going to go back to object mode. We've got our planks on. Let's come to these now, first of all, and now we'll start implementing these parts into it because I think we've pretty much finished on here, so all we need to do now is tidy all of this up, you know, get another plank of wood going across there. And just tied it all up in general. So all I'm going to do, I'm going to come to this. We've got a bevel on here. So I'm going to come actually, I've got a curve on here, so I'll apply my fa so control, apply my curve Control right click shade Auto smooth. And then what I want to do is, I want to make these a little bit uneven as well. So I'm going to come in. And I don't really do I want to make them uneven, I do want to make them just a little bit more rough. I think what we'll do is we'll come in, we'll grab one of them and just pulled it down, like so. We'll grab this one. And with actual proportional editing on, make sure connected only is on. We can then just pull them up like so, and we'll just do it this way, just to make them a little bit more uneven. So we're just pulling them down lightly as you can see, And it's just those little extra touches that do make a large difference. So you see here, let's pull this one up. And finally, let's pull this one up. And there we go. All right. Let's look in a bit more and even now. And then finally we can come in, A, and we can come to mesh, transform, and we're going to go to randomize. And then we're just going to turn this down. 0.1. And there we go. They're looking good. And then finally, we're just going to come in and press U, Smart UV project click Okay. And now let's have a look at what we've got there. All right. They're looking perfect. That's that bit done. Now, let's work our way down then to these planks of wood. All of the planks look really nice, we've got a plankre which I'm not sure about. I think we'll need to keep that because we'll need some stairs going up here. These are the hardest stairs, by the way to do. So I'll think we'll keep that. All we'll do then is come to object. We'll come down to convert, convert to mesh. And you know what, before doing that, we'll actually take these. And what we'll do is we'll press Shift. And I'm just going to drag them over, and they're going to look like that because all I want to do then is minus off my curve, and there we go. I'm just going to put these over here, so we've got some planks of wood in case we need them for anything else. So we're just going to put them over here. Press, put in our primitives, and there we go. We don't need to worry about those. And now, finally, let's convert these planks. So I'm going to go to object, convert to mesh. So. Now, let's look at our planks. So first of all, They haven't got a bevel on them. So let's sort that out. So all I'm going to do is come in, press control or transforms the origin to geometry, add modifier, generate a bevel, Naught point, aunt three, like so, and then let's add a different material. So I'm going to come in Planks. So PL planks minus this one off. And there you go. There's your planks of wood. And they should be already unwrapped because we made the geometry notes automatically is wrapped within the geometry node itself. So you can see they're looking pretty nice already. Alright, so now what we need then is this part. We're gonna do this part on the next one. We'll actually make sure that all of this then comes together. We're going to need another piece of wood that's going to go in here, for instance, and then it's really, really going to start coming together now. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 70. Adding Second Floor staircaise using geometry node staircase generator: Welcome back to everyone to Bendap Modeling and Join Old workshop, and let's carry on then working around here. Now, first of all, this is going to be way too long. But what I want to do is just apply the curve. Now, I can't apply the curve. Oh, maybe I can actually cause this wasn't a curve in the beginning, so maybe I can just press Control A and apply that. And then what I want to do is obviously cut this down two sides. So I think I'm going to bring it to here and then pull this back a little bit. So let's give that a try first. So I'm going to press Alt Shift and click Control plus. Bring it back to the delete faces. And then what I'm going to do is bring back this now. So if I come in, lt shift and click, I should be able to put this on to normal and then pull that back into place with the right one, which I think will be the blue one. All right. Something like that. And then what I'm going to do is just put this back on global. And now we're going to split this wood up, so shift and click, l shift click, and then just t shift click around here. I'm going to split this up just so these pieces of wood can going together. And then what we can do from there is we can use some pieces going into here. I think actually, what I'll do is instead of every I'll have them every other one. I think they'll work out bare for us, especially with the support. So we'll have it Something like this. I'm just wondering if we want it to on this one. I think actually this will work out fine for us the way it is like that. So all I'll do is right click Markosam. From there, then what I'll do is I'll split these up now, so I'm just going to press L and then come into each one, so you can see here that this one. You know what? I'm going to press Shift H. Hide everything else out of the way. And I'm wondering, Under here, if I press L on here. So L. Yeah, that's it. Goes to that one so I'm going to press L on this one, and then L and every other one. Like so. Like so. And then I'll split them off, so y. And then finally, what I'll do is I'll press A, and I'll come in and mark a seam once I've actually cleaned them up, so clean up, fill holes. And then I need to now split these off or we should already have a seam on each of these, I think. So if I come in, just tide this one out the way. I should have a seam there as you can see, so that's perfect. Now all I want to do is put a seam on each of these, so control, mark a seam. And then what I'll do is I'll press Altag bring back everything, and now we want one more seam on the underneath on the inside. And might as well do it here, actually, because this is facing those pieces of wood. So right click Marcin, A. And I'll reset the transformations first. Control A all transforms, right clicks origins geometry, right click shade AutoSmooth. And then finally, what we'll do is now we'll bring in our bevel, because it looks as though this bevel, I'm not sure if it's actually gone on. Let's turn it up a little bit. Yeah, it's actually there. It's just we need to make them a little bit smaller. So I'll just press controls head. I'll press A, and then all I'm going to do make sure this is on individual origins, press the S born without proportionality on, make them a little bit smaller, so they're not quite touching. And so, and there we go, that's exactly what we're looking for. Finally, then we can press unwrap because we've marked all the seams and let's change this basic wood out for planks, so planks. L so. And then we should end up with something like this. Let's press Saltge bring everything back. And there we go. That's looking pretty nice. Let's have one look then on our rendered view. So let's have a look on rendered view. Yes, and there you go. You can see that's just looking really, really nice now. I like the fact that it's been split up there. You can just see where it's been split up just in those little things. And I think now on the next part, we should first of all, finish off this fence, so we should get this fence pulled over. And then on the next part, we should work on this part here. The reason I want to do that is because then we're able to start creating this entire tower up to the top. Once we've got the tower in place, then we can actually start on this door here. Now, the rest of the build from this is much, much easier. This is really the hardest part of the build. So once we've actually got this bit in place, we can really motor along. We've actually creating these parts. So let's do this fence first. So what I'm going to do is go to object mode. I'm going to come in. Save. And the other thing is, I might still keep this because I might still need it to actually come into this part here and bend it round. So I'm not sure if I will or if I won't, but I'm just going to keep it there just in case. I'm just going to put it up here or something like that. All right, so let's come in, and what we'll do is we'll come to this part, we'll grab just this part. And I'm going to put it on normal and see if I can actually move it across, which I can, so shift D and then move it across. And I'm wondering why it's moving that way. We don't want it to move that way. Can we actually move this? No, we can't actually move it across for some reason. So all I'm going to do, I'm just put it to prate back on global. And instead of doing that, I'm just going to move it across the normal way. And all I'm going to do is just put it near this one. Like so, and then bring in a couple of planks of wood. Now, I don't really want to use these planks of wood because you can see that they're bent. We don't really want it bent on here. So all I'm going to do is shift desk to selected shift D. Let's bring in a cube. Let's make the cube smaller. Let's spin it round. So s spin it round. Let's pull it out. We should be able to now move it on normal, so we should be able to move it out. Can we actually move it on norm? Let me just put this on to medium point instead. There we go. That's what we want in. So let's rotate it round a little bit more. On the X, I think it is. No, I'm going to put this back on global just for a minute. I'm going to line it up with this. So I head, there we go. Now let's put it back on normal and we should be. No, we're not. We're still not good to go. We're just going to place it in there. We're going to grab this face. And hopefully, hopefully, there we go. Now we can actually pull it out into place. Alright. That's what I'm hoping for. Now, we can see that this one's a little bit out. This one also is a little bit out. We need it to go a little bit closer first. So all we'll do, we'll just grab the whole thing and just move it out just a little bit like so. And then finally, what we'll do is we'll make this a little bit thinner. So ln grabbing it all the way around. Sorry, shift shift and click and then ln S. And then we should be able to make this a little bit thinner like so. Now, what we want to do is we obviously want to make it the same thickness as the other one. So we're going to bring it up. Like so, and let's bring it down, and then grab it, so Li D, and then let's bring it down into place like so. And there we go. All right. So now, hopefully, this won't be the same material. It has got a bevel on them. I'm just going to check to make sure it's got the bevel on there, because it's part of the same thing, and it also should have the material on there. It should just need unwrapping again. So I'm going to grab this one, this one, and this one, press and Smart UV project. Click Okay. And there we go. We can see that this, unfortunately, is A little bit small on the UV map. So let's go in to the UV map. And what we'll do is just press A, S, make it a little bit smaller. So I meant a little bit big because it's a little bit high on the resolution. Let's press dot, and it's not really the same as the rest. Now you can see it is. Alright, let's go back to modeling, and that's that bit done now. The next hardest part is getting our steps to go from here. All the way up to our other door, which is up near the top here. And I'm thinking that we'll use our stairs again. So I'm thinking I'll use our stairs. I don't actually have my stairs, so I'll just have to create a new one, so we'll do that now. So we'll press shift day. We'll bring in a curve. We'll bring in a path. We'll move it out of here. We're going to reset the transformation, so control or transoms origin to geometry. And then what we'll do is now we'll first of all, bring in our geometry node. Now, I don't think let's have a look, see if it's still there. We might have the one that says stairs. Yes, stairs is there, so that's good. Let's rotate it round. So our 90, and I should be able to then put it into place over here. And all we're going to have with this one is just going to be the actual. If I pull this up, And I pull it up without that. Let's put it up on global. There we go. All we're going to have is just these stairs here, so they're the ones going to lead up to that. So we now need to fit this into place. So all we're going to do is get rid of the base. We're going to get rid of the handrail, and we're going to get rid of the poles. And then what I'm going to do, is bring down the length. I want the length to be not so close. I also want the stairs, the width to be more. I want the height to be probably a little bit higher because they are going to have to be pretty thick and I want the depth to come back a little bit. Now, the main thing on this is, I want to keep them kind of the same distance from each other, and that's going to be quite hard when we start bending these around. So what I'm going to do instead is I'm going to turn this around so sd spin it around, like so. I'm going to go over the top. And then what I'm going to do is, I'm just going to put these into place like soap. Now, let's come in and actually bend these round. So we're going to try and bend them around. Going up to this part here. So all the way up to here, as you can see, and then going to bend this one round. You can see already we've kept near enough the same distance. So let's bring these ones round now. Like so. And we're just going to see if we can actually keep them into place. Like so. And then what I'm going to do is I'm going to bring the whole thing down. And I think we should from this one here. We've got a plant coming out here. We can basically start it coming from this one here, I think. Now, let's bring them up. So all I'm going to do is bring it up to this one here. Like so. And then what I'm going to do is just pull it back a little bit because I'm going to put another plank in there as well. I think also we need to now just get them into place, so they're all going to come back into place. Like so. And if they're not going in there, we can increase the width as well. So let's increase the width. Just a little bit. And I think now that is looking pretty good. As long as they're all in the wall. That's the main thing that we want to do. So let's pull them back. Like so make it so they're actually going to be able to actually be walked up. Let's pull them back into the wall. Let's pull this one out here. Let's pull this one in here and let's pull this one as well in here a little bit. And I think, yes, now we can actually do that. I think we're going to pull this down a little bit. So we can actually start from this one. And I think if I put another piece of wood here, then they're able to actually walk up there. And I think that's actually looking pretty good. The one thing we of course, we're going to have is that we probably need to extrude this out a little bit more or we'll put just another piece of wood in there to finish that off. I think that actually is going to be better. And then what I need to do now, I just need to think, like, how is this all going to be supported. On the original, actually, I put some fences down each of these, and that might be the way to go and then from there, I actually used the support on each of these. Now, I think I think actually, it did turn out really nice. So yeah, I think I'm going to do that, what I've just spoke about. Alright, so what I'm going to do, I'm not going to use a curve on this then. I'm going to make this perhaps a little bit harder for myself. The one thing I want to do though before doing that is I just want to make sure the thickness is right because you can see here, these are a little bit thicker. So if I come in and just bring this up, to that, like so. And then I can see the thickness here. So if I come in now and not the depth, sorry, the actual height. Bring this up again. And there we go. It's about the right height now, and now we'll mess around with Have we got anything else we're going to mess around with let's have a look. So we've got the resolution offset. I don't think we can actually change anything else on there. So yeah, let's go with that. So what I'm going to do is going to come to object. I'm going to convert to mesh like so. And then I'm going to come to this one here. So I'm going to just go to press L and L on this one, delete and vertices there we go. That's what we're left with. Now what we want to do is we want to first of all, I don't think we'll do a curve at the moment, or should we do a curve? That's the thing. I want to bring I think I actually want to do this individually without using a curve, just to show you how to do that as well. In case you have a really, you know, weird situation where there's something like this, and it requires a little bit more work to get this right. Alright, we'll do that on the next lesson anyway for now, we're just going to save out our work, and I'll see on the next one, everyone. Thanks a lot. Bye bye. 71. Modelling wood supports for staircase on 2nd floor: We'll come back everyone to Blender for Modeling and Jumpton old workshop. So now, let's grab this top. What we'll do is we'll press Shift S, cursor selected. And then what I'll do is I'll grab this guy over here. I'm going to press Shift S and selections cursor. Let's put him up on this door then, so he's jaws going to be start on this top step. And then what I'm going to do now is I'm going to come over and grab this part here. I'm going to press Shift D, 'cause I might need it for the fence that's going to go around here. And what I'm going to do is press Shift S and selection to cursor. And that's going to easily then be enable me to drop that into place around here. Now, we can see From here, if I put it that height, it's going to be about the d height. But the thing is we want to make sure that this is dropping down a little bit. And from there, as well, that it also is able to go into this part here. So we need a little bit of a fence in here. And not only that, we also need to make sure that it's supported going down here as well. We want some support going down here. So what I'm going to do is I'm going to come in. I'm going to grab the bottom of it and pull it down to roundabout here. And then what I'm going to do is I'm also going to make some support. So I'm going to bring this down, like so into here, just for now and then bring this one down a little bit into here. Maybe that's a little bit. Maybe maybe we'll need three on this. Let's just try three, so I'll bring it down. Yeah, and I think three should actually do that. And then what I'm going to do now is put a support on the underside up here. So let's make the support that's going to support all this. And then as we move this round, we'll have actually supports that are going to go down into the wall underneath. So we'll do that now. So what I'm going to do is, I'm just going to press Shift S and cursor to selected, I'm going to then press shift A, bring in a cube because then we'll have a bevel on it. If we do that. Let's bring the cube down, so it's actually a size we can actually work with, and we'll bring it down. Around about this size. I can then make it a little bit smaller, like so. And then what I can do is I can pull this near enough into my wall. So I'm going to pull this into my wall. Now, I've got no doubt that some of these, for instance, like here, they're not going to fan the wall properly, and we're going to have to bend them a little bit, but I don't want to bend them yet. So all I want to do here is get it to the right place and then get my supports in here. So that's what we're going to do. So what I'm going to do now is I'm going to get a support going into the wall now. So I'm going to come, grab this one, shift D, bring it down. And then with this one, I'm going to press Alt shifting click going around there, AlternS and bring it down like so, and then bring up this part into place like so. Then what I want to do is I want to come round to this part round here now. I can't really see it, so I'm just going to turn off my x ray, and then I'm just going to now grab it and pull it down into place where it's going to look like it's actually going to support something, which you'll be round about here, I think. Next of all, then, I want to bring this back a little bit because you can see it's right in there. We don't want that. We want it actually to be near enough a little bit back like so. And finally, then, now, I've got where they actually need to come. I got near enough where they're going to be into the wall. You can see they're a little bit into the wall, a little bit too far into the wall, as you can see they're going into the wall like so. So what I want to do now before doing anything is just bring these back a little bit. So I'm going to grab this one, I'm going to pull it back so it's actually just touching the wall or just out of the wall like so, and then go to do the same with this one, so bring it back like so. Now, for me, I'm going to press Shift H, hide everything else out of the way. And then I'm going to make the supports that are going to go in there. So all I'm going to do with both of these is I'm going to press enter S, and pull them out. Now, you can see, because I'm doing them both at the same time, I am going to need it on individual origins. Then press the S button, and then all you're going to do is press and pull it this way, and then we can make the supports from there. Alright, now, before we move on, let's unwrap these again. So I'm just going to grab all these Smart UV project, click. And I'm also going to come over and add in a another material, which will be my Iron Dark. And from there then, I'm going to turn this off now. I'm going to come in, grab the back of each of these. I'm going to press control plus twice, and then Iron doc I'm going to click a sign, and there we go. That should be now. A good support except we need something in here. So let's do that part next. So all I'm going to do is I'm going to grab this part with Alt Shift and click Shift D, and then r and x and 90, and they're going to make it smaller and fit it into place. So. Make sure it's not too thin. We don't want that. So S and pull it into place, like so, and then S and y pull it out, like so. And then we'll make another one. So Shift D, So, pull it into place, S and Z. And there we go. Now that should be looking as though it's actually supported well. So now if I come in, and then I'll unwrap these again, Smart V project click. And there we go, that's looking pretty nice. Now, let's see if we bring back everything, if we bring this now down to the next part. So you can see that the bottom of here. So what we're going to do is we're going to grab each one of these, and I'm going to grab the bottom of here and I'm going to put this right at the bottom of the step. So right at the bottom. That tells me then every single one I bring across here, Not only after I've got to rotate it, but first of all, let's get the right actual height. So what I'm going to do is I'm going to come to this part here. I'm going to press control one to go around the back. And then all I'm going to do is I'm going to press Shift D and bring it to this one here and bring it down to this bomb step, like so. And I think from there, then we can actually work out how to do this. So I'm going to press Shift D. I'm going to bring it to the next one, which will be down to here, down to the bottom step. Like so. And I'm hoping we don't have to put another one in there. I don't think we will. I think we can actually do it with this. So we'll press Shift D, bring it down to here, down to this bottom step like so, and then shift D, and I'm hoping that we can get one more in there and down to the bottom step, like so. All right. That is what I think we'll actually work. All right. So now what we need to do is we need to actually rotate these around now obviously, because we need to have them in the actual step, so you can see here, not really in the step. So we'll come to this one first. Well, we've got this one just on the outside of the step, which is okay. And now what I need to do is just rotate each of these round, depending on if they need to be rotated. So you can see this one here, just needs to be in the step. Same for this one, we're going to move it in place. And then what we're going to do is rotate it. So r and Z rotate it round. And we're going to put this on normal. And then we're going to put it just so it's in the step, like so. And maybe maybe we can move that one up a little bit further forward. Now we come to this one. We'll do the same thing. So and Z rotate it round. Seven to go over the top. And what we want to do is just follow this angle now. So I'm going to press G, put it into place like so. And there we go, make sure it's in the step, and then the final one, let's move it over first. And let's press seven, to go over the top and Z. Rotate it round, move it into place. Like so just into the step. And you should have near enough, these things going in the right place. So I think we need maybe one more on top of you. Maybe one more. Now what I'm going to do is pressure D. Bring it out, and then let's put this where I want it. So I'm going to have it here I think. And I'm going to rotate it round, of course. So R and Z rotate it round. Let's put it into place. G, put it into place. Like so. And I think that will be absolutely fine. Now, let's grab our guy a minute. Let's put him down to here, and I'm hoping this all works out. Let's put him on to this top step here, and then we'll see the height of this. And I think it's a little bit low actually on this bottom part. On there needs to come up a little bit to run there, I think. And I think we can actually work with that. So we've got this step here. And now all we need to do is actually move these around. So all of these needs to move around now. But I think, yeah, we can get rid of probably this bottom one. I just need to make sure everything is falling in together now, so you can see quite a complex structure. We're going to have a lot of things to move around here because of the complexity of the actual cylinder. But let's first of all come in and work on these bottom ones. So I'm going to put in an object mode to work on. I'm going to put it on here like so. And then what I'm going to do now is bring this down on lobal and we'll get them into place first, so you can see now, if this is here, it's supporting all of those steps, the same for this one, if I come to this one, grab this one, and if this is here, it's going to be supporting those steps. So I'm going to put it into place. Like so. And we'll also take this off a minute, just to pull it into place like so. And now you can see that we've got some supports in here on each of these steps. You can see this ones a little bit out. We'll come to that next. We'll do the front ones first. So I'm going to grab this one into place, and then grab this one. Into place, and then just pull it forward and then just pull it sideways. Like so. Pull it back a little bit. There we go. And now this one is an easier one because we can just pull it that way. And then pull it down. Like so. And then this one, I think we can actually get rid of. We can get rid of this one altogether. I don't think we're going to need it. So L delete vertices. And yeah, that's probably going to look good. Now, let's work our way on the next lesson then from the other bits. So what we'll do is we'll bring these up next or down, depending on where we need to put them. So you can see this one. Probably going to need to come down a little bit more and just kind of line these all up and they look haphazard and that's what we actually want. So it's good that we're actually doing it this way. All right, everyone, so I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 72. Adding additional wood supports to staircase and refinining their attachment to tower: Okay. Welcome back, everyone to blend the form, Modeling and John in workshop, and this where we left it off. Alright, so let's come in, and what we'll do is we'll come to this one. We'll put it onto so we can see inside there, and we're going to bring it down. Like so. Bring this one down a little bit. Like so. And we're just trying to now level them all up. The other thing is, I think at this point, we can grab them all pretty much join them all together because it will make it a little bit faster. So Control J, join them all together, press tab, double tap the A, and there we go. Now we can actually see really what we're doing. So we can see here We can probably bring this one up a little bit, just to kind of level them all up going round. We can certainly bring this one up as well, like so, and there we go. Now, let's work on the next part then. So you can see the next part is going to be this one here, and we want to leave enough room realistically to have three. So can we actually get away with three? We're going to look at what that looks like. Now we've took this off, and there you go. Is that going to look right? I think actually, it does. So now I'm going to do is just grab these two, pull them down into place. And then what I'll do is I'll pull them out and in. And then down a bit more. Like so, and you can see this one's way out. So I'll pull also, this one is way out. So let's pull those down. I'll grab these two. Pull them down. Like so. I'm just looking and wondering if I actually need a middle one. If I do need a middle one, do I need a middle one? I'm just going to come in and actually delete both of these out of the way just for now. Delete You know what? I don't even think we need a middle one. I don't think we need it. So what we'll do is we'll just get rid of these two, delete vertices. And then we can come, grab this one. Put it into place. Like so. Grab this one. Put it into Like so, and then grab this one, put it into place, bring it down, pull it back. Pull it in place, so into place. Like, so there you go. This has made it quite simple doing it like this. Now, the only thing is, I think this one now should come into place around here. And then maybe we'll have one more post. I'm just wondering if we'll have one more post here, and then they will then go into the wall. So what they'll do is, I'll just grab all of this. I'll grab all of this as well. So we've got it all. I'll press Shift D. I'll go over the top, and then I'll press G and put this into place round about here. And then I'm just going to rotate it round. So my guy is a little bit in the way there, so I'm just going to move him out, come back to this, and then rotate it. So our Z rotate it. Now, you can see they're rotating weirdly, it's because we're on individual origins, so let's rotate it now, and it should work out perfectly. Okay, so let's get this one into place. Like so. And I'm thinking maybe this is a little bit too far into this wood, so I'm just going to pull it out. And then these parts here now, I can come in and just grab each of these. So if I grab this one and this one, should now be able to pull them out and now put it take this off, and there we go. Now, let's have a look at what that looks like. So now the next thing is we need to make sure that all of these little back parts are in place. But let's have a look what it looks like, first of all, before doing anything else to make sure that it's looking good. So all we're going to do is have a look at it from here. And, yeah, it's it's looking pretty nice. I'm glad it's actually a little bit wavy like that. I'm just wondering whether to bring these down a little bit, because it is looking like something is missing a little bit. So what are I'm gonna do? Just come into this one and then press L and bring it down slightly. And you know what? That might act might do it. So let's bring this one down slightly as well. Well, let's bring it down. And let's do the same thing with this one, bring it down. And then the same with this one and this one and this one, bring them all down together. Like so. And I think as well, what I'll do is I'll lift this one up a little bit. So I'll go back to object mode. And then we'll just grab this because it's a little bit too far out, and then this one as well. Like so. And now let's have another look at it. So save out your work again, and then go to render view. Double tap the A, and there we go. All right. So let's look from this angle. Yeah, that actually looks pretty good. And it looks like it's well supported. And it also looks like it's fairly complex and how it's supported, which I think is really good, actually. Now, the one thing is that I think I need to rotate these parts around. I don't like them so much bumped bunch together. I do like this one, you know, these two here, this one here that I want to move around. So all I'm going to do is I'll just grab this here, press Shift S, Kura selected. And then what I'll do is I'll just grab all of this. So. Press a little sideways V and put it to three D cursor. And then all I'm going to do is put to press art and Z and move it round like so. Now I think actually, that's looking perfect. Same on this one. We'll come here, Shift S, cursor selected, and then grab all of this. And then all we're going to do is rotate it. So Art Z, rotate it round, but it's actually in there, supporting like so. Now, from here then, I can put it back on object mode, because I'm happy with it now. And all I want to do is pull out these parts now. Just pull these out you know, just to bring them back a little bit. So I'll do this pretty slowly as well, just to make sure I get it right because it's kind of final bit on here, apart from the odd touches here and there. But it is looking really nice. It's just those parts that I need to figure out how to do those now. So what I'll do is I'll come in. I'm thinking I'll put it onto X ray again. In fact, I can't put it on X ray yet. I'll press tab, then I'll put it on X ray, and now I can really see what I'm doing. So if I grab the back one off here, the problem is once you've got them, you have to keep turning this off, as you can see, press a little sideways V again, individual origins, and then just pull it forward. Like so. And this one, we can actually grab going round here. So if I press shift and click Control plus, we should then be able to pull this one out like so. Now, let's go to the other ones. So if I come into here, I'm going to grab this one here and this one here. Control plus, like so. Turn it off, and then all you're going to do, put it on object mode, and then all you're going to do is pull these out. Now, I'm hoping, yes, some of them need pull it out a little bit further. I'm going to put those there, and then this one, O shift click Control plus all that one into place. Like so. All right, let's do this one first because we can see this ones a little bit easier. So I'll shift click Control plus, pull it out, and then let's come to this one now. Control plus control plus, turn it off. Pull it out, and there we go. And now where's the others. So all these others are actually nearly in place. This one's a little bit out as we can see. Control plus. Let's pull it back. Can I put this on normal to do this? Yes, I can. That's going to make it a little bit easier for me. And then I'm looking at this one. Control plus. And there we go. And then this one, control plus. And there we go. All right. So looking from here now. Let's put it on rendered view and have a look what that looks like, double tap the A. You can see we've still got a little bit of gap in these ones here. The rest of them are in. It's just these ones here, so I'm going to come in. Oh shift click Control plus. Pull it back into place, and then same for this. Like so you can see just how easy it is to see it actually on your rendered view. It's much easier when you've got shadows and stuff. Like so then, I think we're actually done with that part. So let's go to object mode. And there we go, guys. That's actually done. That was pretty hard to do. Now, let's come to this door and just move it over slightly. We need to make another piece. That's actually going to join on here. And then we have to think about what's actually going to support this piece, and you can see that this one is a little bit further forward. So from here, what I tend to do, because this part, we haven't done the actual supports round this part yet. So we need to think about how we're actually going to support that. And we also need to support going under here as well. So we also need to think about that because these parts here, might actually need coming out further. So we need, kind of a support under here where everything's going to go into. So I think what we'll do is, first of all, we'll do that first. So I'm going to grab this one over here, Shift D. I'm going to bring it over. I'm going to press R and just rotate it round just so it doesn't look anything like that one. And then what I'm going to do is I want to get it into the center of here. So let's go back before we finish the global, Put it over here, and now let's grab the center of this part. So if I come in, I can grab this line. So press two, shift click Shift S, cursor selected. Now come in with this Shift S and selections cursor, and then let's just make this bigger now. So if I pull this out like so and pull it up into place, now I'm going to have a good idea of how things can actually go in there. The other thing is, I think I want to make this a little bit higher as well, and then pull it down because it needs to be something really chunky to support these. Now you can see on the next lesson, we can pull these parts out. Into holding onto here. So, it makes it even more tangled, even more interesting if you think about it, and that's exactly what we're looking for. All right, everyone. So I hope you enjoyed that. I'm going to save about my work, and I'll see you on the next one. Thanks a lot. Bye bye. 73. Finalizing Staircase: Welcome Macavon to Blandfor Modeling and John chino workshop. And now, let's actually put these into place. So you can see here that this one here, for instance, is going to need to be moved up. So let's do this one first. So L, L. Make sure you get the supports as well. And then all we're going to do is just move it up on top of there, like so, and then just make sure you come underneath and pull this part up as well. So gonna grab this part here. I'm going to pull it up into place. So you can see it's stuck a little bit, and we don't really want that either. So let's just rotate the whole thing round just a tad, so sad rotate it round. Like so, and there we go. And now let's look at the next one, so we can see this one here. Probably going to have to come down a little bit. So pretty much the same thing. We'll just drop this one down a little bit. Like so, and then with this one, we'll just pull it down into place like so, and we're just basically tied in all of this up. Now, with this one here, it's up to you, whether you move it up or whether you move it down. I think with this one in particular, probably better off if we pull this one up, so it's actually supporting this. So what we'll do is we'll come in, we'll grab all of this. And then what we're going to do is just pull it up here, like so. And then what we'll do is we'll grab this part here, pull it back, pull it back into place. Into here, so it's touching there. And then finally, we'll come back to this bit and we'll pull this part up into place like so. Alright, with this one, then, probably want it sat on the top of there as well. I think it's going to be a better support, but the problem is before we do that, we need another piece of wood in here. So all I'm going to do then is I'm going to come to this part here. We should already have a bevel on, which is on there, so that's good. And then what I want to do is, I just want to put another piece in here. So I'm going to press Shift D. I'm going to bring it over then. I'm going to see if I'm pretty normal if it'll come over there. No, it won't. So we'll just keep it on the global. And then what we'll do is we'll just pull this into place like so I'm going to rotate it round Z rotate it round. Just so it's touching in that part there, as you can see. And then from here then, all I'm going to do now, is make this easy on myself, so I'm just going to come in and delete these edge loops because then I'll have a nice flat piece to work with. So dissolve edges, and there we go. And now from here, I can actually pull this back into where I want it. So I'm going to want it round about here and I'm going to want this bit pulled back nice and flat against the light. And you can see, just down nice that actually fits into place. The one thing is we need to bring this face back, so let's put it on this one, and we're looking for face select and we want this face. Is that it? Is it this one? There we go. That one there, and then just pull it back. Then it off. And there we go. Now, that's all into place. And the final thing I think is, I want to make this bit a little bit thinner. So it goes on there. So all I'm going to do come in, pull this back. Here. Like so. And then pull this one out here. Like so. And then finally, let's lift this up a little tiny bit onto there. Like so. All right. There you go. Now what we want to do is pull this last one up, so it's actually going to be supporting this part here just a little bit. So what I'm going to do is I'll come into this part, and I'll grab it all. Like so. And then I'm going to pull it up to place. And I'm also thinking whether I want to bend this a little bit more round to here. So actually, so it goes in a little bit more. And I think, You know what? I'm going to do that as well. So I'm just going to move this, just a little bit over. So now you can see that looks as though it's really supporting that. The only thing is we need to bring these back into place now, so I'm just going to pull it out and then pull it in, pull it up a little bit. Then for this. Pull this one here. Pull it out, pull it in, pull it up a little bit. Okay, something like that. Now we'll go in and we'll bring both of these out now, so we've got actually supports in this wood as well. I think they'll look better. So let's actually see if it does though, let's actually go in and find where we are. So let's put it onto this, and there they are. So let's grab both of the back ones on here. Control plus, control plus. Let's turn it off. And let's see now if I can put this on normal, canna hold them out in that direction. And maybe, maybe. So let's see. There we go. Hold them out. Like so. And I think with these ones actually, It might be beat, if we can rotate them, if I can rotate them on individual origin. So let's try art and head or art and y. Yeah, and I think actually it's going to be bet if they rotate a little bit, double tap the A. There we go. I think we've actually finished With that part, it all looks like it's supported really well. It looks like it's supported in the wall as well, and it looks like it's supported by these pieces of wood here. And I think that looks good. Now, just this last part then, which is this part here. We'll come in then. We'll grab this part, we'll press L, we'll press Shift D. And then what we'll do is we'll bring it along here. Now, we've got normal on. We don't really want that. Let's put it on local. Maybe that will be a little bit easier for us. And yes, it is. And then what I'll do is I'll put it onto normal now and pull it out. Can I actually pull it out let's have a try? No, I don't think that's going to let me pull it out. So instead of doing that. It's in the water. It's in there now anyway. So all I want to do is just really pull this out here, so I'm just going to put it onto global. I'm just going to pull that out, so it's kind of the same length as here as you can see. And then finally, I just want to pull this piece over, so I'm going to grab this edge. Pull it over. Like, so. And there we go. Alright. So now we just want one kind of plank down here, one plank on there. We are pretty much done with this, I think. Alright, so let's come to this part. And what I'll do is I will grab this part here. I'm going to press Shift D. I'm going to bring it out. I'm going to press to pull it down. Like so. I'm going to press L then, and then I'm just going to put it into place. And I'm hoping that it needs to just be made a tiny bit thicker. So S and y. And then let's just pull it out. And then let's pull it into place, pull it back into place again. And there we go. Now, that's a little bit too thick, I'm feeling, so I'll just pull it down. Like so. And then I'll press L, Shift D and then pull this into place. Like so. And finally, I think, Yeah, I think actually that looks as though it's going to hold there. But I don't think I actually need to do anything else with that. We've just got one piece over here now. And I think with this one, actually, I can just grab this Shift D seven to go over the top. Z, straighten it up, G, pull it into place. And then I can strain it up now properly, like this. So R and Z like so, and then let's just pull this back again on normal. That should work fine now. All right, that's that one. Now, let's grab it again, and then I'll just put this back on global, shift and then bring it down, put it into place, just above there. So, double tap the A, and there we go. Now, let's have a look what that looks like because we might need to do a little bit more on wrapping just to finish. So let's have a look. Well, it looks amazing going around there. Really happy with how that looks. It's all starting to come together now. And we just want really some support coming out of here now, you know, because this is not really supported at the moment. But the stairs going up there look fantastic. The one thing is that we do need to now re unwrap all of these, and of course, we need to unwrap these stairs as well. So let's do that now. So all we'll do is first of all, put on material. We'll go then to the stairs. We'll save out our work once more, so save. And then what we'll do is press tab. We'll press U, Smart UV project. Click Okay. We haven't any modifiers on here, so let's put on our level. So let's put it on Naught point, Naught three. So, let's bring in our material to minus both of these off in object mode. Click the down arrow, click P L planks and there's those. Now, let's come to these. And what I want to do now is unwrap them all together. Press takes, just in case you've got anything hidden. Press A, then, U, Smart UV project, click Okay, and then they should all be different now. And I'm just making sure that I've still got my iron on, which I should have. And there we go. Alright. That's that bit in place. Pretty much done. We have a little bit more down here, but we'll do that with the rest of the building out of the wood. And the next thing that we just want to do then, on the next lesson is we want some simple supports, which are going to come from here and they're going to go into the wall here. And then once we've got those in place, I think the rest of it for this bit at least should be pretty easy. So we're not going to we might actually be able to These ones are quite thin. I think we need some thicker ones. So I think we'll create a support just going in, then we'll create them with a bit more thickness than these ones. I think they're a little bit thin going up here. This one is actually supporting an entire balcony with, you know, kind of door on there. So, yeah, that's what I think we'll do. All right, everyone. So I hope you enjoyed that. Don't forget to say about your work at the end of each lesson, and I'll see you on the next one. Thanks a lot. Bye bye. 74. Adding Wood Supports around Large tower Section: Welcome back, everyone to Blend the Form Modeling and Jode workshop and this is where we left off. Alright. So I think now what we'll do is we'll just put this on object mode. And what I'm going to do before putting in our supports along here. We will come in and grab this one here, which is our Bendiwood and then press shift and bring this over to this part here. Now, what I'm going to do first of all is get the right thickness. You can see that this is going to be not thick enough, nowhere near. And what I also want to do is if I press one is get the front of where this can lie on. So it's going to be around this part or this part here. I think this part we'll use this part here. So shift S, cursor selected, grab my bendy one, Shift S, and selection to cursor like so. And you'll see well we're using that because it is going to be quite a big bend on there. And also, we need it to be a fairly bit thicker than this. So let's first of all come in and see if it's on the extrude, which it is, so we can extrude it out. And then what we're going to do is now pull this down. So I'm going to pull this down all the way down to here, and then I'm going to pull it out into place. Like so all the way into the floor, and then finally, I'm going to pull this one back, like so. Then I'm going to pull this one back and just get it into a nice straight line. Now, you can see here we do have a problem. It's not straight. So all I'm going to do is just delete these, delete sorry, delete vertices. And now you can see it straight. But we have a problem now in that we can't bend it very well. So all I'm going to do, right click, subdivide, right click, subdivide. And now, if I grab this top bit, put it on proportional editing, and then pull this back, we should, be able to pull that back into place really, really nicely. I'm going to pull it back to there, and then I'm going to pull just this one back that again, pull this one back just a little bit to bend it slightly up at the top, and this is what you should end up with. All right. So now what we need to do is we need to rotate this around this actual cylinder. I'm going to come to this part here, grab the bot part. So let's just scrab the bottom part here. Shift and selection two cursor. And then we'll come to bendy wood. And then all I'm going to do now is click the little sideways v3d cursor, and then R and Z and I should be able to put this into place. Now, I do want two at the side of each of my doors. So something like this. I do want probably one coming down here. So I'm going to press Shift D and then R and Z and bring this one round to here just so it fits into there. Like, so might have to pull this one out or pull it back a little bit. We'll do that in a minute. And then what I want to do is I probably want another one, maybe another one in here. Let's see what that's going to look like. So Shift D and then r and Z, let's put it in the center of here. So somewhere around there. And then I'll work my way around, so I'm going to grab this one now. I'm going to put it the other side of my door. So shift D, Z, pull it out to the other side of the door. L so Now before moving on, I just want to see if I actually do need this one in here. So let's have a quick look at what that looks like. And I think actually it's going to look better if that is in there, 'cause we've got a lot of wood around here. These bits are also going to need a lot of wood. A lot of this is going to be covered with IV as well, for instance. So yeah, I think it looks bad like that. So what it means I can do now, put this on material. And then what I'll do is I'll pull this around. So I'll grab this one, Shift D, and then I'll go r and Z and move it to somewhere like here. And I've got a degrees on here, 35 degrees. So let's put it on 35 degrees. And then all we have to press is shift D, and then RZ 35, and then shift D, Z 35. Follow it round then, and hopefully I'll come to here or nearly there. So shifty Z 35, and there we go, we're nearly in there. So I'm just going to move this slightly over. Like so. Move this one slightly over. Like so. And there we go. Now I'm going to do is. I'm just going to join all of these up together. So I'm going to grab all of these. Like so. So, like so, and like so. I'm going to press Control and J, hopefully, can join them altogether. No, we can't, so we can't do that. So instead of that, what we're going to do now, Because these are the bendy wood. We're going to come to let's come to our bevels, first of all, and turn these off. So I'm just going to turn the bevels off on all of those. I don't think if I grab this one, grab this one last, press Control L link or copy modifiers. And, yes, that actually might work. So what I'll do is I'll grab all of these. They've all got the bevel on, and we'll grab this one last, and then we'll press Control L and copy modifiers, and that should then take the modifiers off for everything. Now, from here, what I can do, I can come in. And grab all of these. This one, last, check first of all, to make sure my resolutions quite low, which it is. And then what I'll do is I'll come to object, convert to mesh, join them all together, control. And then what I'll do is I'll press control, I'll transform, set origin to geometry. And then what I'll do finally is add in that bevel again. So add in my bevel, Nut 0.3, come over to my materials, change the material to plank. And then finally, unwrap them all. So tab, A, Smart UV project. Click. And there we go. Now, let's make them a little bit. On the transform, randomize them a little bit. So let's randomize them tiny bit. Let's bring it down to 0.1. Like so. And let's have a look then what that looks like. So put it onto my rendered view. Let's have a look going all the way around. And again, just be careful on here. The best thing you can do if it is going to be a little bit slow when you're viewing this is just going over, save out your work, and just put it onto V for now, if it's becoming a little bit hard work because you'll still be able to have a good view what everything's looking like. The one problem you're going to have is the sun. So just bring in a sun for now, so bring in a sun and you can see now already it's lighting that up. Now, you can see that my cursory is over here. Little sideways V, individual origins are X, pull it up. And then you should have a little bit more light on there. Now, for me, I'm not going to be using EV, but that's what I recommend you doing if it is slowing down your computer. The other thing you can do is as well, is you can actually optimize a lot of things, and we'll go about that in the next lesson. I'll show you how to do performance and optimization because I think that's actually going to be important at this stage. But before we do that, let's actually finish this wall off. So what I'm going to do now, I'm going to come round to the back of it. So Shift H, it's going to be round the back off here. And then I'm just going to grab this edge. So old shift and click going all the way up there, right click and I'm going to mark the seam. And I'm also going to keep the bomb off here, but I'm just going to take it off. So I'm just going to go P selection like so. And then why I'm using that obviously is because if we've got other round things along our right shore tower, we need to make sure that we can go round the point, and this is why it's perfect for that. All right. So now let's bring a wall in, so I'm going to press A, unwrap. And let's see if this is too big to actually do that with which it may be the case. So we're just going to go look for wall. Like so. Press the tab, and there you go, you can see it's actually there. Let's press all Tage, D tap the A. Like so. And I'm thinking I might split this wallb. Let's have a look where it looks like first on our cycles on our cycles, so I can see what it actually looks like. And we've got rid of our sun. Let's have a look round there. You know what? I think. I think that's actually going to look pretty good without doing anything else. I think that actually looks fine. I'm looking at a little bit of things in here because the other thing we can do is we can actually come in and split this up. So again, if I just have a mouse over here, press shift and press tab, you can see that it's round about here. We record, split the wall up. So if I grab this one here, right click, Mark Sam, what will happen is now I can grab the whole thing, Unwrap, and then it's just going to split them up and give us a bit of higher resolution on there. You can see the seams still round here because that's where our seam is on both of these, but you can see we've got a little bit of a break there. So if i press l take now, bring everything back, it should be still hidden by this piece of wood under there. And I think now that's looking good. So what we need to do now on the next lesson is we need to Sorry, on the next lesson, we're going to look at performance and optimization. And when we come back from watching that, then we'll actually put in these major supports under here. All right, everyone, so you can see we've nearly got the front actually done. It's looking fantastic, and I hope it's really motivating you to actually get this finished because it will all come together at the end, and you'll be really, really glad that you actually finished this one. All right, everyone. Hope you enjoyed that. S on the next one. Thanks a lot. Bye bye. 75. Blender Optimisation for performance basics: Welcome back, everyone to Blender for modeling and Jump you know workshop. Now, what I'm going to do is I'm going to play a quick video all about performance and optimization in blender. It's gonna be something that's really, really handy to you for this project and in future projects, and it's really going to help you out. I'm going to be using a lot of these tips and tricks as well as I work along. One of them, for instance, is the noise. So you can see at the moment, we have something called D noise over here, and I just want to make sure that mine is tiped off. By the way, at the moment, I actually have an add on on here, if you're wondering what this is, and it's called turbo tools, and just speeds up the process of actually rendering things out. I'm going to turn that off when we come to rendering. So if you see that and you're thinking, haven't got that, that's the reason why. All right, I'll play this video for you now, guys, and I'll see you on the next one. Thanks a lot. Bye bye. Welcome everyone to our performance and optimization guide. And a lot of times when you're dealing with really, really complex scenes or even simple scenes, if you've got a low end machine, you will come across things like Cuda out of memory or Blender actually crashing. And there are lots and lots of ways we can actually deal with that. And I think it's important for all of you guys to actually know what things we can actually do to stop this happening. We probably won't be able to get rid of it altogether. There'll still be times when Blender crashes, but we can do a lot to actually increase that performance to get our scenes where we want them to be and more importantly, render out beautiful images. So the first thing we're going to discuss is RAM. And now, if you look down at the Bob right side here, you will see one that says memory, and you will see one that says RAM. Now, the most important thing is that, first of all, you understand now to bring these on. So what we're going to do is we're going to go up to preferences. We're going to go down then to interface. And under interface, you'll have a status bar, and you can actually click all of these on. So we've got system memory and video memory. And these are some of the most important things. So let's just close that down a minute and let's actually go through these. So basically, you can see here that down the b We've got how many triangles we've got in the scene and how many objects. These directly correlate most of the time to how much performance your computer will need to actually run this blender scene. So the more faces, which are polygons, you have in your scene, the more performance you're going to need. Same thing goes for the amount of objects. If you've got a ton of objects in your scene, then it's going to come at the cost of actual performance. So now let's move on to the actual RM, which is how much RM your actual computer actually has. And I recommend a minimum. A bare minimum. You need 8 gigabytes of RAM to run blender, and it comes down to the more, the better the performance from your machine. So I would say aim for 16 gigabytes. Now, also, we have something that's also very important, which is called V RM. And this is normally the RM that comes with your actual graphics card. And basically, the higher this is on the graphics card, the much smoother time you're going to have. So where I tendency problems myself is with the actual memory on your computer. If it's too low, you have problems in the viewport, and where I see the problems arise with the V RM is normally when you actually come to render out complex scenes. The next thing we can do to actually limit the amount of performance needed is actually put everything in a nice neat order in collections and make sure everything's just named correctly. What we can do from there, then we can close certain parts of our scene down. Which means that we can either render them out a little bit of a time and then lay them on top of each other or especially in the viewport, what we can actually do is close parts that we're not working on at the time, especially in large scenes, and then this then again, will limit the actual performance. Also, it comes down to your CPU as well, your CPU, the better it is, you know, the better time you're going to have with all of this. Let's now say we've got all of that sorted, and we're still having some problems. Let's now going into a few of the options that we can actually mess around with. So what we're going to do is we're going to go up to edit, go down to preferences. And the first thing I want you to look at is system and on the system, make sure that you've got this set to whichever you can. So it can be cutter, Optics x or one of these. Just make sure it's not a non. And then once you've got the ones selected which you want to use, just make sure both of these are ticked on, and blender then will take advantage of those. Also make sure that you haven't got undo step set at 250 or something, This has a huge actual impact on performance. So if you're really, really struggling, I recommend turning these undo steps down to five or ten. But the problem obviously is that you're not going to be able to press control head and go back far if it's set too low. So I recommend all of these things. I'm actually showing you try and play a miranda with it till you've got that kind of perfect setup, and then you shouldn't have or you should have less problems in the future. All of these other things we can mess around with as well. I don't recommend these unless you're absolutely really struggling. I think you should keep these what they're set to. This is the only one, and this Tikton is the only one as far as I would go on here, messing around with those. Alright, so let's close that down, and let's now come over to the right hand side. And you can see here at the moment, if a scroll an blender render engine cycles. And it's important to know that to have an easier time, it's much, much easier to put this onto V, which is basically a real time render engine like unreal or unity or something like that. And that then makes it much easier if I come to render this or click on my render view to actually move around the scene while it's actually being rendered. So the thing is, if you're on EV as well, there also are some things that you can actually turn off to increase performance again. But normally with EV. Unless you've got a very low end machine, you shouldn't have any problems. If you're having problems, however, just make sure that viewport denoising is actually turned off. This is one of the heaviest things actually denoising both on blender and cycles that actually really increase that performance needed. So you can turn the viewport denoising off. You can also turn the ambient occlusion of And you can also turn the blue off and especially screen space reflections. Make sure that is also turned off. Now, pretty much everything in EV, You shouldn't need to mess around with anything else. Once you've turned these off, you should have a much easier time. Now, let's move on over then to cycles, which is a little bit different. So if we come over to cycles, you will see even my machine, it's quite a high end machine, or it was maybe two years ago or something, sometimes struggle, especially with large scenes like this with a lot of textures and a lot of sand and things like that. So if you look over here at the moment I actually have in my viewport dendes on. The first thing I recommend doing is turning this off. This then will increase performance no end. Once you've turned that off, it's going to take a little bit of time to actually apply that as you can see here. And then you can also turn the denise off in the rendi vw. But I don't recommend that because then you're going to end up with a very grainy render, and that's maybe something that you don't want. Now, you can see already that I'm really, really struggling here, even with the de noise turned off because this is quite a large scene. It's got a lot of displacement on there. So I'm just showing you just how pixelated that is and just how long we need to wait. So what I'm going to do now while I actually fix a few things, I'm just going to put this onto material mode, and that leads me on to my next point. So when you're working in Blender, it's important, even though it looks really, really nice to be working in Blender cycles, it actually comes at a huge cost. You can see already working in material mode over here is actually really, really helping me navigate around my scene. Now, if you're struggling even more, what you can do is you can come and put this just on object mode, and then you shouldn't actually have any problems whatsoever. It's also important to note, Before you click this render born, so the render image born, make sure that you're on wireframe. And the reason is because you don't want to be rendering out the scene in cycles, on viewport shaded, and then render it out again. That is more than likely going to lead to a crash. So what I always do, before I actually hit that render boron is put it on wireframe. This is the lowest amount that blending needs to use in the actual viewport. Now, it's also important to remember that everything comes at a cost that you put into blender. This could be things like geometro nodes, particle systems, simulations. Some of them have larger costs than others, but everything down to the smallest object has some kind of cost. So when you've got a scene that's just crashing all the time, it's generally down to something that's quite a large cost on performance. Now, the other thing to note is when you're actually bringing in textures to your scene, It's important to know. So if we go to this one, for instance, and we go to our shading panel, this is quite a complex shader. The more complex the shades are, the much higher performance it's going to need. The other thing is, when you're actually bringing in textures, be very careful that you're not bringing in really, really large textures. So I recommend four k be the maximum. But honestly, if you can stick to two k textures or one k textures are much better, it's going to make a much easier time for you making large scenes. This is why a lot of game companies, especially mobile, use only, like, 512 or one k textures so they can handle the performance and keep that optimization pretty high. The other thing is about textures. If you're using seamless textures, that is better than using something that you've gone out and you've painted in substance painter. So it's just much easier to use seamless textures because they can be used over and over again and limit that performance. Also make sure on the right hand side, if you come up to this lel arrow, you can see that light in our scene lights and scene world make sure they are turned off as well because they will also cost you performance. And last of all, before we move on to the cycles part of it, if you come over to your actual world, If you're using a HDRI within. We're not on this one. We're using a sky texture. If you're using a HDRI, that's also going to come at a cost of performance and require a large cost in comparison, something like the sky texture. So if you can make sure that you're using something like the sky texture, as you can see, it's just one node here, and I know it's very nice to use HDRI. But if you need to control optimization, try and learn how to use the sky texture instead. Alright, so, finally, then moving over then to our cycles. We can see, first of all, that the device I'm using is my GPU. It's always fair to use your GPU over your CPU. It will make it much, much faster because it's relying on a lot of V RM from your actual graphics card. And as we discussed moving down, we can also turn off the D noise. This is one of the best things you can do to actually increase performance. The next thing you can do is you can come down to where it says light paths, and all of these come at a cost as well. The low you set these, the better it's going to be. I recommend messing around with these last. So last of all, after you've done everything else, this is why I would be clicking off or turning down, especially caustics. They're also quite high on the performance. Last of all, let me show you one of the best things you can also do, which is if we've got a rendered mode, we're on actually cycles. We've turned on D noise again. You can see how nice this actual sand looks, but it comes a huge cost. So just remember this comes a huge cost. Now, if I come over and down and just scroll down here, we have one that says simplify. Click that on, and then what you'll have access to is all of these options here. Now, one of the main things we can do here is the texture limit and the maximum subdivisions. The maximum subdivisions, if you go over that subdivisions in your modifiers, you can actually reduce that or override that over here and simplify and turn them down to one or something. That then will reduce the polygon count right across your scene, wherever it's over six or five or whatever you set this to increase in performance. And one of the last things we can do is we can turn down this checked limit. If I turn down the text limit, something like 256, you'll see after a while, what it'll do is, it'll turn down all of those textures right across your scene down to 256. So even if they're four k or eight k, if you turn this on, you can turn them all down then, And then you'll see, look how grainy now this actual sand looks. Look how bleary these looks. And the reason is because we've turned down our texture limits all the way down to 256. The other thing is if you haven't problems rendering out your seam, you can also come in and turn them down in the actual render as well, which really significantly helps with crashes, cuter of memory and things like that. Alright. The last thing then we can do is, especially when we come to actually rendering now is you can see here that if you hover over here, it says, use compact deviate structures. It uses less RM but renders slower. So if you are having problems with crashing, I recommend turning this one on. And if you go to the next one, you'll see it for hover over this. It says, U special type BV H optimized for curves. It uses more RM but renders faster. Turn that one off. Also turn persistent data off if you need to as well, because what it means is that Blender is caching all of that data of the scene to save on basically having to redo it all. So if you turn this off, what it's going to do is a fresh start every time, and it's not saving so much in the memory. I don't actually know whether this one is bed to turn on and off. Again, I would ever play around with it. Now, something that is a little bit more sophisticated, so we're not going to go into it here, but you do have the option that you might want to look into of baking out your scene. So, in other words, you can actually bake all of your scene out onto a UV map for all the lighting and all the textures and things like that. But mainly for lighting, to make sure when you come to render it, everything is already rendered out, and then all it's going to do is render out the objects, or the textures and without the lighting. So that then makes it much, much easier on your machine to have a fast render without crashes. So last of all, what I want to say is, if you're building large scenes within Blender, try and use the shader panel more than actually bringing in actual textures. That also is going to save you a lot of performance and optimize things really nicely. The only problem you're going to have, obviously, is if you're sending things out into unreal or unity or another games engine, you obviously won't be able to use those materials, so you will need textures for those. So this primarily is based on rendering and building large scenes within blender. A, everyone, so I'll help you found that handy. I know if I was just starting out, I'd really want to know this stuff because it would have made my life so much easier in the beginning. All, everyone. Thanks a lot. Cheers. 76. Reinforcing Second Floor structure: Welcome back, everyone, Blender for, Modeling and Geometry node workshop. And I hope you enjoyed the performance and optimization. I think it's really, really handy to have. I also think that a lot of courses don't include that. So I think it's just something that really adds something to this course just to get you to create larger scenes, larger environments, and things like that because depending on what machines you're going to be running, you're always going to come across problems. Alright, so now we've done that, then. Let's actually bring this part here. So I'm going to press shift. I'm going to bring this then over to here. And what I want to do is think about the structure going around here first. So I think what I want to do with this is I want some like pieces going along here. So going along to this part. And then what I want to do is pull those out in certain places where they need to go. So I think I'll do before we do that, let's just right click and shade auto smooth on these. And then we'll grab this part. And I'll put it where I want it to go. So if I grab this, I'm going to put it a thing. This one's pretty straight on, so I'll put it against this one here. So Alt Shift and click Shift S, ur selected. Grab this one, then, Shift S and selection two cursor then what I'll do is I'll come in. I'll rotate it round first of all, so Ry or Rx in this case, 90. And then S and y then let's put it into place where I want it to go. I'm going to pull it into there. I'm going to pull it up then into place like so. And then from here, We can have kind of another part coming down here. So first of all, though, let's press S and y and bring it in a little bit further. And then S and y because I just want the back of it to actually look like it's actually kind of sticking out the way, double tap the A now you can see, it's got a little bit of a break there. That's what we're looking for. And now what I'll do is I'll press 50. And then I'll rotate it round so R and x then we'll have it going all the way up to this part here. And then we'll grab the back of it with face elect. And pull that down without portion editing on, of course, pull that down, and then let's put it into place. So something like this. And as well as that you can see that we've got some flash in there, so we need to definitely bring it in. So S and X. Like so. And there we go. I think that's going to be fine. I think that looks as though it's actually supporting this. Maybe maybe. We might want to put it a little bit further down. So let's just see what it looks like a little bit further down. So if I grab this, pull it down a little bit, turn it off. Yeah, I think that actually looks a little bit better. All right. So we've got that. Now, it's up to you whether you're going to put them in the wooden supports here. It might actually look bad rather than in every other one like this. So let's give that Let's see what that actually looks like, first of all. So I'm going to do is control. And you can see if I bring an edge of your pin like this, is it really going to look right like that? I'm not actually so sure. So what I'm going to do instead is, I'm just going to bring in a block. So if we're pulling it over here, though, it's going to be a little bit different because it's going to be in this bit, and then it wants a block. So I think what I'll do is I'll put my block round about here, and then I can give it a try. So I'm going to come to this part still. Press Shift S, urs selected shift, and I'll bring in a cube. Let's pull the cube out then. And then what we'll do is we'll pull our cube round about here. I'll make it a little bit bigger, like so. I'll press S and y then and pull it in. And then finally, what I'll do is, I'll press S and pull it up, like so. And I just want to make sure that it's all fitting in there. Like so. I don't really want something stuck at the bottom of here as you can see it would be if I'd left this like so. I'm just going to pull it down a little bit. And what I'm going to do, I think, is cut this part away. So I'm going to come back to this part. This part here, pull it up a little bit, and then grab this part here, press control. I'm going to bring it down then to round about inside there, like so. And then finally, what I'm going to do is I'm going to grab the outside of here, press delete and faces. Now, I know, already, I've left this face in here, so I'm just going to delete it with vertices, and there we go. That's that part. Now, we can see it's miles away from this one. That's fine because I think I'm going to put it on to this one here. But let's press control. And then what we'll do now is just give it an unwrap. So A, U, Smart V, project, click. And then what I'll do is I'll join it with these here. So I'll grab this. I'll press control L and I'll link materials. I'll go onto my material then and have that looks like. Do will tap the A. And you can see here it's not wrapped properly. So let's press control A or transforms the origin geometry. Now on wrap it. So, Smart UV P click Okay, and there we go. It's rap much, much nicer. Albeit, it's wrap the wrong way because it's really, really large at the moment on our UV scale, but we're not going to worry about that because the thing is, we're actually going to be unwrapping a load at the same time. So for now, let's just put this on dot, so I'll click a sign, and there we go. Now we're going to do is come on the underneath. Grab this one. Shift D, Cursor selected. Grab the little sideways, V, three D cursor, and then we'll come back now to this part. And all I'm going to do then is R z and move it to this part here, like so. And there we go. You can see that's looking pretty good. Shift, bring in another one, R z. Let's move it over to this one here. Like, we want a little bit more centered, I think so are Z. Like so. And then Shift D, and then Art and Z. Bring it on all the way over to here. Right into here. Actually, this might actually look quite nice in there. Double tap the A. You know what? That actually I think that's going to stay. I like that, I think. So let's now actually pull this down. So I'm going to grab this top part. I'm going to press a little sideways V. Just for now, just put it there, and then let's pull it down. You can see that we do have a problem with this part here. S wondering, whether I want to pull this part down as well and pull it back into this part. So I'm going to put it on normal just for now because I just want to get this bit fixed, and I'm going to pull it up. And can I pull it into place? You know what? Instead of doing that, I brought that bit down. I'll just grab this bit with L. And then what I'll do is I'll just press one on the number pad, and I'm just going to bisect it across there because I'm messing around too long with that anyway. So just bisect it going across, set this two zero, and then just clear the inner or the outer, clear the outer, and there we go. Alright, that be looking good. Now, let's move on to the next bit. Little sideways again, go three D cursor, and then all I'm going to do Shift D and then Art and Z spin this going here now, like so, and then shift Art and Z, and we're going to go into the other way. Like so, line it up a little bit there. Like so. And then one more Shift D and then Art and Z bring it over to this part here. So RZ, Like, so. Alright, double tap the A, and there we go. Dad looks fantastic. Okay, so now, let's join all these together, and then we'll rem wrap them all at the same time. So just grab them all. Press control J. Tap, A, grab them all, U. Smart UV project click. Okay. And there we go. Double tap the A. And I think this bit we are near enough, actually done with. So I think now, what we'll do is we'll just have a quick look on the rendered view. Let's have a look round. And you can see now that is looking pretty nice, especially from this angle. It does look really, really nice, actually. So now what we need to do is we need to think about the next part going up. And I think on this part here, we'll have a bit coming out of this top here. We'll have a one coming round here, and then we'll have some kind of supports. We might even use the same supports on this top bit. I think that's going to work really, really well for us, so we'll do that. And then from there, we can actually get the roof on. I think we'll create a new roof, I think, actually. We've got our roof over here. Yes, we saved it out, so that's good. So we can actually put that on there. We can make it a little bit, you know, less maybe less pointy or a little bit bigger. We'll see anyway, how we can do that. I'm sure we'll get the hang of it. Okay, that's looking pretty good. Alright, everyone. So I'll finish it here. Hope you enjoyed that. And then on the next one, as I said, we'll start on this bit here and then get the roof done and follow on from there. I think eventually, once we've done this bit here, what we'll focus on then is all the doors. We'll get all the doors done in one go. And then from there, we've just got the lights to do. And the rest of the building is pretty easy in comparison to this anyway, as I've said. Alright, everyone. So I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 77. Adding Additional Detail like windows and wood supports to upper section of main towe: Welcome Mon to Blenderport Modeling and Geometry Old workshop, and this is where we left off. Alright, let's put this on object mode so we can actually see what we're doing. Let's save that I work. Don't forget to do that. And then what I'll do is I'll bring up this one. I'm going to put this underneath here. So on here, I'm going to want one kind of big one, and then one underneath. So we'll use this one first. We'll press shift. We'll bring this up. Then I'll press a little sideways V. C two individual origins, and then bring it up into place. Now, you can see way way too big at the moment. I'm going to shrink it down, like so. I'm going to bring this out then. So I'm going to bring it up to here, press SNsd so, pull it down. Like so. And then I'm going to pull it out a little bit, like so. So I'm going to have something, something like that. And then for the next one, I'm going to press Shift and D. I'm going to bring it down. I'm going to actually rotate it around then. So RN's D rotate it so it's in the middle. And then what I want to do is I want to grab the outside of it and bring the outside in. So what I'm going to do is I'm going to see if and grab all of these, and then go to select and we'll select similar by perimeter, and I'm hoping that if I select jaws these, I'm going to look in there. These ones here, like so. You can see here, these are the ones that have not got selected, all of those. Then I should be able to now come in. And actually shrink that down. So if I press lns, sheho'd be able to bring that down, like so. And now I can bring the whole thing up into place where I want it. Press sens, like so, and that is what I actually want, something like this. Now, I'm not sure whether I actually I'm just wondering whether I want to use this. You know what, I'll give it a try. So I'll grab this. I'll press shift, and I'll see if I press altenar and I can. So that's great. I can actually rotate it round so it's actually straight. And then what we'll do is now we'll come to a center part, this one here. You can see I can press Shift, Custer selected. And then what I can do is I can come back to that part now. And then what I can do is, I can just press Shift S and selections cursor. And then I can bring it all the way up into where I want it. Now, actually, I've messed up there a little bit, I think. So let's try that again. So I'm going to grab this Shift S. I just want to select this one here. Oh, Shift S. Cursor selected. Grab this one. Shift S. Selection to cursor. There we go. Alright, now, let's pull it out and see. Wrong we pull it out and see if we can actually get this to work with what we've actually got. And I think, yes, the answer is, we will be able to do that. Let's pull it to there. Let's pull it out a little bit. And let's slam bring up this top. Like so into place. Like so. Making sure everything's level there, double tap the A, and there we go. Alright, that's looking pretty nice. Now, what I want to do is I want a window on the front of here and round here. I want the same type of window. I don't think we've used this window before. So all I'm going to do now is just rotate this round. So I'm going to come down to my bottom. Do the same thing. So Shift S, cursor selected. Come back now to this part, little sideways, V again, and let's put it on three D cursor and then art Z, rotate it round just for now. And then what I'm going to do is I'm going to come down and grab my window. So this window is the one that I want, so I'm going to press Shift and D. Let's bring it over. Let's little sideways V once more. And then what we'll do is we want to place it out in the center, so I'm just going to come again. Shift D, cura selected, grab my window, Shift S and selections cursor. Why did that do that? Didn't mean, let's try that again. Shift S, urster selected. No, we don't want curse selected one selections cursor. No, it's 'cause I've got a little sideways beyond. That's why I'm getting so confused. Okay, Shift S, urster selected. Why is it not selecting it there? Let's try that again. I think it's because we've got actually two selected, little sideways v, individual origins. Shift D, cursor selected. Finally, finally, Neil, you got there. Shift Desk selections cursor, and there we go. Now, you can see that we've got a little bit of a problem here in this bend. It's not really bending it that well, as you can see, and that is the thing that was actually talking about with these kind of cylinders and things like that. And that is another reason why we made our window so thick. So what I'm going to do with this one is, I'm going to pull it up to roundabout there. And now I'm going to do is I'm actually going to give it a modifier. So I'm going to bring in a modifier. And this time, we're going to bring in a deform, and we're going to bring in a simple curve. So simple deform this one here. Put it on bend, and then we want it on maybe the Z. Let's try the Z, and there we go. Now we can actually bend it. Now, you can see we have a problem in this part. Now it's probably because we have no edge loops going down here. So if you come to this part, press control, bring in a few edge loops, left click, right click, and now you can see problem going away. So as simple as that, no problem there. Let's just bend it back a little bit though it doesn't need to be that actual bend, so just into there, like so. And there you go. There's the actual window in place. And I think we're going to put another window. Around here. So, you know, as they're coming up the man be able to see in there, that'll be quite interesting. And I think as well, we'll just pull this up a little bit. Now, let's as well. Now we've got this. Move it around and pull it down. So we'll just come back to here again. We'll grab this one. So this face on the bottom, we'll press shift Kirst to selected. We'll come back to our window now, little sideways V. Not going to get confused this time. And then all I'm going to do is shift D and then Art and Z rotate it around. Something that looks quite interesting. So R and Z, rotate it round to here. And then what I'll do is little sideways via again, origin geometry, and then let's pull it down to something like that. Now, while I'm here, I might as well delete this out the way, we're not going to need this no more. And the other thing is on this one, at least, you can see that it's actually showing through the window. It's not there, but it is on this one, as you can see. So what I'm going to do is just bring down the bend a little bit, so bring it down. And hopefully it'll still be there. If not, I'll bring up the bend. I'll bring it to there and then try and pull it out just to Tad, like so. And there you go, now, you can't actually see it. Just make sure it's stuck to the wall, which it is, and that's looking pretty good like that. There are more complex ways of doing this, of course. We can use the shrink route. We can use snapping many, many ways, but I find with just this, it's easier just to use the simple deform. All right. So now what we're on if we press a little sideways V again, three D cursor, and let's now move this over to this side. So if I then move this, if I press 50, and then zed, move it over to this side where I want it, so it's going to be roughly somewhere around there. We can see then this should be on 45 degrees, like so. Now, let's press Shift, OrzD 45 degrees. And then shift z 45 degrees. And then shift zed, 45 degrees. And we can see here, I might want to move my window a little bit more. Or I might want to move this one. Let's see where they all line up. So shifty, 45 degrees. And I think actually, yeah, I want to move them I might move this window. Let me see if I can. Maybe I can get away with 40 degrees instead or even more. So I just want to move them around a little bit because what I want to do, I really want this one to be kind of right next to there. I think that's going to look good. My door fits in there, which it shod or I could miss this one out. So let's just leave that off. Let's move this a little bit, so I'll. Let's move here a little bit to the side. Like, so. It doesn't need to be, you know, even with any of these. And you know what? I'm going to have a piece of wood in there. So actually, it might be okay. So now let's go the other way. So shift, s -45. And then shift s -45. No one fits in there. Perfect. So. Yeah. Yeah, I'm happy with that. I think I'll move it a little bit out. No one's gonna know a little bit of an angle difference. Double tap the A. And there we go. All right. Next of all, we want to bring one of these parts down. So I'm just going to grab this one, shift D, and what I'm going to do little sideways, V again, individual origins, and let's bring this down to here, and then all I'm going to do is pull it out into place like so. I'm going to press S and and pull it up. And I think that just adds a little bit to it so the fence is actually attached to this, double tap the eight. And I think once we've got a wooden, you kind of structure in there, it's going to look pretty good. I'm just making sure that this bit here. I think I'll have to move these up a little bit. I know it's a little bit messing around, but I think actually it looks bad with that on there for sure. I think whether I need to move it up, let's just see if I can move it up a little bit to there instead. Let's have a luck if that's doing Yeah, that might be better to put it there because everything looks as though it's fitting in place, except this one. You can see this one. It could come out then onto here, and I think that'll look pretty good. Let's have a good look at this before carrying on. The other thing is, as well, we can see it's kind of the same. So let's come in first of all, and press art and's head and move it around somewhere else like double tap the eight, and let's just have a quick look. Let's save it out and have a quick look, what that looks like before carrying on. Yeah, I think I think that is just looking, right? I think we need another piece of wood maybe in here to finish this piece off for sure. And if I go round, if I look over here, L, it just looks much better. It looks like it's more built up. So yeah, I'm going to leave that part in there. Up to you, whether you do it or not, it's a little bit more work. So now I'm going to do is I'm going to go back to object mode. And I'm going to before just finishing this lesson. I'm just going to pull this part. So this part here, you can see just out, so you can see this part's fine. It's got a bit of metaling so I should pull that part out as well. So, you know what? We'll just come in, double tap the A, put our x ray on, and then we'll just grab this from the back. Control plus control plus. Take it off, and then let's just pull it out. Can I pull it out like so? Yes, I can. There we go. And then let's just put it on again. Let's grab this one. Control plus control plus. Turn it off, and then let's just pull this one out, pull it up a little bit. Like, so, double tap BA. And there we go. I think that looks much, much better. Like, it's not just a, you know, uniform or anything like that. We've really gone to trouble to make it really, really interesting, especially from the back. And, yeah, I think that looks just so much better. Alright, so we've done that bit. Now, on the next lesson, then, I think we can start work on our roof on this one. And then from there, we can actually work on this building here. I think then we can work on this building here, and then we can actually create our doors. I think that's the way that we should actually look at this. Alright, everyone, so save out your work, and I'll see on the next one. Thanks a lot. Bye bye. 78. Modeling Stylized Cone Shape Rooftop usisng geometry node and letuce modifier: Welcome back everyone to blenderful modeling and Got you know workshop, and this where we left off. Alright, so let's start on this one here. So what I'm going to do is I'm going to come over here, grab all of these, and hopefully, hopefully, we might be able to make this work. I'm just wondering if on this part, I should actually be using it like this. I think actually, you know what we will go ahead. What we'll do is, you know what? I'm just wondering whether I should be doing that. Let's press S and make it a little bit bigger. You can see here, we're going to have huge, huge problems, I think with it. I think we'll use this on the small one. I'm just wondering if we can even use it on that. I think we'll just have to. I mean, we've only got two more left. So I'm just wondering the best way to do this. We could we could instead just delete off the array, and then we'll end up with that. I think we'll do the array again, is what we think we'll do. We'll bring it into place and we'll get that. Yeah, I think we'll do it that way. We'll even get rid of this part because we've still got this part here. So yeah, we'll put that part in place, get it roughly into where we actually want it, which will be somewhere like that. We'll bring it down. We'll pull it out. And then what we'll do is we'll just hide this piece at the weight at the moment. And now what I'll do is I'll bring down this rotation. So bring this rotation down a bit. Bring up the horizontal, so bring it down something like that. And then obviously, we'll have to make this probably a little bit taller. Let's see if we increase the vertical count like so. Wondering from here, can we make this work. Let's see if we can actually bring it in. A little touch. And I think the other thing we can do. We can also make it smaller, but I think the other thing we'll do is we'll make just wondering about these tiles, can I make them a little bit wider. And without damaging the rest of it. So I'm s going to make them a little bit wider, like so. Turn down the horizontal then, s to get it into the right size. Like so. That looks about right. And I think I can actually do the rest then because we're going to have a big part on there as well. And I think I'm going to do the rest then with the lattice. All right. Let's go with that. So what I'm going to do is I'm going to press 50, bring it out. Spin it round. So s a 180, spin it round, get it into place. Like so. Let's put it into place. Like, so, and there we go. We can line it all up. Once we've got everything in there, make it smaller and things like that. And what I'm going to do now is, I think, I'll come to this part here, so bring in a lattice from there. So shift a. Let's bring in a new lattice. Let's bring it up. I know it's a little bit of messing around, but I really think we can actually it'll be better if we do it this way. So if I bring it here, pull it out a little bit. And that looks near enough about right. So, something like that. Go over the top of it. Just make sure everything is in there, so you can see all of this is in there. Come to a lattice. And I think, honestly, if anything, it's just, you know, it's fair of practice with the actual lattice. So let's bring in our lattice work, so And then what I'll do is I'll press one, I'll press tab. In fact, I can't do that yet because I need to actually add the lattice to this. So we'll put this up. Put this one, come to this one. Add. We've already got a lattice apparently added, so that's good. Do the same on this one. Like so. Now, if I move this lattice, will it actually bring them all in? So we'll give that a try. And yes, it does. So that's great. Alright, let's work on the bom part first then. So all I'm going to do, I'm going to pull this bom part out I'm going to pull it up like so. And then what I'm going to do is work my way along, Hull in this one in Hall in this one in. Okay. Like so. Like so. Like so. Like so and finally a top one. Like so. And then I'll grab this middle one. And with the lattice, I don't actually think this can work. In other words, this proportionality. It doesn't seem to work on it. So I won't use it. What I'll do is I'll just bring it in on my kind of own and just try and work on something. Get it in. Not that. Let's press B. Like so. Bring it in. And S. And there we go, I think that is looking roundabout right. And then from here, let's just pull those up a bit. And let's bring this one down a little bit. Like, so. And then this one down a little bit. Like so. There we go. Now, is that looking too similar to this one? I don't actually think so. I think what I want to do, though, is maybe make make it all a little bit taller. So if I come and grab all of these, can I actually do that? So if I press one, press Send. There we go. I can make it a little bit. Like so. And I'm just looking to make sure it's all follow and everything. Let's just hide this lattice out of the way with H. Let's put our rendered view on and let's have a lot that actually looks like. Yeah, there we go. That's looking pretty nice. And it does look a little bit taller. It does look like a top hat. So, yeah, I think I'm happy with that. That looks, and a little spire on top of that is gonna look great. Alright, let's come back to these then. What we'll do is apply our lattice, so control A, and I'm not going to do that, actually. I'm gonna press control. I'm going to grab them both. And instead of doing that I'll just come to object, convert to mesh. Alright. There we go. Let's put it back on object. Press saltge, bring back our lattice. We're going to delete that out the way now. We can also come in now to this part here. And what we'll do is well, as well. We can see that a little bit out on this one. With this pi here. So now I can make it a little bit smaller. You can see I need to join them both up. So let's join them both together. Control J. Now, let's make them a little bit smaller. Let's just hide this out the way for now. And then what we'll do is we'll pull this up now. So if presence, I can pull it up now, and there we go, that looks much, much better. Let's put it in place and see where we need to be. So we can see, is it right over the top. That's the next question. So what I'm going to do, first of all, I'm going to grab this with control layer transforms. Set origin to geometry. Now, is that going to set it right to the center of this geometry? It certainly looks like it. And then what I'm going to do is, I'm just going to press Shift and S and cursor sorry, selection to cursor. And then what I'm going to do is bring it up. And hopefully, hopefully, this should now be in the perfect place as we can see. So let's bring it down. Like so. And there we go. That's looking pretty much Perfect. It looks a little bit bigger than the other one. And from here now, I can actually press tag, bring back this part. And then what I'm going to do is, I'm just going to grab the inside to the top of here. Grab that inside, put this onto global, bring it up to the top, like so. And then I'm going to bring in some intro loops. Control. Left click, right click, and now just work my way down, bringing them down. So I'm just going to press one on the number pad. Bring it in. So S, and then just work your way down, bringing them all in. Like, so, and they're only there. Again, just to hide the fact there's nothing behind this roof. So we don't need to worry too much about it or them being too close or anything like that. We just want to get a nice part in there. So I'm just going to bring this part. I'm going to bring it there, actually. And then I'm going to grab this bond part, rest the S bon, and bring it in. Alright, now we just got the top. Bring it in, and there we go. Now with this part, let's just grab it. A, Smart UV project, click Okay. Let's put our material on, and then let's add the material in. Once it's loaded up, so down arrow. And we're looking for planks, which is this one here. Double tap the A. And there we go. That's looking fantastic. All right. So now we can do that on the next lesson is, we can actually start on the top of here, and we can make our little tall spire that's going to go up into the sky and really set this apart from this one. And yet, I think that's looking really, really cool now. All right, so I'm just going to press tab, actually, double tap the A. I'm just making sure I can't see anything under there. And I can't. So we'll save our work. And I'll see it on the next one, everyone. Thanks a lot. Bye bye. M. 79. Modeling Decorative piece for rooftop and starting modeling process for Door: Welcome back, everyone to blend four modeling and jumping workshop, and this is where we left off. So let's now come in and grab this little piece of wood here that we've already actually created. And what we'll do is we'll press Shift and D. And then what I'm going to do is press Shift and S and selections cursor. And then let's pick it up into place. I I press a little dot board now, we should be able to zoom in and drop that right at the top of this actual spire. Let's make it a little bit smaller, like so. And then what we'll do from here, we can actually work on building this out. So Shift S, cursor selected. Shift A. Let's bring in then a cylinder. Let's turn the cylinder down to something like 24. Let's then bring it down. So I'm going to bring it down into place like so. And then from here, what I want to do is I want to pull it up to round about here. And then I want to pull this down. So I'm just going to pull this down like so. And then what I want to do is press, bring it up, and then, bring it in like so. Now I want to create some structures that are going to, you know, be kind of steel that are gonna come out of here. So let's first of all, though, yeah, we'll do that now. So what I'm going to do, is I'm going to select every two. So miss two, select every two, and we should be able to get back round to the start and have two there the same. Hopefully. That's what we're hoping for. So let's see if that's going to be true, and there we go. It is because we've put on 24. Then we'll press enter AltnS, bring them out. And there we go, that's exactly what I'm looking for something like this. And then what I'll do is now grab this top. I think I'll press Shift D, just to duplicate it, and then press the S bon. I can pull that out then, press the bon, pull it up, like so, and there we go, that's looking pretty nice for the part of the spire. Then what I'm going to do is, I'm going to press the i bone. Bring it in. And then I'm going to press the button, bring it up, like so. Now, what I want to do here is I want to bring this in and I want it to all bow in. So if I bring this in like there, then what I can do is I can put in bring in some edge loop. So left click, right click. Grab the center one, shift click. Put on proportion let it in. Let's put it on inverse square. And let's see. Now, if I bring this all the way in, I can get that lovely, beautiful bend that I'm actually looking for. And then from here, I'm going to press Control B, bring this out, drop it back to just one, and then press Enter. Turn off proportional editing, alternS, bring it out, and there we go. That's what we're looking at. Let's put it on object mode so we can see what we're doing. Let's also shad smooth. And there we go. We're nearly there now. So let's come in to the top of it. What we're going to do is press, bring it in, and then press, bring it up. Then press, bring it in once more. And now let's create that spire. So for the spire, I'm just going to pull it up, like so. And then what I want to do is, I just want to take a step back, double tap the A and just feel like where actually how high do I actually want it? I think if it comes to about this height, so looking from here, that height looks about right. So let's now go back into it. And then what we'll do is we'll bring it up to that height, like so. And then from there, what I'm going to do is, I'm going to press control. And I'm going to bring it up to here. And then I'm going to bring this top of it in a little bit. So I'm going to press the S born, bring it in, like so, and you can see now that's looking really, really cool. Let's go to material. And then what we're going to do is going to press control or transforms. I'm going to add in a bevel. So I'm going to come in, add in a bevel. So bevel. And we'll put it on, look at the bevel on here. Most of this is going to be steel. So sometimes with steel, you can get away with a little bit of more of a bevel. So what I'll do first of all, though, is I'll come in and press A, Smart UV project click, and we'll bring in the actual metal. So we'll look for iron. The one we want is iron dark. And then press tab double tap the A, and I'm not just happy with it like that because I want these insides to be. So these ones here. I'm going to see if I can actually select those the same, so I'm going to go to select select similar perimeter. It's selected some of them. It might be just quicker just to select them all. And what we're going to do is we're just going to create these So, they're actually just going to be the wood. So we'll do these ring them round. Like so. Like so. Like so. And then all I'll do is click Plus down, and then look for planks Like so and click a sign, and there we go. All right. That is what I'm actually looking for. Finally, then, let's see what that actually looks like. I think it's going to look really cool. Let's move that hard the way. Shift right click. And there we go, guys. Let's actually bring in not terrain so we can see that as well. Let it load up a little bit. And there you go. You can see really, really again somewhere now. All right. So I think now we will focus on this part here. So we'll focus on this part here and just carry on working our way round, but it's coming together really, really nice now, as you can see. Alright, let's go to object mode, then. Let's save our work. So save out our work. And as I'm looking around, I'm looking at which bits we're going to do next. And the thing is on these two bits, we've got a lot of doors now, which we really need to start putting into place. So I'm thinking, actually, it might be that time to start those doors. So, you know what? Let's bring our guy over, and we'll bring him over to this part here. So I'll just grab this Shift S, cursor selected, and then grab my guy Shift S, selections, cursor. I'm going to press one on the number pad, and what I'm going to do, bring them both down to the ground plane. So let's just bring them both down. Once I've brought my door in then, I can actually rescale it the door, that is, and then we can actually build it out. So let's come in, and what we'll do is we'll go to our image. Open up our image, and the one we'll do first. So I think we'll start with the most simple, which is this one here. So we're going to start with this one. And you can see just how simple this door actually is. And I'm going to scale it up though, just so it can be the right size. So I think if I bring this over, we can see that if we pull the door up a little bit, that's going to be round about the right size for us. All right. So let me show you then how easy the doors are to do. Especially doors like this, they're much simpler than what we did with the actual windows. So what I'm going to do is I'll shift right click, just bring in a plane. So shift A, bring in a plane. I'm going to also rotate my plane round on the y. No, it's not it's the X, I think it is. So 90. There we go. So now when I bring in an x plane, it should be that way. I'm going to press the S bond then, first of all, and I'm going to bring it in until I've got the right size, which will be somewhere around here. So and X, pull it out a little bit. Sns, pull it up like so, and maybe bring it down just to tad like so. Alright, so from here, then what we'll do is we'll make our actual door. So what I'm going to do press tab, press Control, bring in a few edge loops. So left click, right click. And then what I'm going to do is right click and Markosm. Then what I'm going to do is control law, bring in a few more edge loops, left click, right click. And the reason I've done that, of course, is just so we can actually randomize it. So now I'm going to do is split these up, so L, L L, and then I'm going to zoom into it, my little dot born, press the y bom, press A to grab everything, to pull them all out. And now, finally, let's randomize the We'll bevel it first, then we'll randomize. So add modifier, generate a bevel. Let's put it on point at three, like so, and let's now come in, grab everything and come to mesh. So make sure you just press A just to grab it all mesh, transform, and then you're just going to go to randomize, turn it down to 0.1, maybe something like that. And there we go. Now, let's grab them all. Again, make sure that we're on individual origins, press S and X, and then we just can bring them in. And now you can see that's looking pretty good already. You can see we've got a little bit of warp in on here. Let's make maybe a little bit more using our proportional editing. So I'm just going to grab this one, proportional editing, randomize, and let's just pull it out a little bit. Now, the problem as you can see, we need connected only turned off. And now when I pull this out, so I can just pull this out so just a little bit. Just a tad, like so, and there you go. Now we've got that look that we're looking for. Right click and shades moth. And there we go. Now, this is the first bit. So if we pull this out, we're going to see the rest of it is just these parts here, and then we've got the actual outline of the actual door. So let's do the outline of the door, and then we can create these parts separately. So what I'm going to do is, I'm just going to press Shift S, cursor selected shift A and just create a simple top and bomb. So I'm going to put this right at the top here. I'm going to press one to see how big it is, N's to bring it down, S and y or x to bring it out, like so, and there we go. And then all I'm going to do is press Shift and D. Y 90, spin it round. Let's put this in place then. Press the S born and bring it down into place under there, and then just grab the bottom of it and pull it down without portioning on, especially not randomized into place through the floor. We definitely want to go in through the floor. Now, we're not going to mirror it. We're just going to grab it and then press shift. Pull it over to the other side, like so. Now, with these doors, I tend to, put them into place like so. And then what I'll do is I'll bring in some edge loops now, so control. Left click, right click, Control, left click, right click. Grab one of them, put proportionality on. And then what you can do is just slightly slightly, pull it out, like so, and you will see if you do that, you'll end up with a little bit of variation. Same with the top controller, one in the middle, and then just grab it shift click and then just bring it down. It's only very, very slight, but it does make a huge difference. And then what I want to do now is pull the door back because we definitely want it behind there. And finally, finally, we might want to think about pulling this door then back a little bit more so I'm just going to come to these parts and grab this part, pull it back a little bit without portion editing on, of course, just so it goes into the wall nice and neatly. And we don't have to worry about the door going through the wall or anything like that. So let's just pull them back. So a little bit thicker than what they should be. Alright, so now what I'm going to do is I'm going to join these with these. So for press Control J, they will inherit the Bevel. Let's press Control or transform set origin to geometry. And now on the next one, guys, we're just going to create this. We'll create the door handle. And this door handle is going to be used for at least one of the other doors, so it does make it easy. But this bit here is quite easy to create, so we'll get that done next. Alright, everyone, so we're going to save out our work, and I'll see you on the next one. Thanks a lot. Bye bye. 80. Continuing modeling for door, adding hinges using subdivision techniques, creating ha: Welcome back everyone to BlenFo Modeling and Jode workshop, and this is where we left off. Alright, let's hide this out the way. Let's press one. And then what we want to do is create these parts here. So I think the easiest way to do these parts is, I think we'll just we'll just use a plane. I think that's gonna be the easiest thing. So bringing a plane, did my plane come in the right way? No, it's not rotated. So we'll just rotate it round again. We'll press the Sb Don't know why it didn't come in like that, but Ah let's put it into place. Let's press send then, bring it down. Let's put our x ray on, and now we can see perfectly through there. Let's grab our plane, and pull it into place. Let's press the taboid and then all I'm going to do now is just pull it out all the way to here, so. Then what I'm going to do is bring in some edge loops now. So left click, bring in an edge loop here. Control law, bring in an edge loop here, like so. Control law then, and then it's bring in a couple, three edge loops. Left click, right click. Control, another edge loop. Control law, another edge loop. Three in the middle. So control law, one, two, three, left click, right click. Control one more edge loop, and then from there, bring in another maybe three, one, two, three, left click, right click. Alright, let's grab then both of these. And then what I should be able to do is come in now. Let's try root and see if that actually works. So sons bring it in. Like so. And there we go. Roots, I don't think roots going to work. Let's try inverse square. So N's. That's actually looking bad. That's the look I actually want. And you can see just how easy this was. And then what we're going to do now is we'll do this one. And I think with this one, we can grab the middle one again. So send, let's bring that in. And actually, you know what? That actually might look bad. Let's try the end first, so sad. Yeah, but I'm not sure which one looks bad. I think that actually looks bad. We'll leave it like that. I think that looks actually good enough. Now, this one, as you can tell, all it is is just this one cut off here, so we can get that done. Now, now let's before we finish, come in. Turn this off. This is our piece mesh then. We press tab, A, and then, pull it out, like so, and we can cut it for the other bit. Don't worry about that. We just want to make sure then that we can actually smooth this off. So shades move by angle. The other thing is, I think we need to probably probably before doing that, before pulling it out, actually, we'll just go back. Let's just try and come in, adding a modifier and we'll generate a subdivision surface. Let's generate a subdivision surface. Now, you can see that we do have some problems with this. And this is mainly down to the fact that we haven't brought it out yet, and we didn't point the ends on it. In other words, I I press controller on this. You can see now we can actually bring that out and make it really hard edge. Same with this. If we press control B on these, you can see it really hard edge. So all you want to do now is just come to these parts here. Press Control B. And there you go, you can bring those out, like so. And now you can see just how much bare that actually looks. Let's also come to this part here, and I'll do it from here. So Control B, rating this bit out. And then what we'll do is add one edge loop in here. So control, left click, and there we go. And see, now, that's looking pretty good. Do you want it a bit tighter at the end? Are you happy with these being so rounded? You know what? I think they actually look good. Let's just try now pulling it out. So all I'm going to do is press A, E pull it out. You know what? In fact, before doing that, we'll actually apply the subdivision. So apply the subdivision in object mode. Now we can bring it out, so bring it out with. There we go. And now we can actually bring in our bevel. So I'd modifier, generate a bevel. Let's let's have a look right click shade auto smooth. Yeah, and there we go. That's looking pretty good. And I think because I've done it like this, what I'm also going to do is just add in Maybe maybe just a little bit more so I'm just going to grab these ones, and these ones going into here, here, to here. And then the front one I'll grab from here to here to here to here. And then all I'm going to do is press and bring it in. And then what I'm going to do is just press and pull those out a little bit just to make it a little bit better, right click shades move. Yeah, and a thing that's looking just a little bit better, like so. All right. So now what I can do is I can come now and finish this part off because I want this to be like this. So what I'm going to do is I'm going to grab this one. Press control layer transom set origin to geometry. Shift D then, let's bring it down into place on here. And then finally, let's press Shift D and bring it up onto here, like so. And then what we'll do now is we just need to cut this part off, so I'm going to press kshift and click Delete bases, grab this part, L, delete vertices. And then what I'm going to do is just join this edge up now. So k shift click going all the way around, press the F button, like so, and then I'll just make a another join in the center. So in the center here to this one here, press the J born like so. And then what I'm going to do is just right click shade smooth, like so. All right. So the last thing, I think, you know, why I'm quite happy with the bevel on this one. On this one, though, I'm not actually happy with it. So I'm going to do is going to turn this down. So, just keep turning it down to not 0.3. Let's try that. Or not point, one. Let's try that. There we go. That's looking better. Alright, now they all look about right. Okay, so let's press Ath bring them all back. And we're going to bring our door back then and just drop these into place. So they're gonna drop into place, like so, and there we go. That's looking, really, really nice. Now we need is the actual door handle. So again, we can now we don't want to join all these up together at the moment. Because of the fact we've got this bevel on. We'd soon actually do that after once we've actually brought the materials in. So what I'm going to do now is just press one again, and now I'm going to make my handle. Now, we can't see what this handle actually looks like. It doesn't really matter because we can really, really easily make a handle. We'll create it with I'm just wondering whether to create it with a curve, we'll definitely use a curve, but which we can even use a bezier curve. I haven't really showed you a Bzzier curve, so I think we'll use that. We'll press y 90 press S, bring it down. You will notice it's a Bzzier curve. It actually comes in like this at this angle, which is already a good start actually for our actual handle. So s 180 spin it round. And then what I'm going to do now. I'm not going to look at that right now. First of all, I'm just going to get how I actually want this handle to look. So if I come in, Bring bring down the resolutions, first of all, bring it down six or something, turn up this time the depth of it, and there we go, we've already started to get a handle. Let's come in then and turn it up a little bit more like so. And then what I'll do now, I'll show you how to use this. So first of all, if I press three on the number pad, you can see now I'm in the side view. This here just basically moves the curve around as you can see. Let's just turn off proportional editing. Now, these here are called the handles, and you can actually really start to manipulate how this looks, using the handles and the actual curve. So unlike the path where you can't actually rotate them rom because you don't have these handles, these ones actually allow that. So what it allows for, For instance, if we put another subdivision in here and right click subdivide, what it allows for, if I grab this one now and then press G. What it allows for is things like this. Then what I can do is I can press, pull it out like so, and you can see now we can get quite a nice angle on that. So I'm going to pull this one out, rotate it around then, and you can see how nice that's actually going to look. So it's a really, really nice way of creating Adle. So one thing I'm going to do, I'm going to bring that up to there. I'm going to kind of bring this in then, bring it out a little bit. And what we don't want We really don't want there to be kind of scritching up. I'll call it. We want it to be nice and smooth, so I'm going to make it really, really nice and smooth. And then what I'm going to do now is try and bring this one back like so, and then bend it a little bit, like so, and then move it a little bit, like so, and you can see now. Pretty nice and easy to make a really nice handle. Alright, so I'm happy with that, the other thing you can do. First of all, there is an option here to fill caps, which means that we're filled the ends, which we really want. And the other thing you can do is You can grab the main part on these and you can press alterns and actually squeeze it in. So that's even better as well. So now you can see what a beautiful handle we have there. Now, let's think about the rest of this then. We can actually come in and do the same thing, but actually bring this out, so you can see already looking very ordinate, looking like a wizard's you know door handle. So what we'll do now is we'll just press control ate or transforms, right clicks the origin to geometry. Bring in another piece of metal then, so I'm going to bring in a mesh. I'll bring in a plane. I'll spin my plane round, so x 90, let's spin it round. Let's make it much smaller, first of all, and get it into the place where I want it. So I'm going to have it somewhere like this. S and X bring it in. And I think from there, I can just bring down this little bit here. Like so, and there we go. We've nearly got our door handle completed. All we want to do now, as you'll see, is create this part, and I'm going to show you a really, really nice way of actually doing this. All right, everyone. So I hope you enjoyed that, and I'll see you on the next one. Don't forget to save about your work. Thanks a lot. Bye bye. 81. Continuing hinge modeling process to create another variation: Welcome back everyone to Blendf modeling and geometry know workshop, and this is where we left off. Alright, so let's come in and grab all of these corners. And what I'm going to do we can't press control B on these. You'll see nothing happens, but what you can do is you can press Control Shift and B, and you can actually start to bevel those off. Now, they're not beveling correctly, because I need to reset all of my transforms, like so, set Agins geometry. Now come back to them. Control, Shift and B. And there we go. Now, what else can we do with this? Well, first of all, we can turn up our segments. Second of all we can turn down the shape of them to bring them in, like so, and there you go. There, you can see just how easy that is to do. Now, from here, what I'm going to do is I'm going to bring them out. So first of all, I'm going to pull this in. So I'm going to press the iborn to pull it in, like so. And then what I'm going to do is I'm going to grab the outside. I'm going to press the born to pull it out, like so. And then we go War nice door. Then what I'm going to do is I'm going to go around the outside. So lt shift and click and just pull that back. Like so, and I'm thinking as well because we've still got that curve in there that I just want to, you know what? I'm going to leave it like that. I'm not going to do anymore to this. The only thing I'm going to do is right click shade Auto smooth, control or transform set origins geometry, and then I'll just add in a bevel. So generate a bevel and we'll put it on uh 0.3 or Not point, not one, and there we go. This curve then, I've finished with it. Let's go to object, convert to mesh, and you'll see now it's a beautiful curve. And then what I can do is I can join this all together. Once I bring my door back, I'll just pull this out a little bit. Press saltag, bring back my door, pull it all together. Let's put it into place then, and we'll make sure it's the right size as well. So if I pull this over, I can see now where the size is going to be. Let's bring it up. Let's press the S born to make it a little bit smaller. And there we go. And let's now see what that actually looks like once it's in place, so bring it into place. So double tap the A, and there you go one or eight, simple door. And that's pretty nice. Okay, so let's put it on material. And let's now start bringing in some material, so let it load up. There we go. Let's grab the whole thing. So all I'll do is just grab all of it. I'm going to press the tab just to see what we've grabbed of this, all of this and these. And then we're going to do is press A, smart UV project, click Okay, like so. Now, you always have the option with things like this of deleting the backs of them. If you want to save UV space or you are putting this in the game, you can save a lot of polygons by deleting the backs of these. I tend not to do that because, you know, a lot of games engines nowadays, it doesn't really matter so much about polygon count. The thing that matters more than anything really is the materials. So the materials and shaders. They're the thing that really costs a lot in video games right now. And the way they can get those down is by using these seamless textures like we're doing here. So if you're using seamless textures, you haven't got such an issue with UV space because you can put things over the same UV space. But if you are going to be take them in substance painter and things like that and painting them there, then you will have a small amount of UV space to use, so you want to basically make sure that all of these back parts are actually deleted out the way. All right. With that little bit said, then, let's come in, and what we'll do is we'll come in now and add in our materials. So first of all, I'm going to add in plus down arrow, and we're going to look for planks. So planks, I'm not sure whether I actually want to use the wooden planks or the window wood. So I'll come to this part here first. I'll go down and I'll put in window Window wood, like so. And I'm just going to look. I think, actually, would it be different? The windows are a little bit different. I think I will. You know what? I think I'll use this type of wood like so. We could do the outside having a different wood. So if we grab all of these, we could click plus down planks, bring in the planks, click a sign. Like so. We could do it like that. That actually might be the way. And then what we'll do with these is we'll come down arrow and we'll put in iron on dark. And then what I'll do is I'll grab all of these now. This one last. In fact, this one last. There we go. Controll link materials double tap the A, and there we go. Now, let's see what this door looks like in render view before doing anything else. And there we go. Yeah, that It looks amazing. So we're happy with that. Alright, let's put it onto object mode now. Let's just bring our door over because I don't want to actually join it altogether yet because we might need certain things off of here. And the thing is if I join it altogether, it's going to be mu harder to split apart. So what I'm going to do is just move it over to the side. And then what I'm going to do is open up my new door. I'm going to come in, open up my new door, and the one one is this one here. Now, as you can see, this one here, pretty much the same as the other ones except this part here. So, I can actually just take near enough everything. Even the door and I'll just make it a little bit different on these parts. So all I'm going to do to do that is I'm just going to press shift day. I'm going to bring in a plane. I'm going to spin it around so Rx 90. I'm going to come in then. Make it a little bit smaller, like so, press one on the number pad, bring it up into place. And then we're going to make this a little bit smaller. So S bring it in and then pull it over to here, grab this edge on here, pull it over to here, like so, and then I'll just do this manually as well, because it's good if you can actually do it both ways. So if you press control law, not that way. Control bring in some edge loops, grab the first two edge loops, S bring it down. Next one, S. And then next one S and Z. The more you do this, obviously, the better you're going to get with it, and then finally this one. So and, And then S and Z, bring it down, and there we go. Now, let's pull this out because we're going to be using it twice anyway. In other words, the bottom one is going to be pretty much exactly the same, so let's pull it out like so. And then this snaking bit here. It's just done with another curve. So we have put this two a curve now, so what we'll do is we have to bring in another one. So all I'm going to do is press one. I'm going to then press Shift date, bring in a curve, and I'll bring in a bezier curve. I'm going to press R, 90. And then what I'm going to do is press, 90. I'm going to make it a little bit smaller, like so. Press one on the number pad. And then what I'm going to do is bring that out. Now, there is a difference in these in the fact that I didn't make it round. In other words, this one down here, the depth makes it round, as you can see. We don't actually want that. Well, all we want to do is extrude it. So you'll see now I've extruded it a little bit, and then from there, we're going to go in and add in a solidify. So let's just turn this off a minute so you can see what I'm doing. Turn up thethickness then to wherever you want it. Right click, and you're just going to shave flat and there you go. Okay, so let's get it into the shape that this is, so you can see, it's a lot thicker than that, so I'm going to turn up my thickness. And then all I'm going to do now is come in, and I've got where is my top and bottom there. So I'm going to grab both of these. I'm gonna right click, subdivide. That's the first thing I'm going to do. And then while I'm facing on, I'm just going to press the G button, bring this into place, press the G button, bring it into place. And then all I'm going to do is mess around with these. And you can see, as I start to pull these out, you can see we're getting in a really, really nice shape. Now, before we do that, Let's just reset all of the transforms, and you will see as soon as I reset the transforms, you're probably going to have an easier time actually bending these in place as you can see. So I'm going to adjust Middle around with this. I'm going to put it back to here. I'm going to put this one then down to here. I'm going to bring in another one, so grab the middle and middle of this one, right click, subdivide. And now let's put the x ray on, and let's put this one back in place first. I'm going to put this here. I'm going to press G, put this here, and then G. Put this here, and then just work our way up. And then with this one, I'm going to come to the top of G, bend it round. And then G and put it into there. So that's going in and following this all the way around now. Now, this one, let's bend it a little bit first. So G and then G, pull it into place, and then G bend it round. And there you go, you can see just how easy that was to do. Now, let's increase the thickness very, very slightly. You can see at the moment the thickness isn't going up. Because we reset all the transforms, let's just press control shift ins head and put that in. Because we increased all the transforms as you can see now, sorry, because we reset all the transforms. You can see now what it did was it actually reset the solidify as well. So instead of the solidify now, we have to come in and we need to turn this extrusion up. So I turn this off now, you can see that Jaws got to turn the extrusion up and then we'll make it a little bit thicker. Now, let's pull it over into place. Let's just press control head. Pull it into place. So, and there we go. Now, if I press one, you can see they pretty much line up perfectly. Let's make this a little bit thicker. So S and y pull it out. And let's now put all of these back into the door. Now, the other thing is about this, you can see that I do want to turn down the amount of resolutions. I really don't need it so high. And now what I'll do is I'll pull it into place. Like so, and there we go. Obviously, we need our door in there as well. So I'm just pull it into place just to actually get it to see where I'm going to put it. So something like that. And then what I'll do is I'll just press one and I need obviously this rotating round. So I'm just going to press Shift and D, bring this down, and then I would just rotate this one down. Now, before we do that, we may as well put in these little kind of knobby bits on there. And then once we've done that, we can actually bring this other door across, and that will be that door done. All right, everyone. Let's save at our work then, and I'll see you on the next one. Thanks a lot. Bye bye. 82. Modeling stone framed door: Welcome back everyone to blend for Muddling and jump workshop, and this where I left it off. Now, what we'll do then is put these little knobby bits in. And I think also it's a good idea to have at least like three or four windows and doors, different ones, and the same with the lights in pretty much any environment. They're not all going to be the same. So I think as long as you have that as a bare minimum, you should be okay, and I think you can get away with most bills just with that. So what we'll do now is we'll press shift A and we'll bring in a cube. So let's bring in a cube. Let's press S and get it to the same scale as these ones. I'm just going to get it to roughly the same scale. Then all I'm going to do. Pull it up into place, like so, and then I'm going to just scrim and press S and y, bring it down, press one, go into front view. Make sure it's roughly in the middle. And then from there, press a little dot born. Make sure it's in place. Grab the front of it, so press three. There we go. And then we'll do is I'll press, and then and then and there we go. And then what I'll do is just press one, and we're just add in a quick array. So add in modifier generate an array. Move it out a bit, so hold the shift born. One, two, three, four, and then move it out a little bit more like so. And actually, I think that should be absolutely fine. Let's put it out, maybe a little bit more so it's in between each of these plans. So what if it's going to go in there, it looks better like that, I think. And there we go. All right, let's apply the array with control. Let's join this back to here. So back in front behind here, like so, and then let's join it together. So Control J, join it together, add in a modifier, be a bevel. No, 0.3, and then let's just press control or transformed. And you can see when we did that, how we actually leveled these parts. You can also see that I didn't join this part because it's still an actual curve. Let's go to object, convert to mesh. Join it to this, control J, and there we go, Let's right click and shades move by angle. And let's also turn this down, 0.1, and there we go. Now, let's press one on the num pad Shift D. Let's click origin to geometry. I'll set origin to geometry, and let's bring this one down into place. Now, we can see on this one. Jaws need to turn this one round. So I'm going to do that now, so I'll come into it. L. And then what I'll do is I'll just rotate it. Well, I've got it, so Rx hundred 80, rotate it round. Then just pull it into place where it's going to go. You can see I'm probably going to have to go back a little bit on these. So I'll do that in a minute. What I'll first of all do though is just pull all of these out, right click origin, do geometry, pull them all out. And then all I'm going to do is grab my door. If I press, you can see it's just this part of the door. That's the only part we want. We'll put a door handle in after that. So all I'm going to do is just press shift. I'll bring it over. And then what I'll do is I'll bring these over. I'll just press G and bring them over into place. So I want this to be kind of there, and I think I want these to go into the door. So I'll saw that in a minute. Let's pull these into place. L so. And then what we'll do is we'll pull I'm just wondering this is right on the edge here. I think what I'll do is here, so I'll just press S and X and just pull it back a little bit more. So I think that looks a little bit there. And then all I'm going to do then is just come to this part. So I'll come to this part. I'm just going to put it onto normal, and then I'll just pull it this way into the door. I'll do the same then on this one, into the door. Like so double tap the A. And there you go. That's looking pretty nice. Finally, then, let's grab this door handle. We might make it look a little bit different on these. I think we will, actually. So we'll just press shift. We'll bring it over pop it into place. Like so. And the other thing is, I'm just wondering whether I want to pull these up so I could pull them up a little bit higher. Pull these down a little bit lower, and then just pull that into place like so. Alright, now I've got that there. I'll just press Shift, Kursta Selected. Shift A. I'll bring in a plane. Spin the plane round so Rx 90. Press the S borne, bring it in right in like so, and then Essen Ed pull it out, and because we grow normal, it's not working. So EsnsEd and there we go. And then all I'm going to do with this one is just going to be a more simple one. So I'm just going to press to pull it out, and then I pull it in. Now, you can see when I brought that in, it's very uneven. And the reason is because I need to reset all my transforms, so I'll set origin to geometry. Tab. Press the i born. Like so, press the born to pull it back, and then just bring the handle then into place. Like so. I'm going to probably pop it down a little bit. There we go. And then all I'll do is I'll bevel this as well. So control al transform, set origins geometry, adding the modifier, not a geometry node, generate bevel. No 0.1, and there we go. Now, let's pull those back into place. Double tap the A. And there we go. Two very different looking doors, although most of them are the actual state. All right. So let's move on something a little bit more complex. Let's go up to file, and we'll save it. Let's have a look at our windows then. So if I come to this one, I'm going to go to open, and let's see what we've got left. So we've got this door here and we've got this one here. Both of them fairly complex, actually. I think the most complex one is probably going to be this one here. So I think we'll do this one first. So we'll bring this one in. Now, the door should be. If we look, it's near enough. The same size of these a little bit bigger, which is absolutely fine, but we are going to have to make this one. Basically, we're going to have to start this one again because we actually there's a lot of work to do on this one. So that's what we'll do. So first of all, we'll get these pillars in. So let's do those first. So what I'm going to do is I'm going to put it right to the center for C. And then I'm going to press Shift and A, bring in a cube. I'm going to press the S button, and I'm just going to pull it out and get it to round about the right size first. So round about the right size. So something like that, The other thing is, I just want to make sure that it's going to be thick enough, so in other words, going back thick enough. So I'm going to probably pull it back a little bit further on this part. I'm just going to grab this Pull it back a little bit further, like so. Alright, let's now pull it back into place. And then what we'll do now is we'll press Shift S. So shift and S, Kursa selected Shift A, and let's bring in now a cylinder. So let's bring in a cylinder. 24 should be okay. Let's have a look so you can see here we want it to be kind of these points on there. Now, if you want that, it's better to turn it all the way down. And then bring it up, like so, and then you can actually see now we can actually get something like what we've got there. So actually it is going to be you know, you're going to see those sides. We don't want to actually smooth out this cylinder. Alright, so once we've got that, let's come back to it. Let's press the S button. Let's bring it into place. And then what I'm going to do is I'm going to bring it up like so. And then going to press one. I'm going to press's d and bring it down into place like so. And then the next thing I want to do is just make sure that it's nearly nearly touching. And from there, then what we can do is we can come to the top, so grab just the top, press one. Put this on. And then all you're going to do is press the ibt to bring it in. So not the S b, the button, bring it in. Like so. And then what you're going to do is press one again, and you're going to pull it up to this one here. And then you're going to press S, pull it out. Like so. And then E Z pull it up. Like so. Then all you're going to do is grab this bottom one now. So this bottom one down here. So if you put this down here, you can see Tifton D, bring it up into place like so, send and then just drop that on top of here, like so, and you can see now it's all fitting in. Really, really nicely. Alright, so that's the first bit. The next bit then is going to be these planks of wood here. So the way I would say do this is again, put your cursor right in the center. You're going to then press Shift A, and you're going to bring in a plane. I'm going to rotate it round so RX 90 as we've done every other time before. Press the S board. Now, I just want to bring it in then to roughly where it's going to go, so you can see roughly it's going to come to these parts here. So I'm going to press S, bring it in a little bit more, like so, And then what I'm going to do is I want this outside on here, so you can see we've got this metal type outside after it. We really want to keep that. So what I'm going to do is gonna pull it across a little bit like so, and then I'm going to press S and X and bring it in a little bit because I want that metal bit going around the outside. Alright, from there, then what we're gonna do is, we're going to come. Bring it down to here, like so. And now I want to do is I want to check. So I've got one, two, three, four, and five, basically. So let's do that now. So control. And let's have a look. So I think we'll actually move them across because they need to come up there as well. So I'm thinking that I'll bring, I'll bring one in to start with. So let's press Control. Left click, right click. Control B. Scroll it down, so we've only got two of them, and then control. Left click, right click. Control B. Bring it out, like so. And now what we can do is we can actually start bringing these up. So bring these two up first. So all the way up to here. And then these two all the way up to here. And then these two all the way up. To here, and then just work my way along. And then the center one, so control. Left click, right, click, all the way up to there. And there you go. A simple as that. Alright, so one, the next one then. What we'll do is we'll get this split, so we've got an actual door. And then from there then, we've just got the stone to do and the front of this door. Sounds easy, right? But it's not that easy, but it shouldn't take as long to get this door done with all the skills that you've built up through the rest of the course. So let's save out of work now, and I'll see you on the next on everyone. Thanks a lot. Bye bye. 83. continuing to model stone frame door: Welcome everyone to blend for modeling and mind workshop. I should have said, welcome back for you get what I mean. All right. So this is where we left it off. Now, what I want to do is I want to create this metal part that's going around the edges all the way down to here. So let's do that next. So what I'm going to do? I'm going to come to my door. I'm going to turn off my X ray. And I'm basically going to click on one of these edges. I think actually, we've still got the mirror on. So look. No, actually, we haven't got the men. So let's see if we can click on O edge. There we go. Control click going all the way around. And then what I'll do is, I think I'm just wondering which would be the easiest way to do this. I think actually what we'll do is we'll press Shift D, just to duplicate it. And then what we'll do is we'll press and y to extrude it out, like so. And then from there, I can actually bring out now this metal part. So all I'm going to do is I'm going to split this off. So I'm going to press L on the P selection, split it off. And then, of course, we'll just reset our transformations, origin geometry, adding a modifier, and we're going to generate a solidify. I'm going to press one on the number pad then just to get what I want, so something, roundabout like that, even thickness on, and there we go, that's looking pretty nice. I'm just wondering whether I need to round these parts of a little bit. And actually, probably not, probably not. I think we can get away with something like that. All right. So now we can see this metal structure is going to come round to here, like so. It doesn't really map out the thickness so much. It's just the width of it that we're actually looking at, and it needs to be visible when we actually look at it. So I think something like this is absolutely fine. And now what we'll do is we'll actually look at our rocks. So all I'm going to do is I'm going to apply that with control A, and then I can come in now and kind of from this, create my actual rocks that are going to go around the outside of here. So the way that I'm going to do it is I want it also going down as well. So what I'm going to do is, I'm just going to select this going all the way round to here, like so, and then I'm going to press Shift D and I'm going to bring this out then, like so. And what I'm going to do is I only want it going in to the tops of here. I don't really want it disappearing, you know, down here or anything like that. So what I'm going to do is, I'm just going to press Control. Left click, right click. Control, left click, right click. Grab them both, and then I'm going to press one, and I'm going to pull them up into place. Now, you see where the red arrows. We can see that's where it's actually going to point, so we know that they're actually in there, as you can see. And then from there, I can actually come in. With face legs like this face and this face and press Delete and faces like so. All right, so let's create our actual rock. So I'm going to pull this back now into place like so. I'm going to press S and y and pull it out, like so, quite far. Something like that, I think will be absolutely fine. Maybe a little bit further. Like so. And then we also want to think about the outside of this as well. So what I think I'll do is, I think I will first of all, create my rocks that are going to come out here. So the width of the rocks. And then from there, before I split them off, then I'll create this outside bit as well. What I'm going to do is I'm going to press one. I'm going to press P selection. Separate it off. I'll have to come back round, actually. Reset all the transforms as we do every time. Add modify it. I'm going to generate a solidify going to press one then. And then what I'm going to do is pull this out. So make sure even thickness is on. I'm going to bring it in. Holding the Shift board, like so. And I think with this, we just need to play around with it a little bit before we finish. So all I'm going to do is I'm just going to press control leg to apply my solidify, and then I'm just going to come in. Grab each of these, like so. So I'm going to grab that one in there. And I I press S and X, you can see, if I put this on medium point, should they mail to pull them out like so and that's where one. Let's press one and then add S and X, let's pull them out a little bit. Like so. And what I'm also going to do is, I'm just going to level off this top just to make it a little bit more round. Now, I'm also going to level off the inside as well. So I'm going to do both at the same time. Control B, level them off. Like so All right, so far so good. Now what I want to do is I want to think about the outside of this part now. So what I'm going to do is I'm going to come in. And select all the way over all the way over to here, and then I'm going to press Shift and D, like so, and then I'm going to press S and y and pull this out to the end there. And then we're going to press P selection. Separate it off, grab it again, control transform, dry, click origins, geometry, add in another modifier, and this time, it'll be well, not this time, but the same as before, will be a solidify. Let's bring it out. Press in one on the number pad, bring it out, where we actually want it. So, making sure that it's fitting in those parts there. Alright, that's looking pretty good. Now, let's come back to this part now. So we'll just come back to this part. And what I'm going to do is add the modifier, we'll generate a mirror. If the mirror is not working, just make sure you right click S Origins three D cursor, and now it's working. Let's come back to these two parts as well. And instead of doing that w there is, I'll grab these two parts, click Origins three D cursor. Grab this one last, press Control L, and you're going to copy modifiers, and there we go. Now, everything's over on the other side. All right. So this is looking good. Now what we want to do is let's work on our wood a little bit. So all I'm going to do with my wood is I'll come down, and we're going to split the wood like this one. So I'm going to right click Marcosin. I'm also going to press Control, bring a few edge loops like we've done many times before now, and then let's split these off. So L, L and L, y, and then I'm going to press A. And then I'm just going to press S and X or S and y and bring them in. But first of all, I want to make sure I've got individuals origins on. So S and X, bring them in a little bit. Like, so. Alright, from here, then, let's pull them back, jaws to Tad. So jaws to round about there, then press and pull them out. Just so. They're just behind this metal part that we've actually created there. And then from there, then what we can do now and see what we've got there. We can come in then, grab them all, go to mesh, transform, randomize, and let's just turn that down a little bit. To maybe a look at that. Maybe not 0.2. Let's look. Yeah, that's looking pretty nice. Let's right click Shade Smooth. And finally, then let's bring them back together. So S and X, bring them a little bit closer together. And there we go, There's our actual door looking pretty nice. Now we're free to pull this back. A little bit like so. And now let's get this front bit on here that we actually that I've actually created down here. So I'm just thinking the best way to do this. So let's first of all press one. We'll go into X ray so we can see what we're doing. We're going to press Shift and A. What we'll do is we'll bring in a plane. Spinning the plane round, so our X 90 bring the plane in with the S borne then what I'm going to do is now S and Z and bring it up to something like this. And what I'll do first of all, is, I'll create this part on the inside. It might be looking a little bit different to this part. But I think creating this part, and then we'll create this part on the inside and then think about the top of it. So let's go to the bottom first. So make sure you've got your plane selected. I haven't got mine because it's disappeared in there. Let's put our X ray off, so I can see what I'm doing. Let's hide this wood out the way. Let's bring this out all the way, then we can put it back on tag and bring back everything. And there we go. Now what I can do is I can come. Grab the two bottom ones, like so, press one. And then all I'm going to do is press control shift and B and bring them in, like so. And then now I want to do the top part. So I'm going to come in, grab the top. I'm going to bring it down to here, like so. And I think then I'll work on bringing all of these bits up one two. So I'm gonna press control. And we can see because we put this bevel on the bottom, what it means it's made it difficult now to actually bring in some kind of edge loop. So all I'm going to do to fix that. I'll just grab this one on this one. Press J, and now I should be able to bring in an edge loop. So left click, right click, and there we go. Now, let's press Control B to bevel it, and all we're going to do is just pull it out into place like so, and then grab these two parts and pull them up. Now, let's work on the next bit. So we're going to need one, two, maybe three more edge loops. Control left click, right click, Control B. And then grab the two top ones, pull them up into place. Control. Left click, right, click, grab the center one, pull it up into place, and there we go. Now, let's think about the inside of the. I think actually, I'll make it better than what I did initially. So all I'm going to do is just press and bring that in, like so. Now, before bringing it in, I'm going to have to reset all the transforms again. So resettle transforms, origin to geometry, Tab button, press the i born, and now everything's coming in nice and neatly for me. I'm just going to check the bomb. We can see down the bomb, we've actually got some crossover. As we know this is sometimes the case. Now, sometimes it's better not to work like we're doing here, where we're trying to use the insert key. So sometimes it's just better to actually, you know, come grab the outside of it. So shift and click going all the way around it. Like so, and then press shift and D and pull it out. And from there, we'll delete the last one off. So L delete this. And now we're just left with this. From here, though, what we can do is we can actually press and y to extrude it out, like so. And then all I can do is they can press tab. Control will transform set origins, geometry. And finally, then we'll just bring in a solidify. If I press one now, we should be able to see what's happening here. If I bring this in now, you can see, we're still getting a little bit of crossover, especially on the bottom part here, but that's mainly caused by the normal. So if I press tab, A to grab everything, shifting And I'm hoping it spins the more round, but it doesn't seem to. So instead of doing that, I'll just grab these ball ones, so grab all these ball ones, shift in and then put inside and that spin them round, grab these ones. I'm just wondering if I need to spin everything around because I'm having a little bit of problem here. Let's press shift in on these inside. Yeah, and I'm going to actually have a look. Before we finish, and let's just look on our face orientation. And we can see here, this is the problem. It's this one being caused on the inside of here. Let's put even thickness on, first of all. And then what do I want to do now? Just hide this out of the way and let's look at what's causing the problems. You can see here. All of this is red on the inside and then on the bottom here, it's all red as well. We need it on the inside. So let's press Shift down once more, spin it around, turn this back on, and then we've still got some problems. I've not actually come across this before, so I don't actually know While we're actually having some problems. So what I'm going to do Control or transforms the origin of geometry, turn it back on. And I'm starving problems. So what we'll do then on the next lesson is, we'll get this fixed. I assure you this will be fixed, so don't worry about it. And I think it's probably to do with the fact that we've got some edge loops in there that shouldn't be there. But either way, this will get fixed on the next one. Before we go there, let's just turn our face orientation off because we know that's absolutely fine. And as I said, we'll fix it on the next one. Alright, everyone. Hope you enjoyed that. S on the next one. Thanks a lot. Bye bye. 84. Creating Placeholder frame for gem in door: Welcome back everyone to blend the ball modeling and Jump workshop, and this is where we left it off. Alright, let's turn this off a minute. Let's come to our bomb, and all we're going to do is delete those out the way. So delete faces. And now, if you turn it back on, you'll lend up with something like this. Now, you can see that at the bomb here. We do seem to be having a few problems. If I come in now and turn this off once more, let's see what happens if we just join this together now. So let's press the F born, join it together. Turn it back on. And Yeah, I don't know. This is quite a strange one. So what I'm going to do is instead of that, I'm actually going to come in. I'm going to grab all of this going all the way around. There's many ways to fix it, so don't worry about it. Whatever happens, we can get this fixed. We're going to come to mesh. We're going to clean up, and we're going to merge by distance. And there you go. There you go. You can see what it was was. There was extra some for some reason, some extra edges in there. And now you can see they're looking much better apart from the fact that I think now we just need to press shift, spin it around, and there we go. And as I said, anything can be fixed, it's just knowing how to fix things. Now, let's press one and actually see if this is in place. I'm just going to come in now and see if that's in place. And I think that's looking pretty good. We can see we've got some inside structure in here. We've got these parts in here, and then we've got this part in here. So let's do this part first. So what I'll do is I'll press shift date. I'll bring in a plane. And it might seem a bit weird, you're starting with a plane, but I think actually, I'm going to spin it around, make it a little bit smaller. Like, so, press S and S and bring it in. And then what I'm going to do from there is I'm going to come now resettle the transform. So press Control A, all transforms, set origins geometry. Press the taboard now, and I can come in and grab each of these vertices. L so Control shift in B, and let's bring them in to where I actually want them. So something like this. I'm going to turn it up then. Like so. I'm not going to worry too much that it's fitting exactly. I'm going to grab it then, S and X, pull it in. And then finally, I'm just going to bring these parts out. So just these parts out a little bit because of the moment, they're looking a little bit flimsy. So sensed, pull them out like so. From here, then what I'm going to do is I'm going to press enter S and X, and I'm going to pull those out with medium point on. So S and X pull those out into place. And you can see just that my piece of metal is here like so. And then from there, I'm going to press sensed and pull them out. So I want them. And as I said, I'm not going to keep to exactly what this is because it seems that these on this side are a lot lower than these on this side. So I'm going to keep it as that. And all I'm going to do is I'm going to bring in some edge loops now. So five edge loops. Left click. Right clip. You can see here, five control. Five edge loops, left click, right click. Let's grab the center one. So let's try grabbing the center one of each. Let's put p portion editing on and let's press S and Z and bring it in. So let's put it out. Like so, and there we go. It's nice and smooth now going into place. Alright, so that's all looking good. Now, let's put it turn off our X ray. Let's now bring this out. So what I'm going to do first? I'm going to pull it out into place. Like so. Something, so it's just touching the door. And then we're going to press A to extrude it out, extrude it out. And we can see here, we're a mile off actually these parts here. And I thought, looking at the X ray that we're touching those, maybe we are actually. Let's It's maybe this part here. So let's pull it out into place. Yeah, few. There actually touching, so that's good. So let's pull it out a little bit more. So I'm just going to turn off proportionality, pull it out a little bit more. Then what I'm going to do is I'm going to grab the center part. So this center part. Let's pull this part out. So, pull it out, like so. And finally, then we'll use our insert, so I insert it into the center. And let's just take another look. That's how it looks exactly the same as this near enough, and then we'll press. Pull it back, like so. All right. So that's that bit. Now, the easy bit, if we put our x ray back on, is going to be these parts down here. So all I'll do with these parts is, I'm just going to press Shift D. We'll bring in another plane, Rx 90, make the plane much smaller and let's pull it back into place over here. L let's press S and then put it into the metal, which is going to be ran about there. Then we're going to press S and X and pull it out. Like so. And then finally, I want to bend it in on these parts that we've got here. So I'm going to press Control. Left click, right click. Control B. Scroll your mouse wheel in and then pull it out to this point, Control. Left click, right click Control B, scroll your mouse wheel out if there's too many down to here, and then finally want one more, which is going to be actually into here. So Control Let's put it right, plate, control B and pull it out into this like so. Now, then, let's think about this last part. So all I'm going to do now is grab these two parts. I'm going to press shift in space parts, bring in my move tool. I'm going to bring it down to something like here, and then bring these two down to the next point, something like here. And finally, then these points down is something like this. Alright, so let's turn it off once more. So our x ray off. Let's pull this out. So A to grab everything, pull it out. And then all I'm going to do is set it back to the beginning of here, press the born, and I'm going to just pull it out to there. Like, so. Alright, so far so good. Now, let's have a look at that. Now, all we need to do is the top part now. So again, let's put it back on. And let's have a look at this top part. So the top part is looking something like this. Shift A. Let's first of all, bring in a plane again, r x 90, S, bring it down. Let's put it into place where it's going to go. So it's going to go round about to here, and then we're going to pull it up to here. And then what I'm going to do is press tab, control, left click, right click. I'm going to grab this one, then, pull it up. Grab this one, pull it into place here, grab these two, pull them into place to here. And then all I'm going to do is press S and X and pull them in. So they're going to there roughly, and then we'll want to bend them just round about here. So fire press control. I'm going to bring it down there, grab each of these outside. One to press S and X and bring them in. And there we go. That's that part done. Now, from here, what I can do is I can press A, bring it all the way out seven to 12 of the top to see where it needs to sit, so it's going to sit along here. And I think this part is going to go actually in the top up here. So I'm just going to sit at the back. I'm going to press, pull it out then along here, to extrude And then what I want to do is just do these two bits now. So if I come in, I should be able to grab both of these. Press the eye born twice, and I should be able to bring them in slightly and then pull them out with extrude, so. And there we go. Alright, so that's looking pretty good. Didn't take us long to do. And from here then, we've still got some modifies on. So let's apply that with control A. Let's then join all of these up all of these control. And then all we do is we'll press control A. You'll transforms, set origins geometry. Right click. And what we're going to do is shade smooth. So make sure we've shaded those smooth. And finally, then, let's have a look. We should be able to actually pull this into place now. So let's press a little dot one on the number pad. Just make sure that it's actually side my door. So and there we go. I think that's looking good. Like that. And I think we've pretty much nailed exactly what we wanted for this door. So now, finally, we can join it. I think we can join it all together, actually. We just need the material. So all I'm going to do go over the top of it, go to object, convert to mesh. You can see I can't convert it at the moment. So just make sure you've clicked on one. So shift select, and we're going to go to object, convert to mesh just to apply all of those modifiers and things like that. All right, next one I'm going to do is press Control J. Join it all together. Control Sorry, right click, set shade smooth by angle. And then finally, I'm just going to reset all the transforms. Like so. And then I'm going to grab it all pressure you. Smart UV project, click Okay. Now, let's go to our material. And I think we've got materials on these, but we'll have to check. So let it load up and there we go, no materials on there. So let's come to these parts. So we can see we've got a bevel on. That's something I actually forgot to put on there, so I'll do that in just one moment. In fact, you know what? We'll check that first. So I'm going to add in a modified generator bevel. And there we go, Let me just see what the bevel looks like. And yeah, it's gone on there, absolutely perfect on everything, so that's absolutely fine. Now we can come to this one. Put a bevel on here. We just need to add it in our materials. So let's put it back on material, and I'm just going to grab each of these press tab A two on wrap Smart UV project. Click Okay. And we'll come over to our materials, and we're going to give them the iron dock. So give it iron doc. And then all we need to do is press control L and link materials like so. Alright. That's that door done. This now run to this door. I'm wondering, all of these are split up. I'm wondering whether I can join all of these together. I'm wondering about the next door. I don't think actually we need these. So I think from here, actually, we can go over the top now, so seven to go over the top. Grab this door, and we'll go to object, convert to mesh, and then we'll press Control J, join it all together. Control or transom set origin to geometry. Grab this door then. Same thing again, so object and get used to doing this because it really does make things much easier in the long run, and it makes it so that you don't end up with any more mirrors or anything like that that you don't want. Let's press Control J. Join all that together, and there we go. And finally, well on each of these, let's just right clicking shades smooth by angle. And now I'll do is I'll grab this one. It's all been joined together, which means I can grab this one, press Control L. And all we're going to do is link materials. Now, of course, we need to sort out the materials on the next lesson, but you can see just down ice that's actually looking. Alright, everyone. So I hope you enjoyed that one. On the next one, it's the final door. There are no more doors, no more windows. The only little things we have to do then is the light, which are quite similar to doors and windows. It just takes it that little bit extra scale to create those. But from there, though, we've pretty much got everything set up now that we need. All, everyone. So I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. And 85. Adding gem to door and creating another variation of door with windows in it: Welcome, Microphone to blend the four Modeling and John Mind workshop, and this is where we left off. Okay, so let's come in and add in one more material, and it's going to be our gemstone blue. And we're going to actually slate this and just wondering where did it go? Let's try that again. So Los down arrow, gemstone blue. There we go. Now I should be able to come into this. I think I actually added it onto there. I did. So let's minus that off of there. We don't want it on there. And let's come into this one, click a sign, and there we go. And now we'll do is we'll come to our actual wood. So this part's going to be stone, which also we don't have on here. So let's pull this down and we're going to pick the Let's have a look. We've got stone stone. This one here. And now what we'll do is we'll just come into all of our stones. So each one of these bottom one here, it's going to be stone, this part here. This part along here actually haven't finished yet. So I'm going to have to come in and finish that one. This is going to be stone. No, it's not. This one is going to be metal. So this part is it going to be metal let's have a look? Yeah, this part's going to be steel, and this part is going to be stone. So let's grab all of those, click a sign. And then we'll just come to these parts here now. So the wood, basically, we're going to go to each of our wood. Like so. I'm going to come down to planks and click a sign. And I'm just wondering on this one, do we have any need for the other you know this part of wood? And I don't think I do, but you can see that this part should be window wood. So let's click a sign on that, like so. All right. That's looking pretty nice. And now, Let's actually deal with these parts. So these parts here, we didn't do. So what I'm going to do with these parts? I'm just going to come in and shift age, just hide everything else out of the way. And I want the stone to be like this is here. So, what I'm going to do? Old Shift click Alt Shift click Alt Shift click, Old Shift click Olshift click, right click and mark a seam. From there, then, I'm just going to split these up now. So I'm just going to come in and grab each one of these like so, and then press in and then press G and you can see now the split up. A then, and I'm hoping I should be able to come in and clean up and fill holes. And finally, then, let's just come to this bit. We're going to have to split it off, unfortunately. So let's just split it off now. And then what I'm going to do, you can see now the bevels been applied to it, control A or transforms set origin to geometry. Let's come over and we've got Beverly. Let's turn this bevel down then. So let's turn it all the way down. To something like this. Let's right click and shades move like so. And let's double the eight and have a look at what that looks like. And I'm still not happy with how that looks like. So what I'm going to do put this on 0.5 let's try that. And there we go, that's looking much, much nicer now. Finally, then, you can see that I've got bevel on all of this. And I don't really I want to join this and have the same bevel, but you can see this as 0.1. And the rest of it is, well, this part here is point naught five. All I'm going to do is apply this, so control A. Join it to this then, Control J. And there you go, we should actually keep what we actually had because we already have this beveled off. It will bevel it off again. You know, it will come in, and you will be beveling this off again, but I'm not going to worry too much about it on just one part like so. Okay, so that's that door done. Now, let me just reset the transforms quickly, like so. And then all I'm going to do is pull that over to that side. And that's done. I'm just going to have a quick look and make sure I'm happy with how that door looks. So I've got the top of it. I've got this coming down the steel. I've got the stone. I'm going to look at it quickly on my render view jaws to make sure let it load up. And it says updating Got nodes, and there we go. Now, again, when you get to this stage, as I've said, you can see it's a little bit slow on the rendering. We have got a lot of parts in here. If it is crashing or anything, you can see down here how much V M is being used, nearly all my V RM. Just come up and save it out and then just reload it again. And you will see if I come in now and just go to open recent and go to modeling ego workshop, this one here, and reopen it again. You'll see that drops back to this, but the moment I come to rendering, you'll see now this should be much, much faster there you go. You can see much, much quicker now actually loading everything up. So that's what we want. And that's why I've done this, and that will stop the initial crashes. And also, I've played with the video on performance and optimization as well. Okay, so let's come in then. We'll put it on material mode. And then we'll create our final door, which will be if I grab this, once it's loaded up, I will open it up. Like so, and the final door is going to be this one here, which is kind of a mixture of everything that we've just done kind of put together, and that's what this is basically going to be. So you can see here, it looks fairly complex on the outside. The first thing we'll do then is we'll get this main door created. So all I'm going to do Is, again, I'll put my little cursor right in the center of this part here. Song, as, go to press shift right click. And then we're going to press Shift A, bring in a plane, spin it around, so RX 90. And I'm glad this is the last door because doors can get a little bit tier curing so many in one go. Let's bring it down then. And then all I'm going to do is bring it up to this point here. So I'm just going to grab it, bring it up into place. And then we're gonna press Control R. And left click, right click, and then I'm going to bring it up. So bring it up into place. And then we're going to press Control on this side, left click, right click, Control on this side, left click, right click. Grab the tops of them and bring those up into place like so. All right. So we've got this bit. Now, we can see if we go in and put our X ray on on object mode. We can see here this is what we're actually trying to create. So you can see, first of all, we've got some metal parts come in around here. So let's do those first, and we can also see that we've got some very interesting parts in these parts here as well. Alright, so what I think is, I'm thinking that we'll do these parts after because I want to split my wood up before doing that, and I'm thinking that I'll probably work on this part here. So I'm going all the way out, work my way out and before finishing with this part. So let's do that now. So all I'm going to do is I'll come in and I'll grab all of these parts. Like so I'm going to press Shift D. And then all I'm going to do is press and x or y and pull them out, like so, let's split them off then. So L. So just grab these parts going round here, press P, selection, split them off. Control or transom set origins geometry, add in a modifier, and the modifier want to bring in and of course, a solidify. Press one again, go to front view, bring them back so they can get them nicely in place like so. And then finally, I want to make sure even thickness is on. And there we go. That's that part done then. We can see that's what we've got at the moment. And now it's time to actually create these stone blocks. Now, I'm thinking. The easiest way is going to be probably to start. We could do these as a complete plane. We could do it with the plane, and we'll, you know, pull each of these out. I think actually we will do that. So we'll start with the plane. A I'm going to do is press shift d. I'm going to come over, bring in my plane, our x 90, spin it around. Let's bring it then into the scale that we actually want it. So we're going to put it somewhere around here to start with. And then all I'm going to do is drop it down into place, like so. I'm going to grab the top of this then, I'll grab the top one, pull it all the way up into place. All right. So now, let's try and create these parts. So first of all, we'll have an edge loop coming down to this one. So down to here, and then another edge loop coming down to this one. So this one here. And then finally, we'll have one coming up to roundabout here. So control, an edge loop coming up to here. And then we just want these one, two, three, four. So Control four edge loops. Left click, right click, like so. Okay, so now we want to do is we actually want to split these off, and then we want to actually solidify them and put them into the shape that we actually want them. So also, I'm going to put one more edge loop in here as well. So control, bring it down. Alright. That's pretty good. Now we want to split these off. So I'm just going to go every other one. So select every other one, like, so leave these two together because it will be the same stone. Press the y button, and now they're all split off. And then from here, now, what I want to do is I want to pull this one out. So pull it out to the third, which is going to go. And then I'm going to come down, pull this one out. And then finally, this one is going to be even further out, like so, and there we go. Now, what I'm going to do is press A? No. I think I press then. Let's pull that one back out. There we go. Now, let's press A. And then what we're going to do is we're going to pull them back because remember, they have to be quite thick, and then we're going to press and pull them all the way forward. I think even even further back than this, actually. So I'm just going to, you know what? I'm gonna make this season for myself. I'm just going to pull them out even further, then press the A, then I'm just going to pull them back. Into place. I'm going to turn off this just 1 second and now you can see just how far they're actually coming out with the met there. And I think you know what that looks absolutely fine. Okay, so now, as we're dealing with these, we might as well finish these ones first, so I'm just going to press control all transoms set origin two, three D cursor, and then I'm going to come in, and I'm going to add in a mirror, so we're going to put it over the other side like so. And then we're going to add in and modify it, I'm going to generate a bevel. And then what we're going to do is turn this bevel down. So if I comb two of the bevel, I'm going to put it on point, five, like so, and there is my stone. Now, you can see the bottom ones, and these top ones in particular are actually coming out a little bit. So I'm going to stick to that. So what I'm going to do then is just come in to each of these first. And I'm going to pull them out or back, should we say a little bit. Like so. Now I want to do is grab this one, pull this one out, like so, and there we go. And then with this one, I want to bring this part in. So just this part in, and I'm thinking the easiest way to do that. The thing is, I need another edge loop in here, I think. So if I press control, let's bring in one more edge loop really close to it, and I should now be able to grab the outside up here. So grabbing the outside going all the way around, pressing altern and we should now be able to bring that down a little bit like so. And from there, while I'm able to pull it up into the place where I actually want it, like that. Now, let's bring all of this over. So I'm going to press L. I'm going to press one on my number pad, and I'm going to bring it all the way over so it fits on top of those bricks, like so. Now, you can see that I'm kind of losing the kind of height here. So all I'm going to do jaws going to come underneath, grab the bottom of it and just pull it into place. Double tap the A, and there we go, that's what we should be left with. Now, you can see, 'cause I've brought it forward here. I'm going to have to jaws finish with bringing both of these back. So just bring them both back. And then we go, This is looking pretty nice, and I'm happy with that. And I don't think I need to do anything else with it. Now, on doors, on the actual stones, I don't really want to use randomized. That's mainly for the inside of the door. This is the part that's going to be replaced often, well certainly more than the stone. And on the next lesson, then we'll start on this part on here. And then we'll move down to these parts on here, and finally, then we'll split the wood off and then get these booleans in. All right, everyone, so be enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 86. Modeling final door variation: Welcome back everyone to Blender for modeling and John go workshop, and this is where we left off. Alright, let's come to our steel bit, and what we'll do is we'll apply this dif, because we've now great the kind of scale that we want it. So let's just press control eight and apply that. And then all we're going to do is come in and grab all four of these. And you can see what we want to do is we want to create them into this that's actually been created for us. We also want to make sure that if I press shifty, for instance, and pull these up, I want to make sure that I've also got ones that are going to come in and create this shape for us. So what I'm going to do is I'm going to actually bring these down, first of all. I'm going to press. Shift and select on each of these, I want to press and, and just pull them down a little bit because I will need to bring this all the way up to there. The other thing that we have here is it's not so straightforward this one in the fact that we've got stones going across here, which we need to think about. So let's see how we're going to do that. It's It's a good idea to learn how to use references in this way, anyway, so that's what we're going to be attempting to do. So if I pull this down to here, And then what I'm going to do is I'm going to press B, enter an S, and I should be able to pull it out a little bit. Now, you can see at the moment, it's miles out of what it should be. So we're going to have to work really hard to get this in place. So the first thing we're going to do is pull this up into the top like so. I'm going to actually put on my x ray so I can see what I'm doing. And we can see we've got a stone coming kind of from here to here. And yeah, we've got a lot of work to do on this one. So let's first of all, before we do anything else to make this much, much easier for ourselves, instead of working with a three D object, it's going to be a lot easier just to work with a two D. So what I'm going to do, I'm going to come in, and I'm going to select all of these going all the way over. And then all I'm going to do is press P selection, split them off from this back one, press delete, and now we've got a two D object. This makes things much easier because it means when I put my X ray on now, I'm able to just grab the pots that I need these parts here, for instance. So let's pull them down into place. And then I'm just going to press S and X, and I free now to pull them out and get them lined up to where I want them. Let's deal with these end ones now. So all I'm going to do is S and X and pull them out and then pull them down. Into place, and then S and X. Create them like so, and now these parts, ac same thing. So pull them into place, and then S and X, like so. Now, you can see on these ones, probably, I'm going to need to put another edge loop in there, so we'll do that now. We'll bring them down to there. Like so. And then what I'll do is I'll press Control, click right click and then Control click, right click. And now we know that these are going to be around about the same, so I can press S&X pull them out. And then pull them down, and then S and X, pull them into place. Now, let's do the same thing on this one. I'm going to press S and X and then down into place like so. So that's looking pretty good. And now what I want to do is just one here to keep kind of this form going over here. In fact, do I? You know what? I don't actually like how it comes and then goes in like that. I'm going to leave mine like this. The one thing I'm going to do, though, is I'm going to put an edge loop going from here to here, and from here to here. Now, I want to keep them pretty similar. So the easiest way is just to press control. Left click, right click. Control. Left click, right click. Grab both of them. This will save me bringing in a mirror, so I can just grab both, pull them down into place. So you can see, I've got this one here. I didn't mean to do that, so let me select this one. Bring in another one, so control. Left click, right click. Let them both. Next, pull them out, pull them down then into place like so, and then grab both of these, grab this middle one last right click, and we're just going to merge vertices at center like so. And then we can simply pull that up into place. You can see just how easy that was to do. Now, finally, I want to level off the top of here. So obviously, I can't come in and grab the edge of it. So what I need to do instead is grab the top of it, control shift and B, and I can pull it off in that way. And you can see now this is what it's going to look like. And yeah, that's looking pretty nice. All right. So now what we can do, We can actually come in and split these off before doing anything else. So I can grab this one, this one, going all the way around. Leaving this one blank here as you can see, and then I'm going to right click Marcosm and then come in now and press L on every other one. These two will still be joined, so we'll have to split these off. So I'm just going to press Y, and then I'm going to go to one of these, press Y. And the good way to test is just press A. Make sure that you're on individual origins, press the S board, and then you can see that they're all split off so. Finally, then, let's pull this back. So I'm going to pull it all the way back to here, and then I'm going to press, pull it forward by so. And there we go. All right. So that's looking pretty nice. I'm just hoping that this part is on here. I'm going to turn off my x ray. I'm going to press AltnH and, where has that bit gone? So, let's press lth. I think, I think I actually deleted that part, or I just used this part instead. But no problem, we can create that part again. Let's deal with this part fit. So I'm going to create this pot fit. I'm going to press control ale transforms, set origin to geometry. Adding the modifier, let's generate a bevel, and there we go. At least that's parts done, right click shade to smooth, like so, and that's looking actually pretty nice. Let's turn this down though, to 0.5 or somewhere around about that. Maybe actually on this occasion, that is a little bit too low, so let's turn it up. To a point t eight. Let's try that. And I think, yeah, there we go. That's looking much much better. Now, let's come to this part again and we'll create this metal part just in case we aren't learning practice on this, so I'm just going to actually press lth T fits there. I'll come to this part as well. Press altH Yeah, I don't think I've got it anymore. So yeah, we're going to have to come in all these going around. Press shift and D, and then and Y and pull this out, like so. And then what I'll do is the rabbit, P selection. Control A transoms set origin geometry, adding and modify it, and we generate a solidify press one. And then I'm just going to bring it out into place. And there we go. All right. So we got there in the end. Now with this all I'm going to do, I'm just going to apply this straightaway. I'm going to put even thickness on, first of all, press control A and apply it, and this is what we should be left with right now. All right. Let's work on our inside doors. So these parts on here, and I'm just going to bring in an edge loop first of all, left click, right click, so five edge loops. And that, of course, just able then to give me the randomized. Then I'm going to select all of these. Right click marker Sam. And now let's split these off. So L, L, y, split them off, and then I'm going to pull these out now for my door. So I'm going to press A just to grab them all and pull them a little bit further back, and then bring them forward like so, and there is my door. And then finally, all I want to do now is come in, reset all the transforms once more, set origin geometry, grab them all, and I'll come in and mesh transform and randomize. And then I'll just drop this down to 0.1, I think for these. Press the tab right click shade smooth And if they are touching a little bit close, just come in again. You're just going to make sure that you're on individual origins, S and X, and just pull them in very slightly. Like so. Alright, that's looking pretty nice. Now what we want to do is we want to think about these bars going across. I'm going to say about my work. Like so. And then the bars. But we've already done all of that hard work, so these should be pretty easy for us. So let's press shift A. Bring the plane, RX 90, spin it round, S, bring it down, and then just make it the size that we want it. So something like this size and then I can press S and X and pull it out. I'm going to pull it out to here, like so. Then we're going to press S and X, and pull it out to here. And then finally, S x, and pull it out to the actual door, like so. Now, if I turn this on, Of sorry and pull them out. We should now be able to have. I'm just wondering why it didn't extrude them. It's a bit weird. Anyway, it didn't extrude them out. It just kept pulling them out. So instead of doing that, let's just come in, and then all I'll do is I'll just press control. Left click, right click, and then I'll press Control B and pull that out there. Now, we can see we've got a center part so they come out slightly on these, so I'm going to press control. Left click, right click. Grab both of these. Eons d. Hold them up. And then come to the next bit. So Control law, left click, right click, Control law, left click, right click, grab them both, Esnsd, hold them up, and then run to the final part. So these parts here, Eons d, and pull them up. All right. So now let's quickly get those back in place. So all I'm going to do is I'm going to press L, and then, pull them back. Like so. And then grab them now. So L, press one. I'm just going to bring it down to the bottom, go down to here. Like so. And there we go. All right. So we've pretty much done with all of this, except these parts in here. So we need to make a nice boolean that's going to go in the center of here. And we also need to, of course, make these parts like this. All right, everyone, so I hope you enjoyed that. Hpe you enjoy that, and I'll save out my work, and I'll see you on the next one. Thanks a lot. Bye bye. 87. Modeling window instert for final door: Welcome back, everyone to blend the form modeling and Got workshop. And this is where we left it off. All right, so let's come in. Let's put this on to X ray. And then what we'll do is we'll press ship Day and I'll bring in a plane. I'm going to spin my plane round so RX 90 to make it a lot smaller. And I'm going to first of all, get the right dimensions for this. So I'm going to press Ess pull it out. Right, so. And then what I'm going to do is I'm going to bring in an edge loop in the center of here. So, control, let's press tab first, Control, left click, right click. And now let's come in and bring these parts where we want them. So if I bring them to here, And if I bring this center one to here, you can see now roughly, we've got it where we want it. Now we're going to do is, I'm going to press Controller, bring in two edge loops. Left click, right click. So if I press S and X, I should be able to bring them in like so, and then I'm going to bring these two out, so S and X, bring them out. And if they don't come out, put it on medium point, so S and X, then we should be able to come out like so. All right, that's looking fine. Apart from these parts. Now, this one's a little bit bent because I'm going to use these or these parts going across here. So this one's also looking a little bit been like so. And if we really want to straighten them up, we can actually come in, grab them both, press son's head, and just straighten them up in that way, might make it a little bit easier. Same for this one, Eons head, straighten it up, son's head, and there we go. All right. So from this then, we can actually make pretty much everything that we're going to need to make our boolean. Now we need to do is just need another boolean. So all I'm going to do is I'm going to pull it out all the way over to here, and then I'm going to press tab, A, and then and x even y and pull it all the way over to the back up here, and then just making sure that goes in my door. Now what I'm going to do is just press tab. I'm going to press Shift and D. So shift. D, bring it over, and then we'll just make this a smaller version of the one we've just created, albeit a little bit wider. So I'm just going to bring it to there. I'm going to press S and X and pull it out then, making sure that it's going past this crack of this door here. Alright, from this then, all I want to do with this one is, I want to right click Set Origin, three D cursor, adding a modifier, bring in a mirror, to put it over the other side. And then from there, we'll just turn this off, and this is what we should be left with. Now, I want to keep these booleans as well. So what I'm going to do is join all of this together. So control J. First of all, though, let's go to object, convert mesh. Then control J Control A or transforms set origin to three D cursor again. Bmawod and then all I'm going to do is add modifier, generate. And this time, it's going to be a boolean. And the Boolean, of course, is going to be these that we've created. And there we go. It's a total mess. But we need to make sure that we click fast on, and there we go, it should be absolutely fine now. All right. So let's come in and let's supply that, so with control A. And now we can just come in and hide these out the way and show you what we've actually got. And you can see that's looking pretty nice, right? Let's press alth bring back everything. And then what I want to do now is I want to use these to actually solidify each of these to create the outside of my actual window. So first of all, before doing anything, I want to make sure that we're just working with the outside of these because it's going to make it much, much easier to do that. So what I'm going to do is, I'm just going to come in and just select the front of these like so. So I'm just shift selecting, control selecting. And then we're going to press Shift, bring them out a little bit and then grab each of these. So L L, L and L, delete and Versus. Now we can actually come in, start with the outside. So the frame on the outside. So let's come in, grab these going all the way around. Like so. Shift and click going all the way round. Like so. And then I'm just going to press Shift D. Bring these out, press P, selection. Press tab, rub them again. Control A, transforms. Set origins geometry. Tab again, A, and y, hold them out. And then finally, all I'm going to do now is use my solidify. So add modifier, generate a solidify, and there we go. Now, how thick do we actually want them? Are they in the right place? Let's put even thickness on first. Let's drag these back then into place. And you can see they're just fitting in those parts there. So I'm not sure whether they're going the right way roundet's turn them going the other way round. So let's have them going this way round. There we go. That's what I want. So they're going to go the other way round and let's make them that thick and make sure that they're come all the way through the door. And they're going to be a round about there. And I think also we'll make them a little bit thicker. So going this way, like so, because it is quite a stylized door anyway, like so. And now, finally, I can actually bring in these parts, put them in front of these, like so. And then what I can do with each of these is I can press A. And now I'm going to do is, I'm just going to grab all of these. I'm going to press the eye button. I'm going to press Yeah, I'm going to put them in there first, like so. So now we've got a little piece of wood going around. And then what I'm going to do now is extrude them back. So press, pull them back. And now, finally, I'm going to press the, but press it again. And now we should be able to bring those in like, so I make those really, really nice windows that you saw. Alright, that's looking pretty good. I'm really, really happy with how that looks. And I'm just wondering if these parts here now, I need to pull these back a bit. So I'm going to press, pull them back a bit, like so. And then I should be able to press on each. I'm just wondering, actually, I've pulled them back like so. I'm going to press control and mark a seem on these just to make sure that it's split off. And then I'm just going to press control plus, control plus and bring them forward, s to Tad. Like so. And there we go. All right. That's looking perfect. That's exactly what we want. Now what we can do is we can come in. We've already leveled these off as we see, so we can hide those out the way. We've already leveled and mirrored these up so we can hide those out the way, and let's come in and actually level off all of these other parts now. So we'll grab this. We'll come in, and we'll hit a bevel, and we'll put this on not point not three. Like, so, there we go. Let's hide that all the way. Let's come to this one now, and let's do the same thing on here. So add generate not a jumtdGenerate a bevel, and let's just make sure that's actually working first of all. Let's reset all the transforms. And let's see. We've got a few problems in this one, and it's obviously to do with our Boolean that we've put in. So what we want to do is we want to come down to where it says, clamp overlap and turn that off, and then really put this down to point, three, like so and there we go, now we've got our bevel in place, and we've got our booleans in place. That's the main thing. So now let's hide that out the way. Let's come to these then. We shouldn't have any problems with these, I hope. So right click, shade, smooth by angle. We can see we do have some problems here, and generally, I'm looking Why that's actually happening. Let's say resell the transforms. There we go. Click the origins, geometry, and then 0.3, and there we go. That's those parts. Hide them out of the way. Then let's come to the final parts. So we should have it I hide these out the way. We should have all of these parts. So what I'm going to do is I'm going to come to these parts now. I'm hoping I can select all of these, and I'm going to split them off because I don't really want to level these parts. I just want to level the outside up here. Like so, P selection, and then grab them, hide them out the way. As well, they're going to be windows as well. Now grab the outside of here. We've got a solidify on. Let's supply that. Let's add in a modifier bevel. Let's put it down to uh 0.3. Like so. And let's hide those out of the way. And the final ones are these, let's press control. Reset the transforms, add in a val and we'll put that again on Nu 0.3. And there we go. Now, let's bring back everything. So teach bring back everything. And this is what we should be left with. I'm just wondering on these parts here. Let's just turn. So these inner parts here. Let's tin it down to 0.1. Tin it down a little bit. I think it was a little bit too high. Purletp the eight, and I think that looks just tons, tons bare. Now on the next lesson, then what we'll do is we'll actually get materials on here, and then we'll join it together. And then that's the final door actually done. All right, everyone, so I hope you enjoyed that. I'll See on the next one. Thanks a lot. Bye bye. 88. UV unwrapping and texturing: Welcome Mac, Blanda Form Olin and John Co workshop, and this where we left off. Now, first of all, let's come into these parts because we've got a mirror on. Let's apply our mirror. And then what we'll do now is come in, and I think this last one here. No, it doesn't have everything in we we need. So let's do it a little bit separate on this one. It doesn't really matter. We can we know which materials we're using at this point, anyway. So let's come in first of all and bring in our first material, which will be our stone. So let's go down, find our stone. Let's come in then, A, smart, jet click. Then we'll grab this one. It's also going to be stone, grab this one. Control L, and we're going to link materials. Come to this one, then A and Smart UV project, click k and there we go the stone on that one. Then we've got our metal them So we're going to press A, Smart UV project. Click, down arrow. We're looking for iron do, this one here. And then what we're going to do now is the inside. So these doors. So A, Smart UV project, click down arrow, and we're looking for I think this is the window wood. So we're going down to window wood. There we go. And we can see here we've got a problem in there too much crossover on these. In other words, they are too small on the UV map. So I need to go to my UV editing. And what I need to do is they need to come in. Press little dot bond so I can see what I'm doing. And then I'm going to press S and pull them out a little bit, like, so or I'm going to pull them in. I think I'll pull them in. There we go. Now they look much, much better. Okay, so now let's come to these next bits. So these parts here, actually, we'll do those first. So A, smart UV project. Click Okay. Little down arrow. And we're looking for again, iron dark and now these ones here. Now, I can see with these, it might need to come in a little bit because we can see the wood a little bit through here. So I'm going to grab each of these, and I've got a bevel on. I haven't got anything else on. I'm going to press A. And then what I'm going to do is, I'm just going to put this on two. I think it's it. Yes, it is. Individual origins. And then I should be able to just press S and bring those in just a little bit, just to make it a little bit tighter like so. Now, from here, the material that I want on here is going to be metal. So let's first of all, unwrap them. So, Smart UV project, click, and then we'll go for the metal, which is on dock, and there we go. And then the inside of here want it to all be wood. So I'm going to grab these on here, A, U, Smart UV project, click. Now, we will have a problem in these, I know we're going to have a problem in them because the fact is once I bring in the planks, where is it not planks, the window wood. You can see here. It's not so bad, actually. We can see we've got some here that kind of over going the wrong way. These ones up here are going the wrong way. So basically, I should split these off. So I think we'll come in, and what we'll do is we'll go to Alt Shift and click Alt Shift click and work your way along. Just shift click in all of these. Same for these. Same for these. And then do the same for these ones. Might as well do them all at the same time. Like so. And then these ones over here. So Alt Shift click. Work your way down and the last two here. And then all I'm going to do is just grab all of these. I'm going to press A 90, spin them all around, and there we go. These ones here, You can see my tops and my bombs. They're not performing the same way. So let's just have a look. Yeah, there's some of them that aren't going the right way, as you can see. So all I'm going to do just grab just these tops and bombs now. I might as well make sure that this looks right. As I said, we might use these on a few different things. So I'm just going to grab all of these. And then all I'm going to do, I'm just going to see if I can grab one of these, press alter. Yeah and I should be able to straighten it out. So I'm going to do the same thing. Straining all these out. So alter straining them all out. If straining like that, just come on, grab them one at a time. And if that doesn't work, I'm thinking, we might be better off in splitting them up as well. So I'm just going to grab the ones that can. So if I grab both of these, alternate, yep, they're also having a problem, let's try this one on its own. So alter There we go. L, ln, and working my way around. Maybe this one will also be okay, so. There we go. And I'm looking at the ones that aren't split, so I can see that these here are actually split. These ones aren't so ln. Let's. That looks like, And yeah, you know what? I think that's good enough. I'm not going to go right the way in and try and turn every single one of them. Okay, so last of all them. We've got our windows. So I have to click the little down arrow. I'm going to bring in glass. And then what I'm going to do is I'm going to press tab. A, unwrap this time. We don't need to use Smart UV. And again, all I'm going to do the little tiny windows. I'm just going to bring them all the way in and then just drop them into this one here, like so. And then we go. Alright, let's double tap the A. Let's go back then to modeling. And then what I'm going to do is I'm going to go over the top of it, like so, and I'm going to come in, select one of them, object. Convert to mesh, control J, join them all together. So now we should have sorry, four actual doors. Let's have a look at what this final door looks like then. Again, save out your work. Let's put it on rendered view. Let's double tap the A just so we haven't got that yellow outline. And there we go. That's looking pretty much perfect. That's the way that I actually wanted it. You can see this is the way it's on the door. Except, obviously, we've got a little bit of blow, but all these doors now are actually done. Now, I'm still going to leave this in here because we are going to be doing some lights. But what it means now is, If we put this on object mode, we can now start bringing our doors into here and make this much, much easier to start, you know, putting things or doing the final touches on things like that. First of all, though, let's come in. We do have one for windows, so let's make one for door. So all I'm going to do is select all of these. I'm going to press M, and I'm going to make a new collection, and I'll call it doors. Like so and click. Now what I want to do is I want to bring my first door in. My first door is going to be let's have a look. It's going to be this one here. And what I'm going to do is obviously, I'm not just going to drag it over. I'm always going to press shifty, duplicate it. And then what I'm going to do is put it in place. So if I press seven to go over the top. I'm going to put it around here. So I want to turn it. So s let's just turn it. Let's get it into some sort of place, so let's lift it up. Let's delete this old door finally out the way. And now we can actually start pouring in our doors. Let's see if I can put this on normal as well. Let's drag it back into place, and then down onto the ground into here. Like so, and then I'm going to rotate it so our Z, rotate it round. And finally, finally, what we'll do is, we'll be using the simple deform on this one. Now, you can see, we've got a lot of edge loops in here already. So all I need to do add modifier, come over to where it says deform. And the one we want is simple deform. Let's bring that on. Let's put it on bend, and maybe it's going to be on Z, and there we go. Now we can see how nice that is. And now it's going to fit in really, really beautifully. In here, and maybe maybe it's a little bit too much deformed, so let's turn it out a little bit. So double tap the A and there we go. Let's have a quick look. But what that's going to look like. Let's put it on rendered view. There you go. It's fitting in. Perfectly. Alright, so this bit now is near enough. Done. We've got our door in, and now we can start putting the doors in here, here, and around the other side. And from there, then we can actually start finishing building this out. So let's now put it on material mode. Let's bring this door in here, exactly the same way as we've done with this one. This is going to be our main door here, so I'm gonna press Shift D. I'm going to bring it then into place. So seven. G, bring it into place. So I'm going to spin it round. So, let's spin it round. Let's delete this thing out the way, just this cube, and let's now come back to it, drop it into place. Now, this doors going to be a little bit different. We're going to have kind of a roof on this. The main thing is though we want to get a deform on. I want to press on Z, it's something like where we want it. So something like this, you can see, it's a little bit out there. There we go. Let's bring in then another modify and we'll have a deform. And might as well as well at this point, actually apply this bevel. I don't need to worry about it, so I'm just going to press Control A, add in my deform then. So let's look for simple deform. Let's put it on bend. Let's press Z. There we go. There is our door in place. All right. Now, the thing is, I'm going to have to bring it out a bit on this because you could see. The thing is with this one is, actually, it comes out a little bit, so we need to take that into account. That's another reason actually why I put the roof on top of this just so we can't see the bottom of it. Let's also pull it down just a little bit, just to make sure it's in the floor and we can't see that bit of wall there. And there we go. That is our door in place. Let's save that our work then. Let's have one final look on our render view, what this part is going to look like. So let's put it on render view. And there we go. That's looking really nice. I have a look from back here. It's really going to stand out that door, same as these lights over here. And then on the next lesson, then what we'll start to do is we'll start to get a door in here, our door in here, our door in our top, our door in here. And then finally, we can actually start building all of that out. You can see though now we're really making a lot of progress on this. You can see there's still a lot of work to do. But generally, now, the hardest part is behind us. The rest of it is pretty easy to build out the rest of this. All right, everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 89. Modeling rooftop and wood frame for tower extention: Welcome back everyone to blend the form modeling and geometry of workshop, and this is where we left it off. All right. So now, let's think about our other doors. So all I'm going to do is just put this on material. And I think from my reference, this do this door here is going to be the same as this door here. I'm going to actually just grab though this one because I've got a deform on there. I can't bother to turn it off. So I'm going to grab this one here. I'm going to press Chip and D and drop it over there. I'm gonna press one. And then we're going to press G, put it roughly into the place where it wants to be, and then we're going to delete this one out the way. Rub this one, and then pull it into place, pressing a little dot on to zoom in, make sure them that it's in place. The thing we'll want another piece of wood, and maybe going up here or maybe going up this part. Not a 100% sure, yet. I'm just going to get it in place, first of all. Alright, that's looking pretty good. Now, remember, we haven't got a wall or anything like that, so it might look a little bit. You know, kind of white behind there. But what I do know is that I want to now bring this over, so shifty, bring it over into place here. Spin it round, soars, 180, spin it around and drop this one into place. Let's grab the little bar. Let's delete it out of the way. Let's grab our door then and put it into place like so. There we go. And then what we'll do is we'll grab the other door and put it in here. So I'm going to delete my cue. I'll bring in my other door then. Oh, it will be the other one this time. So this one here. I'm gonna press shifty again. I'm gonna press Z 90, spin it around. Press three, to go to the other view this time, and then all I'm going to do is I'm going to pull it over here. So this is going to be my top door. Now, of course, I'm going to have to rotate it. So I'm going to tons place. Zoom in. A Z. So we've got a normal on already, so then it just means we can actually put it in. You can see It's in a nice place. It's on top of thats. You can see all thing together really beautifully. You can pull it across then. And then all we need to do is just make sure that this then lines up with the other part, like so. So you can see, maybe a little bit out so I was there, a little bit about the other way. Double tap the A once I've pulled it over. So double tap the A. And there we go. That's our next door in, and then we'll grab this door, and we'll also use this in this part here. So there is pressure, D. Bring it out Rs -93 on the number pad G, bring it into place, and hopefully hopefully we'll fit into place. Well, let's bring it in. And hopefully it'll fit on that top step as well. Now, do know that this one here, was a little bit harder to actually fit in there. We might need to just move these to the side mat. I think that's what we'll do. We just want to make sure, first of all, though, that this bit isn't tucked in there, like so. So we just want to put it in, like so. There we go, double tap the A. And actually, you know what? I think that's fitting in perfectly. Yeah, I think that's perfect. I don't think actually we should do anything else with that. Now, the other thing is, I want to come over, and I want to bring this part out a little bit. So all I'm going to do is just grab this part. Pull it out a little bit like so. S to give us a little bit more of an angle on there, and I think that looks much much better. And now what we can do is we can actually start building this part around. So we're going to need a part going around here, first of all, to make sure that it's sat on this properly. I think that'll make it look better. And also, I'm just wondering if it should pull this a little bit further back at the moment as well. So I'll just grab them both. Pull them back. Just so. The sit in front of this part. You can see now my little, you know, planks of wood here. I'm going to put some wood there anyway, so, you know, well, I'm not going to alter that yet. So what I'm going to do now, first of all, I think the first thing is get a piece of wood on here, get our roof in, and then from there we can actually build around this. Let's save that our work. Let's go now then to our planks, which are these ones here. No bending plank. We just want our level one. So we're going to press D. To bring it out. We're going to press, 97 G, bring it into place. Let's press S and X. And if it's not working, let's make sure we're on medium point, S and X or S and y. Yes, that's why. It's on the normal. But let's put this on medium point. S and X, try that again, and there we go. Now it's working. Now, let's pull it all the way up into place. Where it's going to go, so let's press the little dot one, so I can zoom around there. Like so. Let's press S and y then. Pull it out. Let's put it into place. And of course, we're going to have as well a flag on here. So we just need to make sure that that is also going to go in. The one thing I would say with this one is, I need to come in and just grab the inside of here, so this part inside and then press S and y and pull these in. So pull these in, so I can get my roof going under there. I don't particularly want to make this any thicker than what it is. All right. Now we've got that. Let's come to our roof. Shift. We don't want to use the original roof because we want to keep it for the rest of it. And then all I'm going to do is bring it into place. So if I press one now, I can put it into some sort of place and realize Like, I need to pull it that way with the geometry nodes, so I'm going to turn down the horizontal, like so, pull it into place. And then let's pull it into place this way and see where it's sticking through my roof. So I'm going to put it into the bottom of here first. So as coming over, like so. Come to where the rotation is? Let's rotate it up into place. You see now they're fitting under there. That's what I was talking about. The other thing is, we can see that we've just got these little bit of tweles on there. I'm not sure whether I want those. I I don't think I do. So what I'll do is bring down the vertices and three, like so. And now I can see that I need to pull them up a little bit. So I'm just looking where the edge goes, so you can see it's going here. Let's pull them back a little bit. Is that going to fit in place there? Double tap the A? Sure is. So that's looking pretty good. And then the final thing is, I want to make sure. You see, I've got I'm going to need these sticking out here, but what I'm going to do is press S and X and pull it in a little bit. Like so just so I'm going to have to pull it out, actually. So let's press control ed. I think actually before doing anything, I'm going to put this part out, so I'm going to pull this part out a little bit. And then what I'm going to do is I'm going to put the wooden parts in here first. And once I've got those in, then I can decide how this is actually going to, you know, kind of come together. So, let's do that now. So I'll do is I can grab this one. I can press Shift D. I can bring it down. I can press art 90 and pull this out into place. So this part is going to then I'm all the way out each side up here. So if I put it into place here, dress S and X. Sorry, and y. Pull that out then here. I can alter it as well as I'm working along, so I'm just going to make sure that it's in the ground like so. And then what I'll do is, I think I'll pull it in, so S and X pull it in, like, so, grab this one and then pull it out a little bit, like so. Now, let's work our way up. So let's come from this one now, put another block put in, and actually we'll put the outward one going in first. So I think with the outward one, I think we'll have it stuck out a little bit here. Let's try that. So we'll press shift. We'll press Z 90. And then what we'll do is we'll pull this into place. Let's put an object mode because I will be able to see why I'm doing much, much better as you can see. So let's put it on there. Also, you will be able to see better what I'm doing as well. So let's not forget that. It's all about you being able to see better than me. So let's put it in there. L I'm going to pull it over and then up. Into place like so, and then wooden beams can come down there and that can go on top. I'm just wondering if I want to put it down there and then pull it down a little bit or pull it over a little bit. The problem I'm having is because of the shape of the roof here. It's making it a little bit harder for me. So I think on this occasion, we might need to just grab the edge here and then just pull it back. Like so, and then grab the front of it, and then pull this one back into place like so. And as I said, on this one, I think I want it stuck out there, and then the roof actually coming into this bit like so. Yeah, I think that's what I want. So what I'll do now, I think I can bring this out a little but you can see here this roof actually, you know what? I'm going to just put this back a minute before doing that. I'm not happy with that. And instead, what I'm going to do is, I'm just going to pull this out. So you can see here it's being pulled out. So now I can actually pull this back just a little bit. There is a little bit too much. And from there, as well, what I can do is I can pull it up into place a little bit. I think that's going to be much much bar and work for as much bear. Okay. So let's come to the front now. Pull this back. D here. And then what I'll do is I'll press Shift, bring it over to the other side, press Artz 180, spin it around. And then let's just pull this back. Into place like so. And you can see, it's going to have to Perhaps come a little bit further this way. So I'll just grab this face, pull it back into place like so. All right. So on the next list and then we'll get all of this built out. We'll get the roof on the other side. We're not going to do the flag yet. We can get everything set up for that, but we're just going to build this out. And then we're just going to carry on and finish in these parts out first before doing the actual flag. We've also then got the door down here. All right, everyone. So let's save out our work, and I'll see on the next one. Thanks a lot. Bye bye. 90. Additional detail for tower extentions: Welcome back everyone to Blender four Modeling and Jumpon de Workshop. And this is where we left it off. All right, so let's Now, come in and get this bit finished off. So what I'm going to do is, I think I can grab this one because I don't think I've rotated it or anything. I'm going to press Shift D. I'm going to rotate it round, so x 90. And by the way, if you want to put yours into some sort of order, just make sure you do that. We'll do that closer to the end and put all the wood in with the wood and things like that. I tend to do it all at the end. If you want to do it early, then that's no problem at all. Alright, so what I'll do is, I'll press the S born. I'll bring this down, like so, s to make it so that it's actually going to fit in there. And then, of course, I need to grab the top now. So you grab the top, pull it over. And interplace like so. And it wants to be obviously, a little bit bent because the rest of this is bent in this way, so you can see how it bends out like so. Alright, from there, then, let's think about these parts. Do we want these fence parts in here or do we actually want them, you know, going into the wood? I think with mine, actually, I'm quite happy with how they are. Next of all, then what I'm going to do is just going to grab this. I'm going to press sift D, bring it over to this side then and just slot it in there. And then all I'm going to do is try and fix. Let's overlook what we've got to fix here. So we're going to pull it out a little bit over here. And then what I'm going to do is grab the top. Pull that into place, fitting that in there. If I need to pull it down, then I will do, like so, and then I could have got a little bit more room to actually pull it out as you can see there. And now let's think about this top bit. So I'm just going to come to this part here. I'm going to press Shift D. And then go to bring it up. And pull this into place as well. I'm going to make it a little bit smaller, so S, make it smaller, and just let it fit in place like so. Okay, so now let's think about this part going up here, how we're going to fit it into here. So we've got it pulled out quite far here, which is really handy because it means we can put a nice solid bit in this bit and the same for these sides as well. So what I'm going to do is pre shift D. I'm going to rotate it round, so, X 90, rotate it round, put it into place like so, and then just pull it back. Grab the top of it and pull it into place. Now we're onto the actual roof. Sorry, not the roof, these parts. I think, first of all, though, just pull that slightly to the side, like so, and then we're going to press shift, and then I'm going to press three, and I'm going to rotate this round now and hopefully get this in place so R and x rotate it round. Don't worry about the length of it yet. Let's just rotate it. So it's looking as though it's going along here. Now with this one, we might need to bend it a little bit. Let's just see because I can see the top part needs coming up and across, so I can also see that it's going to need to be caught and it's also going to need to be pulled back. So let's pull it back first and see where we are with that. So let's pull it back. Like so. And you know what we might be able to get away with that. So now let's come in. Put this on to normal and let's pull this down into place. And, yeah, I think that's actually fitting in place pretty nicely. So now what we can do is we can actually bring our roof over to the other side and then bring our wood over to the other side as well. So I'm going to do is press 50. I'm going to bring it over. And the first thing I'm going to do is go to object and we'll mirror on the x first. So let's mirror it on the x. That then we'll turn it around that way. And then all I want to do is now spin it round. So Rs 180, and I'm hoping from that that I can now bring it into place, and these wooden pes look a little bit different, let's have a look, so we can see here that they come out come out. And then they go in and we can see that these are looking a little bit different from the other one, and that's exactly what I want. And from there, then let's bring this one. So shifty, spin it around. So are 180. No, not 180. Let's come up to global, and then 180 like so, and let's put this one into place like so, and also pull it back. Like so, and there we go. Alright, so far so good. Now, let's grab one of our windows. So one of our round windows, let's press 50, duplicate it, and then RZ 93, find where it is and put it into place straight on. So we're going to put it around here. I think also it will need to be a little bit bigger. And then finally, let's pull it back into place. And we'll also need to rotate this a little bit because I think this is at an angle, if I press one, we can see this is at a bit of an angle. So Y rotate it a little bit. Like, so let's pull it back even further, and that's just stuck out a little bit too much. Just don't go too far, so it's going through your glass or anything like that. And then finally, let's see if we need we can actually put one on here. So, what I'll do is I'll grab this one here, shifty. Let's bring it out. Let's press rx 90. Let's press one on the number pad, and let's just slot it into here and see what that's going to look like. Into this part here. I think it should be behind those pieces of wood like so, like so and just make sure it's touching the floor. And then finally, let's make sure it's also coming into this part here. So jaws going to pull it back. In place, like so. And you know what? I think that looks pretty nice. I think it just needs to come maybe this way a little bit on the bottom. So if I come to the bottom, I'm not able to see it. But what I'll do is I'll just put my x ray on, and there we go. And I can grab it. And then I'm free to pull it out a little bit like so. Alright, so that's looking pretty good. As I said, we'll work on the flag a little bit later on. What we mainly need to do is just make sure everything's supported, and then it's all, you know, working around each other the sides. I should be able to now bring that out. So five press shift D, I should be able to bring it out to this side. And hopefully, if I can rotate it, so x x, so look. X. There we go. Let's just rotate it. Maybe I'm going a little bit too far. Let's rotate it the other way. So let's pull it into place. And I might want to then just pull it into the wall. There we go. And on this one, do I want it back in there? I think I actually do, and I also want to pull it down a little bit further. So I'm just going to pull it down a little bit, like so. And then what I'm going to do is just grab that bomb. So again, we're going to edit mode, x ray, and let's just pull it that way. So we've already got it there, so which means now I can see what I'm actually doing, so I can pull it that way, like so. And I think that is this part of the wall actually done. Now, before I go any further, what I also want to do. If you notice on this bit here, we have a lot of empty space here, and I'm not so sure that I actually want all of this empty space. I want this kind of built up pretty well because this is a big tower and it needs a lot of support. So what I'm going to do is, I think I will come in, grab this one here, press Shift D, drop it down. Just under there, and I think then that's going to support this really nice and neatly for us. And then all I can do is I can pull it out, and hopefully, I should be able to get away with pulling it out something like that. Let's press Aaron rotate it around a little bit. And just making now sure that there's none of these cracks going, you know, on any of these. And that's looking pretty good, like so. Now, we could actually also bend kind of the top of it in, you know, just this top in, but I don't think I'm going to do that. I think I'm going to be happy how that is. Let's now save that our work, and we'll have a quick look at this then before we actually get our materials on, so let's have a look. Let it load up. And there we go. All right, you can see already this is looking much, much better now like this. It looks like it's supported really, really nicely. We can see now all of this coming across all of these structures on here, and I think that's looking really, really cool the way it is. And I think now what we can do is we can actually come in and put on our walls and turn all of this into wood, and then we can work our way up here and then finally work our way down here. So lots and lots to do, but you can see that it's much easier. Think what we'll do is actually we'll do these three because I don't think we're going to take too long. And from there, then, I could probably also use this roof. I might actually, first of all, before doing anything, get our roofs in all of here because I've got this here. And then what we'll do from there is we'll build out this fence, so there's something a little bit different. Alright, we'll get on with that then. So all I'm going to do then, first of all, is I'll bring these roofs in, and then we'll bring in our materials on these. And then finally, we can start building these parts out. So let's put it on object bode for now. Let's come in then and grab our roof. So all I'm going to do is press chip D. I'm going to bring this over, like so. Now, this here, as you can see, is I don't know if it's all one structure. Yes, it is. So it means I can hide that way, hide that other way and hide this out the way. And then I can bring this into place hopefully where we actually want it. So let's bring it down just into here, just for now. And let's work out where this wants to be. So if I come in, turn down this rotation and a should be able to pull it all out into place, like so. And then finally, I can drop back the horizontal. And that mine, just be enough. Yes, it is. It's just enough, as you can see, and then just make sure that it actually sitting on there like so. From there, then, I'm just going to press 50. I'll rotate it round. So I'd 180, rotate it round. Make sure that these are kind of lining up, so they're kind of lining up like so, and then drop that in there, like so. And again, we're going to be building these out. The one thing as you can see, they're a little bit hanging over here, so I need to pull them both back. Into a bit better place. Alright, let's now grab this one, and what we're going to do is press shift. We'll bring it up into place. We'll press ALTH to bring back this part. And then what we'll do is we'll save out our work. So file, save and on the next lesson and then we'll put this in place. Alright, everyone. So hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 91. Modeling framework to decorate tower: Welcome back ever want to blend the four modeling and jump in a workshop, and this is where we left off. Alright. So now let's press seven to go over the top. And what we really want to do now is line this up with this one. So s let's line it up. I'm just going to line it up as best I can on there and press G, and then you can see we've got that beautiful line there that we can see. So rs hold in the shift born then and there we go. Now, let's put this back into place like so. And then all we're going to do is have to rotate it. But we'll have to rotate it obviously on the normal. So I'm hoping now that I should, if I pull this out to here, be able to rotate this now. So if I press R and X, let's try. And I should be able to rotate it like so, because it is an actual funny angle. Let's also then increase the horizontal count. Let's pull it back. And maybe. One more. So, let's pull it back into place. And don't forget, we're going to have a piece of wood on here. But, the other thing is, I would say that the vertical counts a little bit too high. So we need a piece of wood going in on that part on top of it, like so, but what I'm finding is, as you can see, is that it's maybe hanging over a little bit too much. So if I pull it this way, pull it back this way, I should then be able to get that onto place. Although it's going to be a fairly chunky piece of wood on top of it. The other thing is, you can see, I'm a little bit out. So let's rotate it round a little bit. So again, hold in the shift bond to get it quite nice and neatly in there, and then just pull it into place. So I think I I press S and X, I can pull it out a little bit, like so. And I think now that's going to fit into place very nicely. Okay, so now let's press Shift D. Bring this one out then, and I'm hoping I should be able to bring it out, and then Rs 180, spin it round, and then again, pull it into place. Now, we can see we're a long way out on this one. Now, I don't think we could mirror it over here. I think unless we reset the transforms, it's not going to work. So I'm going to actually rotate it round this way and get it into place manually. So you can see here, I'm going to pull it up. And pull it into place and it's not going to take that long to actually do that so RX, like so and then pull it out a little bit into place, and then let's just pull it out. Like so, and there we go. All right. I have one last look round, and I think that is going to be about right. Okay, so we've got all of our roofs on. Now let's think about this part here. So again, I will probably use this piece of wood down here because we know we've already got it. We're going to put the materials on, but actually, I think it's probably better off just building out these parts, get them all built out, and from there, then we're able to, you know, build out the rest of it. So what I'm going to do with expressive D. I'll bring this one up first. I'm just going to put it on global just for now just to get it into place. So seven G, put it into place. So R and Z And from there, now because of reset the transforms, it will mean that once I've got this into the right place where I want it. So art and just a little bit. So it will mean now that I should be able to pull it out on normal. So let's try that. So S and X or S and y. There we go S and Y. We can actually pull it out. We can then put it into place. Like, and you can see how easy that actually went into place there. And I'm thinking on this one. That maybe I want the wood actually going over the sides of this. Let's actually have a look at. You know what? I think that actually looks pretty nice as it is. Like so. I'm thinking that I probably just want a little bit of a bend on the end of this. So what I'm going to do just press control law, bring it up to here, press Control law then a few times left click, right click, and then just put smooth proportional editing on, so it should be on smooth and then just grab this end, and I should then be able to pull it up a little bit. You know what? I'm not actually happy with that. So let's try it and y and then pull it up. And there we go. That's looking better. So right click shade, so smooth, and there we go. All right, happy with that. Now, let's work our way down. So again, we'll come in and we'll grab another one of these. So once I've got it facing the right way, I can build the rest of it out from there. So shift D. Let's bring it around. Let's rotate it, so R, y, 90. Let's press control and one, just to go to the back view of it, and let's put it right into place where it's going to go. So it's going to go right about in there. Let's put it back into place. And of course, we have to rotate it to get it to the right angle. So R, Z, rotate it round. I think that is not the right angle. Now, to see the right angle, the easiest way, hide your roof out the way. Bring this out then. If you go over the top, then you can really see the angle now. So sd. You can see now we've got that angle perfectly, and now we can actually start putting this into place like so l takes to bring your roof back, and then you're gonna have a good idea of where you actually want this to come up to. Now, this needs to be fairly chunky because it's right in the corner. It's, you know, a main structure. But just make sure that we then put that into place, and then we should be able to bring it down into this roof here. So if I grab this one, for instance, I can then without portion of editing on, pull this down. Like so. All right. Now, the other thing is that we haven't done yet when we come to do these is we want to bend these pieces of wood a little bit. So we're going to do that right at the end, and add in some edge loops and things like that. So first of all, though, let's get this into place where we want it. All right. Something like that. Now what we can do is we can press shift D, and I should be able to then just bring it over to the other side. Like, so. And now let's think about our actual roof parts that's going to be in here before doing anything else with this. So I'm going to press shifty again. And then what I'm going to do is I'm going to make it smaller, so Send and then pull it up into my roof. Like so. So I'm going to pull it out. Maybe a little bit. In fact, you know what? That might be just out enough. And then I'm just wondering if I can grab this now, pull it up and pull it out, and then bring all of this back in. So let's first of all, bring it where we want it, so it's going to kind of hang over here. Like so. And then from there, let's move it into place now and rotate it around. So I'm going to put it there for now. I'm going to rotate it a little bit. So R and X rotate it a little bit. You know what? I've actually got the orientation right here. I don't really want that. Let's press right, click, and set origin to geometry. Now, I've not reset the transformations you'll notice on there, because that still means then that I'm able to still rotate it round from this angle. If I reset the transformations, I wouldn't be able to do that. Let's now pull it into place where we actually want it. You can see, it's a long way out at the moment. So let's press R x. And let's pull it in, to place a little bit bare and now we're actually getting somewhere. So now we should be able to pull it out beyond this one here. That's exactly what we're looking for. It wants to be beyond there. Wants to make sure everything's in there. And also, it might want to be a little bit thicker on this one. So all I'm going to do is just come to the back of it. And just pull it out, so double tap the. And there we go a thing that's looking just about perfect for us. The door might mean moving a tiny bit. I'm going to have a little one in here as well. So I'll just move it s a tiny bit just so it's not quite touching there, something like that. And then what I'll do now is try and bring this over to the other side. The other thing is, we can see we've got a little bit there that's not right, and I want to kind of fix that as well. So I'll fix this first. So all I'm going to do to fix that is, I'll press. I'm thinking the best way actually to do that. Maybe maybe I should just bring it down. I think that'll be the easiest way. So I I bring it down like so, and bring it across. Like so. And then we're going to bring the next one in, I can put some kind of wood here to actually get rid of these two joining parts. So shifty, let's bring it over. Let's press RZ, 180, spin it around, and then let's put it into place on this one as well. Like so. And we can see we're a little bit out on this one. So let's press R and x and rotate it just a little bit. Like so. And there we go. That looks about right. And now we just want to pull it into place. Like so don't worry about this bit because we are going to have another chunk of wood in there as well. So that's looking good. Now, let's think about this part here that we spoke about. So if I grab this one, I can press Shift D, and because of the angle of it, I should be able to bring it just straight into here, like so, pressing S and Z then and really, really making it smaller, like so, and then bringing it up into place. Like, so, and I'll bring it. You know what? I'll bring it out further. I'll bring it all the way actually out here, put it into place, making sure it's in the center roughly. And then what I'll do is I'll grab this bottom part, pull it down, and then just pull it back. Like so. There we go. Now, let's think about this part here. So I'm going to press Shift D. I'm going to bring this part out. I'm going to rotate it then. So, y or x 90. Let's press right click the origin to geometry again, and then let's pull it out, and then press X and Z, it will be. Bring it in. And then what I should be able to do is pull this out. And finally, I should be able to pull it out a little bit beyond those. And then S and Z, Pull it out into place, so it's covering all of those parts like so. All right, that's making sense. That looks good. Let's now bring it down to here. So if I press shift D, should they be able to bring it down to this point here. And what I should be able to do now is pull this back. So pull it back so it's behind those parts, and then find me one last part that we have across car. Shift D, bring it up and then r and x rotate it round let's pull it along here. So it might be S and Z. Let's pull it along here, like so. And then you've got some flash in there, 'cause we just need to pull it back a little bit, double tap the A, and there we go. That's that bit. Done. Alright. So that's looking good. Now, on the next bit, then, or on the next lesson, I should say, let's carry on working our way down. So now, in fact, you know what, before, on our next lesson, we'll put a piece of wood in there, I think. Okay. I'm just looking where I want to go down to us into the floor there. And then what we'll do is we'll work our way down to this part here. We'll get all of that done. And then finally, what we'll do is we'll look at actually having some bend in these pieces of wood that we've actually created, so we can join all of those together, and then bend them, you can see, we've got a little bit here poking out. You know what? Before we finish, let's just fix this. Just pull that ins place. So I don't forget 'cause it's not going to look good if I don't forget. We've also got this part here as you can see. Let's pull that one in place. And there we go. All right. If you see anything like that, fix it straight away, so you don't forget about it. All right, everyone. So I hope you enjoyed that, and I'll see you in the next one. Thanks a lot. Bye bye. 92. Wood decorative supports for tower extentions: Welcome back and on to blend the ball modeling and jump in our workshop, and this is where we left it off. Alright, so let's come in and first of all, grab this part here. And I'm just wondering whether I want to put this through going down all the way there. I don't actually think I do. So all I'll do is I'll just press shift deep. I'll bring it over to this side. And then what I'll do is, I'll press essence head and just make it much, much smaller and then bring it up. Put it right into place, right around there. Let's pull it back a little bit. Making sure it's not popping through there, and there we go, that's that bit done. And now let's actually think about this bit. So luckily for us, these ones are straight on. So these are ones that are going to be much easier than the ones we've done before. Both progressive D will bring this one out. And what it means as well is that I don't need to work on normal even on this part here, so that's good. That makes it easy for us. Let's bring it out. Let's press head 90. Let's press control one so we can go into side view, and I want to put this below here. I want to make it much much chunkier. So we're going to do is just press S, and then S and X and pull it in, like so, because this is actually a main support. So if I now pull this over into my wall, so make sure going into the wall like so. And then what I'll do is before rotating this round, I'll just press 50, and I'll bring this one out. Like, so wherever I want it. So probably just going to be in there. And then with this one, now I can rotate it. So Rs rotate it round. Just so it's going into place and actually fixing along there. That looks pretty good. And now I think I'm happy with that, we'll have another piece of wood that's going to, you know, kind of come up these sides and into this bit, we'll fix that bit as well. But before we do that, let's actually put a support in here. So all I'm going to do is grab this one. 50, Z 90, make it a little bit smaller, and let's pull it into place so it's actually going in there. And then back into this part, and then let's pull it into place. Like so. All right. That's that one now, t's pub another one over here. So shift Pull it over here, and this I already be into place like so. You know what? I'm going to leave it like that. And we've got a support here. We need another support coming down here then. So I'm gonna press shift. Bring it down, and then Rx 90. Let's pull this one into place then. So pull it into wherever it's going to go. So it's going to go roughly in there. And then we're going to bring this down and pull it out. So if I grab the bottom up here and then can bring it down. So bring it down. Do here, and then just pull it out into place. So now you can see you've got a really, really nice support there. All right, so that's that bit done. I'm thinking, do we need a support going on this bit? Because this is just the wall here? You know what? Probably, probably do. I think it will look better if we put that on there. So we'll grab this one shifty. We'll make it, you know, kind of thin, so it just goes along that sort of thing, and then, y, 90, make it a little bit thinner then. And then let's bring it into place where we want it. So we want it s poking out of there. Maybe maybe. Can we just have it just going into this part. So hold in hold in this fence. Like so. And then, let's pull it back. Into there, and then finally, we'll pull it all the way down to the floor then. So we'll grab this bottom bit, pull it all the way down to the floor, like so and N and see, it's really just starting to come together. Now with this one, let's actually bring it up, so Shift D. We'll bring it up. S and Z. And then I'm just going to pull it into place. Over here, before I start this main part of this roof, and then from here, I'm going to pull it up. And I'm just wondering about this bit. I think I just need a piece of wood coming from here and going out, so I'm just going to make sure though first, that this is going to be okay, just at the side of those. I think that looks good, and then ship D and then 90 right clicks at origin to geometry, bring it down, and then I'll press S and X and then pull it out. And then press S and y and pull it out a little bit, like so, and there you go. Diet is looking good. Now, the one thing we need is some supports come in and holding this kind of in place. So I'll put a support in here. Now, I might as well, I think, probably I'm just looking at this support here. I like the way this support is looking. So what I'll do is I'm just looking at the angle, though, because if the angles not right, as you can see this one here is straight on. So we might as well use this part. So what I'm going to do is just press L, and then just grab these parts like so. And then what I'm going to do is press 50. Now, these ones are already got materials and things like that on. But let's see if we can actually make this work for this part here. If I'm going to press ara -90. And then what I'm going to do is put this into place along this part here. And you can see that I've got to do a little bit of work to make it fit in, so you can see here, Should fits into place beautifully there. Now, you can see that I've got some issues with this bottom? I actually don't think I've got bombs on here. What I'm going to do? Come in head select shift and click and pull this one down first, and then we're going to do the same one and this one? Shift click, pull this one down. So, and there we go. Now you can see that it's actually supported. And next of all, I'm just wondering, is this far enough back? In other words, is this actually in the wall? Can't really tell from here. So all I'm going to do is just grab three of the edges because that'll be enough, and then I can just pull it back and there you go, it's into the wall. Now, finally, do you want one more support? Let's actually have a. Pressing Shift D. Let's click and set origin to three D cursor, not three D cursor. Origin to geometry. And let's have a look. Yeah, you can see that's the problem because it's not split. So let's come in, and what we'll do is we'll split one of them off, so I'll just come in and press L, L and L. I should then be able to just pull this out into place instead and make it a little bit easier for myself. So if I put it around here, You can see, it's going to require a little bit more work. It's going to also require a thin part going down there. Let's just have a look back. Yeah, you know what? I think we actually need it. I think we need it in there. So what I'm going to do is, I'm just going to press L on this part and pull it back into place like so, pull it down. And then with this part, I'll have it going, Yeah, where it is, actually, I'll just grab this part, press shifty, rotate it round, so's 90, make it more, much thinner then, and then pull this into place. I want it in there like so and finally pull it over, like so, double tap the A, and there we go. Now that looks like it's actually supported. So that's looking pretty good. Okay, so let's work our way along. So if I grab this one now, should be spread shift D, bring this one over here into the wall, like so, and then shift D again. And then with this one, we'll right click Set origin to geometry, rotate it round. So RY 90 and let's bring it up into place, and then S and X and then pull it out. Like, so, and then let's now pull it. You can see here my roof. It needs pull it back this way a little bit to get it under there, and then you can see the problems we have with this part here, for instance. So now we have a few choices. Let's see, first of all, if I can grab just this one and how far back it's going to be. So if I pull it all the way back to there, how much room is going to be on there is what I'm looking for. Because we don't actually have to do it like this. We can actually instead bring the roof down to here, and then this bit will be completely different. So let me show you the other way before we do anything. So I'm just going to put that back and then going to leave this as it is, but I'm going to press 50 to duplicate it. I said 90. And let's bring it round to here, and then I'm going to press three just so I can see the view that map. R and x rotate it round. And let's put it into place wherever it's going to go. So something like this. And then let's pull it out a little bit like so, and then let's finally come in and bring this part out. So now you can see, how that is actually fitting in place. You can see it's fitting in place, much better. So let's come in, face leg, grab this face. Let's put it on normal. And let's pull this out then. And then pull it up like so. And I'm just looking if I'm actually happy without this looking. I think I just need to pull it out a little bit. And then what I'll do is I'll bring this part up now, so I'm going to bring this part up. And then finally pull this part over L so, and there we go. Now, the roof might need bending a little bit. I'm wondering if I should bend. You know what? It's this part here that's causing me the problem. So let's first of all, pull this into place. So I'm just going to pull it back. And then what I'm going to do is pull it out. And then finally pull it down, so it drops under there and then back into place like so. And now you can see that's pretty much fitting in the place that I want. It's just this part now that I'm actually thinking. I think what I'll do with this part is, I'll pull it out more, so I'll come to this part and I'll pull it out down to there. Like so let's pull it back as well. See if we can actually get away with pulling it back like double tap the. Yes, Dad's looking the way that I want it. And I didn't actually have to mess around with the roof, which makes it even better. Now, if I can, let's see if I can just spread 50. And let's press R, 180 it around, but we don't want to do that. Let's put it on global first. So R z 180. And now let's put it back where we actually want it, which will be somewhere around here, and we should find it's quite easy to put into place like so let's just pull it out a little bit. And there we go. Now, the last thing before we finish, let's just grab both of these, and let's just pull them out a little bit. Double tap the A. And there we go. Once we've got this top bit on then. We've only got actually a few more bits to do. We're going to have a lamp on here anyway, so we don't need to worry about that. And I'm just making sure then that all of these parts are in place. Now, I think, just this top bit then will be the last thing we have to do. I'm just looking, I think we might need one more piece going across there was like pieces on the top. And I might put one piece over there. So, one, two, and three more parts, I think, and then we're pretty much done with this part of lease. So let's say about our work. And I'll see you on the next one, everyone. Thanks a lot. Bye bye. 93. Random offset on wood framework and uv texturing for more natural design: Welcome back everyone to Blender four modeling and jump in a workshop, and this way we left it off. All right, everyone. So now, let's come in, and hopefully, I should be able to grab let's say this one here. Let's press shift. Let's spin it around then. So are there 180. Like so. And I put that 90. So 90, 180. Let's put it into place then. Let's put it back. And I'm hoping that I can put it just behind there, putting this part up here. So you can see now that's fitting quite nicely into place. Need to pull it back a little bit, pull it under a little bit, and there we go. That's that one. And now I can press shift deep and I can bring it up. So let's bring it up into place. Now let's rotate this round. So R z 90 again, and then let's pull it into place wherever we want it. So first of all, I'm going to press S and X and pull it back into place. Here we go. Then I'm going to pull it over. And you can see this part is going to be have to be quite chunky. We're also going to have to make probably a little part that's going to cover these parts. So let's do the chunkiness first, S and let's pull it out. Let's pull it over. So. And then what I'm going to do is I'll put a top on here just to kind of elevate or alleviate that actual chunkiness. So all I'm going to do then I'll just press shift. I was going to make it difficult for myself, but there's no point in that. So let's press and y, bring it in, pull it back into place like so. And now, let's think about these parts. So I'm going to press 50. And I'm going to bring it down. So, 90, bring it into place. Like, so, and I'm sure I'd be able to pull this down into there and then pull it back. Like so. And then I'm thinking, this part here maybe wants to come out a little bit, so I'm just going to put my X ray on, grab that, turn the x ray off, and then pull it out so it's in front of those parts, holding the shift on. And there we go. And now, finally, I'll just pull this part out. Used a little bit more. Just to make sure it all fits in place, and there we go. That's looking pretty good. That's that bit. And now, this last bit, which is on here, let's see if I can this one. No, we can't use that one. So we'll use this one, shifty and then I'll pull this one out. So I dead 90, first of all, put this on to normal. And let's just pull it into place. And I'm hoping I ain't got to do too much work in this. S and Z. Let's pull it, shrink it back, pull it back, make sure it fits, pull it back and pull it up. And maybe pull it back one more tiny bit just so I've got that bit there. Or we pull it down. Let's see if we can pull it back a little bit first then S and Z or S and y. There we go. We can pull it down that way. And let's pull it down, so it's in there. You know what? I need to pull it up. I'm going to have to pull it up, and I'm just seeing how far I can pull that back. I don't really want to pull it back any further than that. So what I'm going to do instead is I'll just come in, put my x ray on press the tap on, grab this edge here, turn it off. And then what I'll do is I'll just pull it back then further than this, so you can see here, I'm going to pull it back further than this. And then I'm going to pull it up a little bit if I can. So let's put it back onto global. And then we should be able to just pull it up. Like soap. All right. That's looking good. You can see it goes all the way over here, though. I'm not happy about that, what I'm going to do is I'm just going to come to this part now. Grab this part, and I'm going to just pull it out past there. So double tap the A. And there we go. All right. So finally, finally, we might have one more piece over here that might come under these. So let's grab this part. Let's press shift D. And then what we'll do is we'll just pull this into place, and I'm thinking that if I drop it just on the bottom of here, can look, as though this is actually being supported on the top of a piece of wood. So let's press sen's head. Shrink it all the way down, and then let's pull it down into place. Some jaws, go to pull it down into there. And then I'm going to rotate it, so rnd. Let's rotate it round. Let's grab the top of it then, like so and pull it into the bottom of here. Now, finally, let's rotate it, so it's the same as this one. So's rotate it round like so. And then we go and finally, let's just pull this part out with our normal on. And I'm also thinking, let's pull this part out as well into there. Now, let's just make sure it's sat on top of that at the moment it's just floating. There we go. At the A. And yeah. There we go. All right. Now the hard part because now we need to go in and we need to grab all of the parts that are like this piece of wood. Not as hard though as you think, because we have a little trick hand, which is what we can do is we can actually come in, grab one of these because we've done it the way that we did. We can grab one of these, and then we can go to object, sorry, select, and we can select all by type, and we should be able to select them via. Let me just have a select all by type. We want to select more by material type. So I'm just looking If I can select them all by material, there we are. There we go. That's what I'm looking for. Alright, so now we've grabbed all these. What we can do now is we can press Control J. Join them all together, like so, because they've all got the same bevel on. And then what we can do is we can now reset all of the transforms or reset all transforms like so, right click set origin geometry. We can also put them in. I think we had one, which was wood. So you can see we've got one here, which is wood. So we can press M. Go down to where it says wood, and let's put them in there. And then what we can do is we can press shift H, hide everything else out the way. And now we want to come in and bring in some edge loops for each one. So three on this one, control, bring in some edge loops. And you know what we're going to do now. We're actually going to randomize them. Let's put this on global so we don't get a bit confused. We're going to come in and randomize them a tiny bit, just to make them a little bit uneven. And you can see doing it this way as well, makes things really, really easy. Because we can see exactly which ones we haven't done. And then we're free to come in and just work our way around all of these parts. I'm not going to bother with the really small ones, like so. And you can see that I'm just actually just randomizing them. You can also see again, as we spoke about, we're not going to be coming in and, you know, bringing in a subdivision because I find this way much, much easier. The one thing is, I'm just looking, making sure that's actually in place. You know, it looks in place. I just don't want any flashing on this one. But you know what? Before moving on. I'll just bring this back a tiny bit rather than get all that flashing. Put it on normal. Move it back a tiny, tiny bit, like so, and there we go, it's in place. And then I can go back, put this onto global and work my way around. So now we're onto the top bits. Now, I'm not going to do these parts on here. I will, however, do these parts under here. There the chunky parts. They're not really going to get a lot of, you know, weather. Well, they are going to get a lot of weathering, but it means like pieces of more going to be falling off these in real life, rather than actually bending with the weight of whatever they're holding up. So that's something that I do take into account generally when I'm doing these. Now, on this one here, I did put some in because we've actually got an end on here, so it might, you know, pull it down and warp it a little bit. So on this one, And on this one. And of course, we're doing this to make sure that its you know, it doesn't look sterile. It looks as though there's been a lot of work taken to actually, you know, make it on the evening things when there'shardly any work. Alright, let's press A. And then what we'll do we'll go to mesh. We'll go down to transform. And then what we'll do is we'll go to randomize. And then finally, we'll turn this down all the way down to not 0.2 or not 0.1. Let's have a look at no 0.2. That might be about right. Let's press tab. And there we go. Now, let's come in. And what I want to do is I want to press U. Smart UV project click. And then finally I want to come over, change the basic wood, and we're going to put it onto our let's think plank wood planks. Let's put it onto there. And then finally, I just want to make sure that the planks are, as you can see, it's a little bit small on the resolution. Let's go to our UV editing. Let's press the tab. Let's press dot to Zoom into all our parts. We've actually got these parts as well. It doesn't matter. We can split those off now, so I'm just going to come to this part, L P, split it off. Don't want to do anything with that. The one thing that I want to do is if I press A, it just make these a little bit bigger on the UV map like so. Alright, on here, then, a little bit bigger. No, I don't mean a little bit bigger. Do I mean a bit bigger? Let's save up. Let's press dot. Yeah, that one's looking fine. Let's come to the others now. So if we come to the others, A to grab everything, A, let's zoom into them. So let's zoom into one. So this one here. And then what we can do is as we bring this out and see it looking a little bit bare so now that looks just tons bare as you can see, Alright, that's looking pretty good. Now, let's come back to modeling and the moment of truth, so tech, bring back everything. And you know what? We're not going to have the big reveal yet, because first of all, before we do any of that, what we're going to do is we're actually going to put this wall into place. So we're going to put these walls into place all the way around here. We'll put them in our groups as well. We'll make sure actually everything's in the group, and then we'll be able to see what isn't when we finish this. And then finally, what we'll do is then we'll start on our actual fence going around here. And then that'll enable us to actually work out where this is going to come out to. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 94. Reorganizing our collections: Welcome back, everyone to blend the full modeling and jump in a workshop in this way left off. Alright, let's come to our walls, then. So first of all, I'll grab these. In fact, you know what? Let's just put these under our roofs. So I'm J gonna grab all of those ones, the ones that I've just done. So all of these, and I'll put them under roofs that then is going to make it easier. So I'll press I open. I've got one that says roofs. Yes, I have. So, let's put them under roofs, and now I should be able to hide my roofs out the way. Now, we can see that we've got this roof, this roof. So shift select them, this roof, this roof, and then press M, put them under roofs as well, and there we go. Now, why I've done that is because we've got the inner parts of the roof. So these should be under wood really. But I think I'll call these roof wood. Instead, it'll make it easier. So if I grab one of them, press M, new collection and call it roof wood. And then what I can do then from there is I can actually close that up and then just drag it and drop it under my roofs. So we've got roofs there and we've got roof wood. So let's hide the roof wood out the way. And then what we'll do is we'll come to these two, we'll press M. We'll put them under roof wood. Now we've got these parts here. So what I'm going to do is I'm going to split these parts off out the way. So if I come to this one, this one, I might as well, you know what? I might as well grab them all together. So I'm going to grab them all together. I'll grab this one. I'm going to grab the top of here. I'm going to put my x ray on so I can see the inside of this one. So I'm going to grab this one here, and I'm going to come round this one, this part here and this one over here. And then finally, just make sure I've grab the inside of this one here and this one. And then what I'm going to do is I'm going to press M UV project click. I'm going to turn off my x ray. And what I'm going to do is I'm going to press P selection. Like so, split them off, and now I should be able to grab them all. So I should be able to grab this one, this one, and this one, join them together with Control J. And then finally, these now, I should be able to come in and put it onto my planks. So let's find our planks, which are here, and there we go. There's our roof. Now, what I should be able to do now is put them on the roof wood, and there we go. That's that bit done. Now, let's hide. In fact, you know what, we won't hide it. What we'll do is we'll come to our walls now, so we can see we've got This wall is never going to be seen. So at this point, I start now to break them down and delete them off. So delete faces. Let's see if this wall is going to be seen so you can see it's under here, so no one's ever going to see it, so delete faces. And now I tend to with the walls, at least, work my way around them independently. So all I'm going to do is press y, and then going to grab all of these, and I'll press y. And then this one should already be split. Now, I should be able to grab all of these now. Press, SmartV project, click, and then I should be able to change this to be my wall. So wall, like so, and bring that on, and then we should end up with something like that. And we will check them once we've done them. Once I've done it then, I'll come down and put them under walls, like so. And then finally, if I come to my walls now, should be able to hide them off. There you go. Now we know that we've actually done those. Now, we're not going to mess around with this wall yet, but we are going to do these three walls here. So if I come to this part, you can see, I've got a bit of the back that I need to delete, so delete. Faces, this bit underneath. I am going to need because you can see it under here, so people can see that under there, so we need to keep it. We've got this one, this one, this one, and this one on the inside. So this one here. Now, this one on the inside, no one's going to be able to see it, so I can just press delete and faces. And now let's split these off. So I'm going to split these off. So, lit this one off, y. And then the bottom one now should be split off, which means I can press A, smart V project, click and then once again, drop this onto wall like so. There we go. Now you've got the underside as well. You can see the underside already done. Let's press M, put it on the walls. Now, let's come to this part here so we can see we've got this part on the inside of here. No one's ever going to see it. We've also got this part down here. I'm just looking at this part. We do need this part here. I'm just looking how far it goes. And I'm not going to worry about that one again yet, as I said, but now I'm just going to come to this one. We do need the underside. Even though you can't really see it, you might end up seeing through there if you don't keep it. But the main thing is, let's come round and actually delete this out of the way. We're not going to need this one, so delete faces. We'll come to the bottom one then, and we'll press y. And then what I'll do is I'll come to this one and press y. And now all of these should be split. From here, then, let's press Control A or transforms, set origin to geometry, press tab born A, and you Smart UV project, click Okay, and finally drop this onto walls, walls like so. Have a look round, see what that actually looks like, and then finally press M and put it in your walls like so. Alright, so now we've got those done. Let's actually start tidy up the scene before actually looking at anything. So we can see we've got this one, which is also walls. So we can press M, put it into walls. We can see then we've got this one, which is also walls. This one, which is walls, let's press M, put it under walls. I'm going to keep the bridge separate because I think that's a good idea to do that. And then what I'm going to do now you can see, I've got all of these little parts that need to be under wood. So the first thing I want to do is come to wood and hide all of those parts out of the way. And now I can see exactly what I'm doing. But let's first of all come to all of these, and we'll put these all under wood. And it's up to you, of course, how you want to tiidey up your scene, but it's really actually important that you do do this. So M, put them under wood. And the reason is because you can really lower down, you know, your optimization. You can get a lot better optimization if everything is in parts. When you're rendering it out as well, you might not be able to look at the whole scene, but you might be able to render it out. So you might be able to hide all of these parts or pots that you want to but still render them out, for instance, or even layer in as well. Laying works with, you know, using collections and things like that, and layers. So let's now come in and just put all of these under wood. So I'm just going to grab all of these and work my way round. And it's a bit tedious, I know, but it's definitely worth doing it. So then I'm going to grab these, these press M, put them under wood. And the more that you do it, the more you'll be able to see where you've missed. So, put them under wood. So let's grab all of these, wood. There you go. You can see how quickly it is to do this. Now, this is the staircase, and I think if I press G, you can see we move the whole thing. But what I'm going to do, I think this is also part of the staircase same as these parts here. It might be better with this. You know what? Just putting it under staircase. Let's put it on the staircase, so I'll make a new one. Stan let's hide that out the way as well. So staircase, hide that out the way. All right. So now, this is what we're left with. Now, you can see all of these need really going under doors. So they should already be under doors. Let's hide them out the way and see what we've got. Here we go. Let's also hide our windows out the way and see what we have. And now let's come to these parts, and again, put these under wood. So I'm just going to grab a few of them, press M, put them under wood, like so, and then just work my way around on these parts. Here. Like, so, like so. Like so. Press M. Put them under wood. And we're left with this. So M under wood. And now we're left with this one here, which will be M. And we're going to put this under roof wood. And there we go. Now, we've pretty much tied everything up. Now, you can see the benefit of this now. We can see all of these parts that we can work on. That's the first thing. And the other thing is that we can also see that all of these inside parts that we're not actually going to need as well, are going to be much easier to delete. I'm also going to put this under wood as well. So put it under wood like so. Okay, so now we've got terrain split off as well. We need the water. So let's see if this has been put under water. So I don't think I've got one. It's under ground plane, as you can see. So let's just press M new collection, and we'll put this on water like so. And there we go. Now we can actually hide that one out of the way as well. And then we've got this one here, which should be under bridge. So let's just see if it's under the bridge. You can see here bridge. If I hide that, it will hide the whole thing out the way. So I'm going to bring that down and just drop it to the top of there, like so and there we go, now we're pretty much left with all of these parts. Now, I don't think we're going to need this part anymore because we use that to actually create the round parts on our actual Wizard tower there. So I think I can leave that out of the way. And then we've got this one here. I think I'll call this this part here tunnel. Or alcove even. We'll call it alcove thing. The one thing is about this is as well, I want to do some work on the inside. I'm just going to bring back more wood. And you can see we've got we have got little parts of wood in there, as you can see that I can hide. And I'm going to call this alcove first. And then what I'm going to do is I'm going to put a door in here and probably finish this off before doing anything else. So let's press M new collection. Let's call it alcove. So, click Okay, and then let's see when we hide this if it hides it all. If not, we can just grab all of these, press the born and drop those in alcove as well, and there we go. All right, so we've pretty much broke our scene down to nothing. That's great. And we've also got then the top of. I'm going to put this under roofs as well. So this part here I'll put under wood. So wood. And then this top part we'll put under roof wood, maybe. Yeah, let's put it under roof wood, like so. All right. Now, let's bring back then. So from here, I can bring back my alcove. I can bring back my wood, as you can see, And now I can have a good idea on the next lesson of the actual door that I'm going to put in here because I do want a door in place on here. I'm also thinking whether I want to build this out just a little bit more with wood. I know you're not going to see a lot in there, but sometimes it might be better if we put, you know, some planks of wood coming under here, for instance. We'll look at that on the next lesson. I think definitely we need a top in here, and we'll just get this finished off nice and neatly. All right, everyone. So I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 95. Working on outer field, modeling a fence for backside of tower: Welcome back, everyone to Blender for modeling and jump youo workshop, and this where we left off. So let's go first of all, and we need to bring in our doors. So let's bring in doors. Now, these doors, we need this one here, and all I'm going to do then is press shifty, and I'm going to put it under my alcove first of all, so I'm just going to press and move it to the alcove just for now, just so I can see what I'm doing. And then I can now put this into place. So let's press one. Let's press the G button doors to get it where I want it, and then let's bring it all the way back. So I'm going to put it all the way back, press the little dot on to see what I'm actually doing. Let's get in there. And then what we'll do is we should now be able to pull it back into place, move it around, move it around again, pull it back into place like so. And then if I come out, now, I should be able to see where I've actually put that. So something like that, Los absolutely fine. I'm wondering whether I need a part on top of here. I think I do. So all I'm going to do is grab this piece of wood Shift D. I'm just going to finish this off with y 90. And the other reason I want you know, this door in there, obviously is because if you're doing a view where you can actually come into here, there's some light going to be coming out of here. So we just want to make sure that it's populated with something like a door just to finish it off. So double tap the A. And there we go. Now, you can see that's looking much much better. Alright, so now we've put our door in there. We can put it back to under doors. So let's find our doors. Here we are. And then what we can do now is we can bring all of these parts back. Like, so very easily, and we should end up with something like this. And now let's have the reveal. So let's come in. Let's save out our work. And let's go to rendered view. Let it load up. And there we go, guys. That's what we've actually done, can see now. All most or all of the hard work is actually done. And you can see even now, you could probably get a really, really nice render of this. Now, you can see that the terrain is nowhere near done. You can see you've got these steps that we need to put things on. But I think the time has come to actually start our fence going round here. So let's put this on material mode. And then what I want to do is start with kind of a wall going around here. So the first thing I think I'm going to do is I'm going to create the wall and how high it is? Now, I have lost where my guy is. My guys over here. So let's pull him over. Let's grab him. Pull him over back here. I'm going to put this on object mode as well because I'm going to find it much, much easier to see. And then what I'm going to do is just put him in place, so something around there. And then from there, then what I'm going to do is I'm going to start with my wall and my fence. So basically, I want my fence to be kind of up elevated a little bit. I want a wall to kind of c Probably round to here. So going following this all the way round, all the way round to this side here of the wall or corn. Maybe from here, going all the way round. From there, then, I might need to just go in and actually work a little bit more on that terrain to get it all fitted into place. But we'll see that in a minute. So first of all, though, let's press Shift S, Kursta selected, let's press shift A, and what we'll bring in is a curve and we'll bring in a path. We'll rotate it round. So's head, 90, let's rotate it round. Go over the top then. And then we should be able to see where our actual where this is going to start. So I think it should start somewhere around here. So somewhere around here as you can see. And I know I'm saying somewhere and things like that, which some people don't find handy, but I can't tell you exactly where it's going to be. And it's up to you, you know, where you put your own wall, really. This is part of actually modeling, you working out how you want it to look and you developing your own skills and your own eye to see how things should go. And maybe you have a better eye than me, as well, and yours looks better because you did it in a certain way. So there is no right or wrong in this. And there's just things that look right or things that look wrong. But you can't see that until you've actually put them in place. So it's all about playing around with things. So let's say pull it out a little bit more. And then what I'm going to do now, I'm going to come in and want to develop this so it goes all the way around here. So what I'm going to do is I'm just going to press and then just try and follow this going all the way around here. Like so, so like so, like so, and then go in up to this part over here. So if I press now, so enter and then pull that out. It should come very, very close to this part here. Now, we're going to have a top on here, so I think actually this coming into this point here is actually going to work pretty nicely for us. The one thing I would say is it's a bit high at the moment. So let's pull it down into place like so. And then what I'm going to do is I'm going to I think I'll press you know what? I'll first of all, extrude it out and create an actual wall from it. Let's come in. To curve. Let's save that our work, first of all, and then what we'll do is we'll come down and we'll bring down the extrude. So let's bring up the extrude, as you can see. Let's press controla transforms. It's the origin to geometry just to make sure. And then what we'll do is we'll bring it down into place. So you can see this is how my walls going to fit. You can see now that maybe on this part in particular, do we actually want it to come a little bit closer to the wall, for instance, than these are the things that we're going to be working out. Now, if I put my guy down here and into into the terrain or the cobblestone, now, the cobblestone is going to be slightly above here, so I'd say it's just about there. Like so. And once we've got a wall in as well, we can actually bring in our cobblestone on top of that. So you can see here as well, this is a little bit hidden. So now what I think I'll do is I'll think I'll move it a little bit up. So I'm going to come with the extrude, pull it up a little bit more. Like so, and maybe then just pull it up. Pull it up like so. All right. So that's looking good. This is where we'll have a wall then. Now what we need to do is obviously create some Slidify on top of this. So I'm going to come in. Add modifier, generate Slidify, and then I'm just going to bring it out. And you'll notice I'm bringing it out them into the side of this wall. I'm going to right click and I'm going to shape flat. There we go. And then what I'm going to do is now I think I'll bring it out a little bit more because at the moment, it's not very chunky, this wall. I think I need it to be a little bit chunkier. So what I'm going to do is I'm going to bring it out and then bring this offset in like soap. All right, so far so good. Now what we want to do is we want to create the little parts on here. So what I'm going to do is, I'm just going to press Shift D. I'm going to bring it up. And then what I'm going to do now is bring it down. So first of all, I'll come to my curve. I'm going to bring this down then because I want stone slabs on top of this wall. And then from there, then what I want to do is I want to come back to my solidify and bring this up a little bit. Now, let's drop it down onto place and make sure that it's not too far over. You can see at the moment, If I put it on top of that, these are way way too big. Also, it's not in the center, as you can see, If I press one, should, if I hide this out the way, be able to see let's move around a little bit. Let's see if we can actually get a better view like this. So you can see now if I grab this, first of all, I'm going to turn this all the way down here, in the shift born. Then what I'm going to do is bring the thickness down because we want it just over, and then I'm just going to mess around with this a little bit, like so, and there we go, There is that part there. Now we need our fence on top of here before doing anything else. Now, luckily, we did have a fence, which is over here. I'm gonna press Shift D. I'm going to bring that over. And what I want to do now is I want to put my fence on here, but I want to do it the easy way. So let's come in. Shift D. Let's bring it up. And then what I'm going to do is instead of, you know, using this solidify, I'm going to turn it off. And then I'm going to go back to my wall, and I'm going to turn the extrude down to zero, which means that we should just have a curve now. Now, from there, I'm going to rotate my fence round. So while there, 90, let's rotate it round. Contro or transform, set origin to geometry. And then now I'm going to do is just put it into place. So I'm going to put it next to my curve like so. Let's put it so it's actually in the wall. Like, so. And then what we're going to do is now, let's come in and actually array this. So first of all, let's research transforms once more. Let's then come in and add in an array. So an array. Let's make sure it's going the right way, first of all, because you can see it's not, so let's put on zero. Let's turn the x up. Let's drop it into place like so, and then let's increase it. Increase the count, and we want it basically going all the way around to there. So let's add in. Let's close up the bevel. Let's keep the array open, but add in one more, which will be deform, and we're going to deform it against the curve. And the curve, of course, is going to be this curve here like so. Now at the moment, we can see that we're not in the right direction. Or anything like that. So let's come onto y. Let's not right. Let's come onto Z. That's not right. So let's come onto minus x. Nope. And I'm us trying, and there we go, that might be the right one accepts the wrong way round. So let's press R and y drenat spin it around. And then let's see if I can actually pull it into place. And if I move this this way, then, is it going to go round? Yes, it is. That's what I'm looking for. Now, the one problem is that if I pull this up, for instance, we can see that it's starting in the wrong place. Let me see if I can spin this round. So if I press origin, geometry, you can see it's still sticking over there. If I press then RZ hundred 80, and this is the problem with things like this. You have to mess around with them a little bit to get them to work right for you. And now you can see that I can bring this up, do here. Put it into place, right around there, increase account of the array, and the array should then go all the way down into my wall like so, and that is exactly what I'm looking for. Now, you can see at the moment, of course, really, really straight this. And we're going to fix all that on the next one. We just want to make sure that all of this is in place at the moment. You can also see a feel like these are a little bit chunky for this part. So it's a little bit too chunky. Like I said, and I think it's maybe maybe a little bit too high as well. So all of these things, we can fix. Now we've actually got it in place. But that was the main part of getting them in place first, and now we can come in and actually fix them. All right, everyone. So I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 96. Readjusting our stone fence and offseting individual planks using proportional editin: Welcome Mayon to Blender for Modeling and JoJo workshop in this Seft art. All right, so let's come in then to this wall first, and let's make it a little bit thinner, first of all. So I think it will be On our straw. Yes, it is. So there we go. Let's bring back our terrain, as well, so we can see what we're doing. So where is my terrain? Can I just press tag and bring it back. Yes, I can. Just make sure then that the wall is fitting into place. Next of all, then, let's pull down this what's going to be our stone into place, like so. And finally, then, let's just pull down the actual fence. And the one thing about the fence that I want to do is I want to make these a little bit thinner. They look a little bit too chunky. Now, once you press tab, you will see that you have to go all the way over, let's have a look all the way under here. So first of all, I'm going to press Shift H, press tab, and there we go. And now it's upside down. Makes it a little bit hard to work with. But what we can do now is we can press A and shrink these down. So I can shrink these down like so. Press the tab button, and now you're going to have a better view of press voltage of what these are going to look like. So I think that that once I bring it down, looks a little bit better, like so. And now all I need to do is just come in and increase my array, going all the way around to there. And I'm just wondering, am I actually happy with that? The one thing I think I'll do is again, I'll come in, and I'll pull these parts out, so you can see it going over there. I'm going to pull these out to be a little bit longer. So I'm just going to put my X ray on. I'm going to grab both of these. Then all I'm going to do is just stretch them out a little bit further like so, press the tab button. Turn off my x ray. And yeah, that's looking much, much better now like so. And it also means that I can actually come in, turn down this count all the way there, and I can actually pull this cross, maybe a little bit. Into that wall over there. And there we go. Maybe that's a little bit too far to try it. It's not that way. Try this way. There we go. Holding the shift barn making sure the jus go in. Alright, Dad is looking much much better and much happier with that. And now what we need to do is we need to come in and actually bend these a little bit and make them look realistic and also apply all this stuff. So at the moment we've go moles curves, if I come in and grab, let's come to this one first, at the moment, if we come in, we can see at the moment, it's resolution of 12. Let's see if we can actually see that. You can see here, this is the resolution of 12. If I turn that down, we can see now we've got it this much. Now the problem is we need it on quite a high resolution, and the reason is because of the fact we're going to be making stones out of these. And the more actual resolutions we've got in there, the easier it's going to be to make the stones not actually split where these actual pieces of wood go up. With the bottom wall, we don't actually need it that high. We can bring this down because it's just basically around wall going around there. It's got no breaks in it or anything like that. Now that we've got that, what we need to do is we can put this back on object mode. We can grab all three of these then and go to object, and what we can do is convert to mesh. And then with this one, it's fairly simple. Let's right click and shade auto smooth. Let's do the same on all of them, actually. And then finally, then what I'll do is now, I'll come to my fence first. So let's make the fence now uneven. So all I'm going to do, first of all, I'm going to come in, grab one of these. Let's put this then on proportional editing. Let's put it onto random. And then what I should be able to do now is come in and pull these out like so. And you can see now we can actually pull them out. You can see though it's pulling them up a little bit too much. So I don't really want that. Let's see if I can actually do it with anything else. So I'm just seeing, You know what? I'm going to have to just put this onto random. Or not random. We'll put it unconnected only, and then we'll just put it on smooth, and I should now be able to pull those up. Now, that's what I'm looking for, but I need to bring it in, of course. So if I pull it in, pull it and pull it in, you can see now we're just pulling up the top, and that is what I want because I want to make these a little bit uneven from each other. And it can be every other one or every one. So we definitely don't want them even in any way. You'll notice I'm keeping the smaller ones down here. And then this one and this one we'll pull those up. L so now you can see they're a little bit uneven. That looks much better. And the next thing we want to do now is make these parts uneven as well. So I'm going to try first of all, If I can actually come in, and grab a few of them. So I'm just going to grab three like this, put this that on random, and then let's see if I can actually bring them down and let's see if I can actually rotate them and see here can rotate them as well. But I'm just wondering if they'll actually end up poking out or something like that. So all I'm going to do is just grab a few of them then, like so. Like so. So, like so and so. And then I'll just pull them up like so, and then I'll grab the bottom ones. Just any of them, doesn't really matter. Then pull them up. Like so. And then this one here, this one here and pull them up. Like so. All right. So now you can see we've got that part being a little bit uneven. And now what we need to do is we need to go into probably a lot of these because I'm thinking how can we actually rotate them round? Maybe we could do it on normal. So let's put it onto individual origins. Let's put it onto normal. And then all I'll do is I'll just come in. And I'll grab these together because that'll make it easy then for me to view. So I'll put it on random, and then I'm just going to press R and y. And let's see, that's rotating in the wrong way. So r and x that's also rotating in the wrong way, r and Z is rotating the right way, but it's rotating more at the same time as you can see. So we've got this. So let's now bring some of these in, not every other one. Let's go back. So maybe this one. This one. This one and this one and then r and Zets sees that the right way? Yes, it was. And then what we'll do is we'll press control plus. Hide those out the way, and then we'll come to the next one. So we'll grab this one, this one, and we're going to rotate them the other way. Like so. So r and Z rotate them going up the other way. Control plus, hide those out the way. And then we're left with these. Now, let's do the top one. So I'm going to grab this one, this one, this one. This one, this one, and this one, and then Z. Like so, and then I'm going to press control plus. Hide those out the way. And then finally, let's come in and do these the other way. So we're going to be going this way this time. So let's grab both of these. Like so and so. And then r and rotate them the other way. Like so. And then let's press tag, bring back everything, and we should end up with a very, very uneven offense like this. Now, the thing is I don't actually want to break the mesh on any of these, so I'm just going to have a look. Why these actually got a little bit broken, and I don't really want that at all. Let's have a look. Let's right, click to smooth. I'm just looking around them. The ones, which I can see on some of these that I do have a little bit of problem. So I'm just now come over. I'm going to grab the ones that have a problem, so you can see, I'm just looking around, so you can see this one here. And I think a look. This one, have a look. Yes, this one here may be. And I'm just working my way round. These two here for sure. You can see. And the reason why that happened is because I actually broke the mesh because we applied the beverlon before. So I think this one here as well. So I've just grabbed all of those, and what I'm going to do to fix that is I'm just going to come to mesh, clean up, and then we're going to go merge by distance. And just make sure you're turning it up to 0.3, something like that. 94 vertices removed. Press the tabton and there you go that fixes that as well. Now, from here, let's press control a transforms origin through geometry, right click shape, smooth by angle. And I'm just looking on these parts here. You can see that the angle isn't smooth enough. So let's just turn this down. A little bit, like so, and there we go, now you can see those are looking pretty nice. Now, on the next lesson, then what we'll do is, let's just have a look on our fence, first of all, And I just want to see what this actually looks like. You can see I still have all of these are the same. So you can see all of these are the same. That doesn't look good. You can also see that I've got irkiny. I'm going to leave that out the way. Press ol tag, bringing back my fence. So the first point of call what I'll do is I'll actually unwrap all of these again. And then from there, then we can unwrap our wall. And then from there, we can actually work on our actual stone slabs. All right, everyone, so I hope you enjoyed that. It's a bit fiddley. I know I made a mistake there of applying my bevel. I don't normally do that, but I did on this occasion, but at least then I was able to show you how to fix that as well. A, everyone, so I'll see on the next one. Thanks lot. Bye bye. M. 97. Modeling Stone Slabs: Welcome back everyone to plan for Modeling. I'm a Join O workshop. Something else Jochen O workshop. There we go. Alright, let's grab these fences. Then let's grab everything. Smart UV project, click Okay. And then what I'm going to have to do is just come in and make these. As you can see, they're a little bit possibly too large on the UV map. So let's come in, go to UV editing. Let's press A. Let's press dot to zoom into them. And then what we'll do is we'll pull them out. So I'm going to press S. Pull them out, like so. And I will show you another little trick as well as Ben as we can't really see this so well. If we come up here and click this little born on, double tap the A over here then. What you can actually do now is see where it is. So you can see where all of these UV maps are without actually selecting them. So now you can actually have a good view in there. You can press A then, make them bigger, like so, double tap the A, and there you go, you can see what you're doing. All right. The one thing is I brought all of these out, and we can see here we do have a little bit of a problem. So what I'm going to do is I'm going to do that again. I'm going to press. Smart UV project. Click Okay. And I'm just going to go in and log. Yeah, they're actually unwrapped properly. It's just that when I pulled them out, I actually had randomized on, so I'm going to turn that off. I'm going to leave this on then, I'm going to pull it out. So S pulled them out, like so, double tap the A, and there we go there looking much much bare. Yeah, I'm happy with all those. Alright, from here, then, let's go back then to modeling, and we'll come to our wall now. Now, let's see, if fi press shitge hide everything else out of the way. If I can come in and just split these off. So I'm going to split it here and around the back of there, doesn't really matter so much, so I can come to here. And I can come to here, and I can right click and mark a scene. And then what I can do is I can now come in and delete this part, so delete faces. Now, the underside of here, no one's going to see, so I might as well delete that out the way. So delete faces and the inside of there, I'm not going to see either, so I might as well come in and delete that out of the way. And this then is just going to make it easier to unwrap this, so delete faces. And then I'm going to press A, and unwrap. And hopefully, then, I should be able to now come in, bring in my material, which will be walls, so wall, bring that in, press the tapon, and we should end up with something like this, which is nice and smooth going all the way around. Alright, let's press tag, bring back everything. And now let's comb to our stone wall. So the stonewall as I said, It needs to be little stones, like you can see, going all the way along. And what I'm going to do is try and split them up so that we split them up so that the stones like this. We don't want stones like in the middle of these. So I'm just going to split them up, like so. You can have them close to it, but just don't have them in the middle of it because it will not look as good. So something like this. And it is a little bit tedious, but I think it's well worth it once you've actually finished, like so. So like so, just work your way around. And this is why we put in many, many resolutions of this. We want the stones to be a little bit bigger from each other sometimes a little bit random. Like so. And maybe right on the edge of that one, that one will be fine as well. Let's bring it in. And I don't really want that one like so. I don't want such a small stone on there. But things like this absolutely fine. Yeah, I'll do. You can see that they're getting bigger on this part here. I'm going to have to make them a little bit bigger. This one's a bit giant, so I'm just going to split this off. So instead of making it so big. I don't want it so big. And then on this one. Put it like so, and then on this one. You see that we've not got a split here. So I'm going to click, make instead, I'm just going to let click click and then control click, right click. I'll mark a seam on this one then. Like so. And I think I'll also mark a seam on there because it's still quite chunky brick that. And then what I'll do is I add in another seam, bring it over. Grab both of these, right click Mark Sam. And then what I'll do is now add in a couple of seams right click Mark seam. I've got this some normal. Let's put it on global. Let's press control la, bring it up Markoam and then control. Left plate, bring it to here, and then right cli marker seam and then finally, controla click marker Sam and then control Left click Markoam so. Alright. So now let's select every other one of these. And then the tedious part should be out of the way. So every other one, You also working your way around? And then what we'll do is split all of these up. And from there, we'll randomize them a bit before. Well, we'll pull a beer on, and then we'll randomize them a bit of thing. So pull them up and things like that. All right. Well there, so, last one, and then y, and then a to grab them all and then mesh, clean up, and then Bill holes. All right. Let's see if that's actually worked. So I'm hoping this part on here we might have two holes on, but let's see first of all, so we've got them all like this. Let's click shades move. And then what we'll do is we'll come in. Add in a bevel. So I add in a bevel. There we go. Can see they're looking pretty good. Let's also come in and press A, Smart UV project. Click Okay. Now, that might not work because I might need to resell the transforms first. So let's do that. Then let's do it again, Smart UV project. And let's add in our stone. So stone, this one here. And now what we can do is we can come in and fix this bevel. Let's Let's bring the segments up and let's bring the bevel down. And there we go. Now we can see they're looking very, very nice. And now what we want to do is, as I said, we want to randomize them. So if I come, hopefully, now, I should be able to come in and delete all the ones that we don't need. So in other words, if I come in now and come to limited dissolve, it will delete all of those little ledgers that we don't need. And from here now, it does make it easier, not the mistake that we made with the fence before to actually come in and put on our randomized randomized proportion. And then when I pull them up, if I've got this on, connected only off. Shouldn't now be able to bring them up, so and make them uneven, much, much easier because we're not messing around with any subdivisions in there, like we did with the fence. So you can see here. There is a problem in this. Let's actually overlook. Yeah, I've got still that problem there, so let's just fix that first before we do anything. Shouldn't be there like that, so let's come in and let's come in and put it onto edges. And there we go. We can see we've got a load of those in. Let's press delete limited dissolve. That's not going to do it. So let's come in and see if I can clean those up. So clean up, decimate geometry. That's not going to work. Clean up. Make plainer faces. Now, it's not working because of the fact that we've got a load of geometry in here, and you'll notice that I've already done limited dissolve. So limited dissolve. I can't actually delete those things apart from if I take on all boundaries. So make sure that's ticked on, and then you're not going to have any problems at all pulling these out. So all I'm going to do now is come in to put this back on. Let's leave connected only off. And now going to come in, I should be able to bring these up now without any problems. As you can see. And now we're not going to get all that warp in and things like that. They're going to come up nice and even for us. All right. So let's pull some more of these up. Let's pull some more of these up. Let's pull some more of these up. And then what I'm going to do is I'm going to come to this one. And let's just see if I can put this on individual, put it onto normal. And let's see if I pull this out, and they're all going to come out in the same place. I'm just going to hold the **** but hold them out. Same on this then. Just go to hold the **** bon Athose out. Pull those out a little bit, and let's come to these and pull them out just a little bit, like so. And now you can see that were nearly nearly gain there. They're all uneven going all the way around, and that is exactly what we want. Now, we could take this a step further, but I really don't think we need to. What I'm going to do now is just have a look on my view on my rendered view. Have a look what this looks like, and there you go. You can see as well, we've got the different colors because of the material in between. Now, you can see the wall down here. It's a little bit out of the moment. And this is what I'm talking about now. On the next lesson, what I think we should do then is just come in and make sure that we're happy with our terrain. So we're just going to do a little bit more terrain work on here. And from there, then we should actually be able to, you know, get this finished and get our cobblestones in the next. So let's do that next. Alright, everyone. So I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 98. Creating Cobblestone surface using cobblestone geometry node: Welcome Moon to Benderful Modeling and Join workshop, and this is where we left off. Now, let's put this on object mode, and then we'll come to our actual terrain. And then what we'll do is we'll come and put this onto scalp mode. Let it load up. And now we're back in here. So we know exactly what we're doing here. So now we can come in and what we'll do is we'll just add some terrain. I think on these bits, I'm just going to make it a little bit more lumpy on parts. So on this part, I'll like to press control and just bring it down a little bit. And this is why as well, I didn't actually, you know, finish the terrain or put the grass on or anything like that because I knew that the terrain should always be one of the last things that you do because you never know what you're going to put in your scene or anything like that. I also can see that this part here, I think I'm going to actually just bring it away a lot more. So I think it stuck out a little bit too much. I think that looks much better like so. And then I'm looking round, having a good look. And I think now that's looking much better. So Ans red to do is just come in and use the flatten. I'm going to turn this down flatten tall. And then I'm just going to flatten these parts off. Like, so keeping that lumpiness there as you can see, all the rocks and things like this. And as I say, try and get out of using this smooth tool. Try not to use it at all. It's it's not worth using it. It's it's good when you've done some, you know, got kind of shape, and then you might use it then. But don't use it, you know, try and use it as little as you can. It's like, one of the biggest beginning mistakes I see in doing this sort of thing. Using that. So I'm just going to now come over and make this a little bit bigger. And even now you can see this is still better than using the smooth as you can see. So now let's come in and these parts off. So Like, so. And then we go, we've got some nice rock formations around there. And then if you want, just come in, make it a little bit smaller, then just harden those edges up. Like so. Again, with all this, with the flatten tall, you can see just the results you get are just so much better now. So you can see jaws going round with a smaller brush and just flattening these edges off. And it's actually looking pretty nice. And all done with the built blender tools as well. We don't need any other extra tools or any add ons. It can be done like this. It's just about taking your time and knowing which brushes to use. And there we go. All right. So now let's come in and just sort this out as well. And this is where our cobblestone is going to be. And let's also come in and think about these parts down here and this part on here. I think now from there, we can actually bring in our cobblestones now. Place them out where I want them, and then kind of use the train to go over them a little bit again because we are going to have some grass up to here as well. So let's do that now. Let's come back over to object mode. And then what we'll do now is we'll bring in a plane. So if I press shift day, I'm going to bring in a plane. So bring in a plane. I'm going to put it down then to where I actually want it, first of all, before doing anything. So I'm going to put it down to let's say into here, so let's drop it all the way down. Now, we have got the option then to bring it up, so don't worry about that. The main thing is that we make sure that it's the right size. So if I press S now, I should be able to make it much, much bigger, and then pull it just so it covers all of that area. So now if I put on my x ray, I should be able to have a good view of where I'm actually going to be cutting this. So you can see if I cut it from all going round here and then into here, going all the way round here, and then out of here someway, and then I can actually refine it. So we'll do that now. So all I'm going to do is I'm going to come in and I'm going to cut it you can see here that we really don't want this part here. So we want it to be inside the actual walls top it. So let's just right click a minute and let's just come in, grab this edge and put it just back. Just behind this wall, like so, 'cause we don't want it in there. And then we'll do is turn this off. Then I'm going to do is press a K, and I'm going to cut this part out first. So I'm just going to press control all of the wall, going all the way around in the center of it. That's where I want it to come up to, all the way around, and then all the way down to perhaps. Here? Like, so, press the spurn, and there's the third cut. Now, let's make the next cut. So the next cut, where do I want my cobblestones to come to? I think I want them to come Around here. So what I'm going to do is I'm going to go from perhaps thinking maybe from here, so from here, going all the way around to the top of here, and then all the way around here. Like so. And then, of course, the cobblestones don't need to be in any of this bit at all. They need to be kind of hidden away. So I'm just then go to bring it back into here all the way up to here. Like so press the end button. Now from here, what I'm going to do is, I'm not going to delete this out the way yet. What I'm going to do is just move around. Turn this off. And now I can see if I select this again where that's going to be. Hopefully, I'm going to have to turn it back on, actually. There we go. So we can see it's going up to the steps. We can see it's going all the way through there. You can see that it's a little bit short on this part. So let's come in and just pull this this way, so it's going in there, and I'm also going to pull this without normal on, just with global on. All this this way. Doesn't need to be so neat, guys, so don't worry about that. The actual John Cind will do all the work for you as you'll see in a minute. So yeah, I'll bring it round to there. I'll bring this down to there, there and there. And that's looking good. So now what I want to do is just come in. Delete this part here. So I want to delete this part, and I also want to delete this part here. Now, it's really weird where you grab it, you know, when you're looking in this view because, you know, the point to grab this one is here and the point to grab this one is here. So just have to search around for him and then press delete and faces. Now what you should be left with is just something like this. Now, the important thing to know with the cobblestones is that we can bring it up first of all. So let's just bring it up into place. Is that we don't actually want any subdivisions in it. You just want to play. So even though it's an end, that's perfect. That's what we actually need. Let's press control a transforms. Set origin then to geometry. And now what I'll do is we'll save our work before bringing in this geometry node. Now I'm going to do is I'm going to head on over to my asset manager. The one and one is going to be under let's see. We've not got it on. So let's go to edit preferences. Let's bring it in again. So file and pass, click the plus button. And now I just want to find it, so it's course, resource pack fixed. Click add Asset library. Close that down. Open it up over here now. And here we are. Cobblestone path is the one that we want. Drag drop it on, and there you go. Wow. Look at that already. It does all that work for you. Now, let's come back to modeling. And then what I'll do is I'll show you how this actually works. So at the moment, you can see that we've got fill edges is one of them. Once we click that on, it will actually fill all of those edges in for really, really nice and beautifully, as you can see. Now, the other thing is, let's actually bring it down then into place. I'm going to bring this down inoplace. I'm gonna actually press the tab. Then I'm going to bring it down. There we go. Now it's working better. And then we've got to work out where we actually want it. So how far down, do we want it? Now, you can see that somewhere along these parts, it's not actually sticking in place. And that means we just need to go and mess around with the train, as I told you, a little bit more. We just want to make sure that everything is covered in it, so you can see the bottom of these steps, the bottom of the walls, and all of that stuff is already covered in it, and then this looks pretty nice. From there, then, What we're able to do is we're able to change the roundness of the cobblestones. You can see now, I can have them really, really hard edged. I'm also going to put this on material so you can actually have a better view of what we're actually doing. So let this load up. It will take a little bit of time because obviously, we're doing my cobblestones here, and there we go. Now we can see what we're doing a little bit better. So for me, I want my roundness up to, let's say not 0.8, something like that. Let it load up. I want it something like that. I want the thickness of my tweles. I can also put these up as you can see and what this will do is, it'll bring them up, so I want them up a little bit. I want the random thickness to be up a little bit as well to make them a little bit uneven. So as I bring this up, you can see that certain tiles up and down. Let me just put this on object mode just to show you. So there you go. You can see certain tiles come up and certain tiles go down. And you see now this is looking very, very nice. We can also change as well, the size of the sop I come in and I bring this down. So bring it down slowly. I can change the size of these to make them a little bit smaller. I think they're on the two small sides. So let's put it on not 0.3. And let's bring it down a little bit. No 0.25. And then we go I think they look about right. And we can also change the scale. And what the scale will do is, it'll change the gaps in between each of these. So if I put this on 0.9, for instance, you will see now that we've got more actual gaps in there where we can actually add our terrain under these. And I think actually that is looking a little bit, too much gaps in between. Let's just have a look on rendered view. So we'll let our rendered view, let it load up. And there we go, now you can see, Jorstwn nice. That is looking. All right. So I think I'm happy with those. I'm just wondering now, let me change the roundness up to 0.9. Okay. Yeah, I'm just wondering if I want them like that, because the thing is, if I bring this roundness down to let's say not 0.3, you will see that we start getting some really nice edgewar around those. Now, of course, the edgew is based on how round it is. So the sharper angles, the easier it is to get edgewar on those. But I think for me, this is a little bit to, you know, I need to put it up not 0.85. Try that. Yeah. And I think this just looks so much. It suits the scene so much better. And the other thing you're able to do as well, is bring in some noise. So if I bring up my noise to let's say not 0.1, Let that load up, and now you'll see. Let's put it up to something like one just so you can see. And then let's put off the offset power up to one. And there you go, Let's turn that down. So you can see it's based on not. So if I put this noise up to let's say 20, you'll see now how that actually works. And now let's really refine this down. So if we put it on 0.1, it's going to have to be lower than that, I think. Let's put it on 0.2. And there you go. Now, we'll put it on 0.1. Still probably going to be. And now you can see we're getting a lot of noise in our actual cobblestones as well. Finally, then, let's just bring them down a little bit into place. Like, like so. Like so. And now they're looking very nice. And now all I need to do is come in and work on my terrain. So lower my terrain just down a little bit. And that's actually where you could use flattened and smoothing. But you can see now it's looking very, very nice. So next of all on the next lesson and then we're going to be working on this train. I think what we'll do is we'll pull it up a little bit. Like so. And then from there, I can actually drop these parts down and kind of have it where it's actually smoothed off like this. I like this effect a lot. I think it looks very nice. And I think especially round this bit where they start to drop down a little bit. I think that's looking very, very nice like so. You're wondering. Yeah, that's the kind of look I think I'm actually looking for, something like that. And I think these are a little bit too high at the moment. So let's actually bring down before we finish the thickness to 0.4. Bring that down. Yeah. And what we'll do then is we'll bring this down a little bit, and we'll work on our terrain from here and try and get these looking very nice. But they are already looking nice. It's just these bits here, as you can see, if I move around. You can see the terrain here doesn't look right. That will need fixing. The other thing is with the terrain as well. I think at the moment, what I'm going to do instead of ground material, I'm just going to come in and put in something like basic wood, just so I can get a better vision of it. So instead of doing that, I'll just press plus and I'll put new and I'll put terrain terrain. So I'll also minus that off. It does the method like that? Don't worry about it. And then we'll do is I'll bring this down now, bring it down even further. And now you can see I can actually work on that. You see, you've got a lot of shininess on here. Just turn the roughness up, like so, and then you'll really be able to have a good idea of how this terrain is actually going to look. Alright, so we'll fix that on the next lesson. Alright, everyone. So hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 99. Refining cobblestone location using sculpt mode: Welcome back veran to Blenfad Modeling and John Juno Workshop. Now, let's go back to Object Mode. And what we'll do then from here is we'll come in now to our terrain. So click on your terrain. Let's go to scalp mode. And then what we're going to do we'll first of all come to flatten and I should be able to come in. You can see I can flatten that. You can see it's not doing a lot on here, so I need to do. Let's try the smooth tool, first of all. You can see my smooth tool is working. It's just not doing a lot on there. But what I need to do is I need to drop this down a little bit. So I'm thinking the easiest way probably to drop this down is to come with my clay strips, make it a little bit bigger. So let's make it bigger, and then bring the strength down. So if I bring the strength down, All right. So if I bring this up now, you sure I'd be able to see that it starts coming up. Let's bring it up again. Yeah, you can see now it's time to come up. I was wondering, Wait a minute. That's the wrong one. I've clicked on that one for some reason. Let's do that again. Yeah, that's the one and one. There we go. That's exactly one or one. So now I'm going to do is drop my strength down. And then I'm going to hit Control and bring it back very slightly. Like so. Just on these large points. So on these large points. Bring it back. And I'm going to then bring them back all the way around where they're actually going these little points here. I'm also then going to come round to this and bring it back, just going over it. L Then definitely this one, holding control, bring all those back. Like, so. All right. So that's looking good. Now, let's come to these little points here. So, definitely, we want to fix these. So what I'm going to do bring it smaller. And then what I'm going to do is just come on. Like so. I might turn up this strength on this just a little bit. Like so. And then just bring it on. And at this point, you might need to press control and just actual what I've done there is just press control and remeshed it. And from there now, I'm able to come to these parts. Like so. And then build that bit up. Like so. And then, like so build it up. Remember here, press control, bring those little bits back. Then just work your way around. Like so. And I think, do you actually want to go all the way down there? You might want to come in, you know, and having the edge going down there. I don't think I do. I'm just looking then at this bit down here. And I think I actually like that bit there, so I'm going to leave it. And now I've got this. What I want to do is control larger one more time, and then I'll bring in my flatten to, so let it read apologize. Bring your flatten, and let's go over these now. Let make them all rocky, A little rocky outcrops. And now you can see it's looking a lot more natural going up to the cobblestone. Now, let's come to these parts. Pretty much the same thing, then. You can see here how this is looking much, much better now. You can see. Now, the one thing is, I think on here, it doesn't look right because of the fact we need more lumpiness on there. So all I'm going to do, I'm going to make it a little bit bigger. I'm going to bring that all in. Like so and then bring that up. So it looks like a gradual slope now instead of what we had before and bring it up and bring it up. Like, now it's looking a lot better and bring this in. Like so and then bring the toll down. And then bring it out, like so, and there we go. Now you can see that if I come in, can't troll read apologize, make the tool smaller. And then we should. Now if I make this to smaller. What with that. Come with the flattens flatten. There it is. Now we should be able to come in and make this look much more realistic as you can see, at the top of it, at the inside, these bits here, Flatten these parts off. And if you want to make it a bit bigger, just for this part here, because I think it doesn't look right, so let's make it a little bit bigger Platten it off. So now you can see that we're actually getting somewhere. And actually, this is starting now to come together. All right. So that's looking good to the top parts. These parts. And there we go. Now we've got it going all the way up to where we want it. We've got this bit in here. Let's bring this down just a little bit, so I'm going to come back to McClay, control, and just bring those back a little bit. Like so. And there we go. I think we're done with our actual cobblestone. Let's bring these parts back just a little bit in. These parts. Like so. There we go. These parts. All right. Let's have a look then at what that looks like. So we'll go to object mode. We'll then double tap the A. We'll save that work. And then what we'll do is we'll now put it on our render view, so let's have a look. And there's all our cobblestones, like so. Now, remember, at the moment, they're going to look much, much better because you can see in this, so in my actual terrain. So, in other words, in this cobblestone, you have got one of them, that is, can you see the cobblestone material? I'm just going to click that off a minute just so you can see. So if I click that off, you can see now it goes white underneath there. We need to put whatever we're putting on there, the same terrain. Our terrain button needs to come in here, so we need to make sure they're all the same color. The other option is just to pull these back or pull this up a little bit. Well, I recommend actually with this because we're going to be using the terrain, the easiest way to do this is all these little white spots that you see here, just come back into your terrain. And what you're going to do is you're going to come in. You're not going to press tap. You're gonna come to object. You're going to band back to sculpt. Then you're just going to come to where your little play strips are. Turn the strength down. And then all I want you to do is just go in and bring these up a little bit. Obviously, obviously, not on rendered view. That's going to make it very hard. So what we're going to do is just put it on material view now. Let it load up, and then hopefully, I should be able to now come in and just bring these up very slightly. Like so. Like so. Just get rid of all of those. Like so. Like so. And it is worth doing this. And we want to do it slowly as well. We don't want to, you know, do it too fast or anything. And we are hiding some of these parts, so just be careful of that. You're trying to go over these parts. And you can also come in and flatten it once you've done that, but just make sure that we are red. And I'm going to make it a little bit bigger now. I'm going to increase it a little bit faster for me. And I don't want to go too much, so I'm going to make it a little bit smaller. I try and do it a little bit smaller now, and then I'll just go over those bits where it's actually been hidden and just take it away a little bit. You're kind of fighting with this. So Now, let's go in with our flat tool. And hopefully, we should be able to bring that over if it doesn't. Just go in with your clay strips again. And this time, make sure you turn your strength down a little bit more and then control and just go over these parts. You don't want to go over all of them. You want to have some witches stuck in the sand and things. It's just that some of them, you can see it's coming through there. Don't worry if it comesthrough, because all we can do is just go over it again without pressing control. But we just want to now bring some of these back. Like so. And this then will give you a more realistic approach. Let's go over that one again because you can see to actually gain these the way that you want them. All right. So that's looking good. Now, finally, let's go to object and we should now hopefully finish with this terrain. We shouldn't have anything else really to do with the terrain except paint it. And once we've painted it, then we can get rid of this huge huge block in our scene. 'cause this is the moment it's costing a lot because it's very, very high on the topology. Let's save it out. Let's come in then. Last rendered view, double tap the A. There you go, that is what we're actually looking for. And now you can see jaws, how nice that actually looks, and how realistic it looks as well at the same time. Alright, so we've done pretty much all of that. On the next lesson, then, we're going to start working around building this part out. So this part is perhaps I keep saying it, the last difficult part that we're going to do. But it is actually it's the last difficult part we're going to do because actually, it's a slanted roof, so it's actually going to be cut away from here and here. And then from there we can build that part out, and then these parts are pretty easy in comparison. The other thing is we want to make sure that on these parts here, for instance, we're going to have some stone going around here as well, going all the way around here, just to support these parts at the moment, there's no stone blocks in between any of those, and we actually want to put some stone blocks in there. If I grab this, you can see that pretty much, we've already got the parts that are going to make those stone blocks. So we're going to put those in there. We need a roof on here and things like that, as well. So plenty more to do, but we're really getting there now. You start to see it really, really come together and hope you're happy with what you've achieved so far. Alright, everyone, so I hope you enjoyed that, and I'll see the next one. Thanks a lot. Bye bye. 100. Modeling stylized roof attachment with tile generator and curves for wood framework: Welcome back to everyone to BlenderF Modeling and Jump workshop, and that's where we left off. Now, I do think, actually, before we just come to this, I think what we'll do is we'll put the roof on here. And I'm just looking around. I also think that maybe we should actually add in our IV just to give us a little bit of respite from everything that we've been doing. Alright, so let's come to our roof then. What we'll do is we'll press shift. We'll bring it over then into place. And what I don't want to I want to actually rotate it so it's actually going to face the correct way. So all I'm going to do is press art and because we can alter it, you know, on the flyers, we put it in place anyway. So let's just get it into some sort of place. So first of all, let's bring down the horizontal. Let's bring down the vertices as well, like so, and then let's put it into the place where it's going to go. You can see it. If it's going to go here, it needs to make it a little bit smaller, first of all, and then the horizontal needs bring it down again. And maybe again. Now, what I do want to do with this is not only do I want to put this, you know, in the place where it's going to go, which will be if I put this aren't normal, which will be somewhere around here. Let's rotate it round again. So I'll say, get it into the right place, so it's going to go round about there. Of course, we need to rotate it on this angle as well, but we'll use this to do that. So if I bring this down, for instance, let's pull it up. Let's bring it down much more like so, and there we go, that's looking pretty nice like so. And also, let's bring down the vertical count once more, and let's pull it out a little bit. And there we go, This is looking good. Now what we want to do is we want to come and we want to alter the bend of this. So let's first of all, see if I can bend it out, like so, which I can do quite easily. Like so. And then I want to actually bend it out the other way. Now, I'm not sure. Let me see if I can actually compress it as well. So we've got our bend on this one here. So this is the bend on here. Let's see if I can actually come in and click the compress, and there we go. Now we can actually compress it at the same time as it being bent like so. That is basically what I'm looking for. Let's also then come up and change the roof angle to be not that roof angle. That's still the bend. The roof angle here. Like so bring it down. Let's bring it up a little bit more. And there we go. I think that is about exactly what I want. All right. Now, I'm looking for though, and I actually bend it this way now. I think what I'll do with this is, I think I'll bend it. So I want it really bending in the middle a little bit. The ride around here, which is going to take a little bit more. Than what we've actually got here. So I think I'll pull it out, just get it into place where I want it. And then what I'll do is I'll try and bend it in the middle. So we'll try and bend it so it goes up and then goes round like this and makes a nice, really free flowing roof. I think I've got it right about here. So if I look at it here, it's looking about the right height, everything's looking good with it. So let's come in. Let's go to, you know, one thing is, let's just check our angle. So Z let's put it into place. Just making sure that's right. There we go. Now it's looking a better angle. Okay, so now, Let's think about applying that. So if I come in and go to convert and convert to mesh. And then if I press alta now it will spin it, so it's going the right way round, which is going to make it much easier for us. And then what I'm going to do is, I'm just going to bring in a curve. I think I'll do it that way. So what I'll do is I'll press Shift S, urs to selected shift A, and then we'll just bring in a curve. So I'm going to bring in curve and we'll bring in a path. And it's going the right way anyway. I'll just make it a little bit smaller, so NX, bring it in. And then I'll grab the center one. And all I'm going to do is lift that up. So you can see now My curve is looking like this. Let's bring it in a little bit more, so S and X, bring it in. And that's basically how I want my roof to look. And we actually do that on this curve. So I'm going to come to my roof, I'm going to come to add Monifier and we'll go to deform. And we'll come to curve and then click on our curve here, like so. And then I'm hoping that I could move my roof across and get that nice, beautiful curve that I'm looking for, like so. Now, if I want to squeeze this in, so I can press S and X, squeeze it in, and then bring this roof out a little bit. Now you can see that it's actually flattening out at the sides, and there we go. All right, so that's looking good. We've got it right now. Now, I don't want to finish yet, because what I want to do now is bring in this bit going along here. And I might as well, I think, use the curve that I've already got. So if I come to this piece of wood, shift D, let's press Shift and space bar to go to move. Let's click and set the origin two geometry. Let's bring it round. I'm going to press one. And then what I'm going to do is rotate it, so R, y, 90, rotate it round. Let's make it a little bit smaller, so it's going into some sort of place. And then what we'll do now is we'll copy this curve, hopefully. Now, at the moment, this has got no bevel on it, so I'll have to rebvel it. So what I'm going to do is I'm going to grab this one, grab this one, press Control L, and we're going to copy modifiers. And what we're then going to do is we're going to come in Control L, bring in some edge loops. Let's click, right click. Press the taboard. And I'm hoping now, as I drag this across, as you see, it actually comes in for how we want it. Now, let's pull it out a little bit. Let's drop it down, and let's press S, and, I need to reset the transformation. So let's just put it on global for now. Let's press Control A, transforms, set origin to geometry, and then let's bring it in a little bit. Like so and press seven to go over the top, we're going to move it forward. That's the next. Bring it in. Let's right about the edge there, and there we go. Now, let's rotate it so r and x can I rotate it round? Should be able to pull it down, pull it into place. Like so. And then the last thing is you can see that. I'm going to have to pull them back. Maybe a tad, as you can see, or maybe just pull it all the way back, like so, just to get it into place, and then rotate it around a little bit more because it's actually too much. So r and X. And then we go just so it's all sat on there. And then finally, I think I need to pull this up a bit. So what I'm going to do is I'm going to grab my roof. I'm going to go to object, convert to mesh. Grab this then here, so grab my curve right in the center, pull it up a little bit. And then we go, now it's all going into place. Alright, I mind even as well, pull this forward a little bit. Like. Okay. That is looking absolutely beautiful. Now what we can do is we can come in. We can apply that. So control. Let's apply that. Let's come in, make sure that one's applied. And then from here, let's also add in a generate and bevel. Put it on point t three. Like so. There we go. Now, I think we're going to need some roof parts coming up here as well. So I think for that, we'll use our bend roof. So sorry, our bend wood. So shift let's bring it over. Let's press the S and Z and bring it all the way down. Like so let's then press three to go in side view. Now I go to God side view of it, and I need to bring it. This is the other roof. So I think I'm going to hide these out the way for now. So hide them out of the way. Three again. And now we should have a good idea of what we're looking at. And now I should be able to press X. Bring it into place, make it much smaller. And now let's bend this in. So if I bring this one down, should then be able to start bending this into how I actually want it. So what I'm going to do? Bring that one down first. I think also, I'll bring down the extrude. Let's bring that down slightly. Let's pull this out. We've got that one into place. Let's pull this one out into place. Let's press G and move this one into like so. Now, let's see. On this side, if I pull it in. Following the right curvature of the roof. It just needs to pull in this way over. So if I pull. Now, he will see as soon as I start pulling this way over, I'll start, you know, kind of going out of shape. Just press control A, all transforms. And then what we're going to do now is we just need to reshape it just once more. So I think this time, it will be on the solidify. So let's come to the solidify and bring it down as you can see now. And now let's just get it into shape. So now we should be able to pull it this way with no problems. And one of the main problems is that I actually pulled it not from the top. So you can see if I go back just a second and just pull that back. You can see now if I pull it from this way from the top, you can see how it doesn't bend it like that. It was my fault. I actually bent it. I'm just pulling it in. You can see I'm going a little bit of bend there. Like so. All right. So now I want to actually straighten this up. So well, first of all, I want to obviously get it into the right shape. So I'm still going to press control ate or transforms, and there we go, we straightened up. And now let's bring down our solidify again like we spoke about, bring it down. And then finally we can press three. Make sure it's all in place. Come to the sides if we need to, and then we can just use the up. Like so. Let's get it into place, and now let's bend it a little bit more. I place. Like so. There we go. Let's pull this out. Pull it up. So. And now, let's think about we will rotate it round in just 1 minute, but I'm looking at the thickness. I think it's a little bit too thin. So what I'm going to do is I'll just bring my extrude up just a little bit. Like so. Alright. Now, finally, let's turn down. We've already turned down the resolution, so that's fine. Let's get it then into the right kind of at the moment, you can see it's bent the wrong way. We need to rotate it a little bit. So what we're going to do is we're going to go to object to convert and mesh. And then I'm hoping now if I press control A, transform dr plates at origins geometry, should then be able to press R, and let's try r and y. That's not going to work. Let's try R and Z, and that's not going to work either. So I'm just wondering, can I put it on normal and art and y? None of those is going to work either. So let's just go back just 1 second. You know what, I've got the outside in. So what I'm going to do instead is I'll make this actually easy for myself. I'm just going to convert it again. So convert We have to be careful, though, because also, we've got our Bbolona so just take that off just 1 second, and then convert mesh. And now we should be able to come in. Control Control click. I'll be going all the way over. So shift click this one and then just pick this one up. Now you can see, now we've got it into the place where we want it. There we go. That's looking pretty nice. All right. So that's that bit. Took a little bit of doing. Let's now put on our devil 0.3. And then we're going to do now is we want to mirror it over the other side. So I just want to put it in the center of here roughly because I know I'm not going to be able to get the center off here and might be able to get it from this. So you can see here here is our transformation. So let's press control A or transform set origin, two geometry. Shift S, cursor selected. Rub this one right pli set origin, three D cursor, and then let's add in a modifier, which will be a mirror. And then just look around there and see the gap, and that is Near enough about perfect. So that is good enough for me. Now, on the next lesson, what I can do is I can bring all this, bring it all into place, and then I can start with the struts going down, and then we should have a beautiful doorway going in there. All right, everyone, so I'm going to save out my work. I'll see you on the next one. Thanks a lot. Bye bye. 101. continuing to model roof attachment for the front: Welcome back everyone to Blender ball Modeling and Gumino workshop, and this is where we left off. Alright, so now we've got this here. What we want to do then is put down some type of support along here. So what I'm going to do is I'm going to press Altag. Bring back all these parts. I'm going to go to my Bendi one. I'm going to press Shift D. And what I'm going to do is bring it over. Then, what I'm going to do is press sens make it a little bit shorter. Now, it's important that we do this at this angle. So you can see that we've got a slight angle here, so we need to pull it over to there. And the reason I'm not putting it back in place yet is because first of all, I need to make sure that these are going to go in place. In other words, what do I mean by that? I want to rotate it round, first of all, then I can show you exactly what I means. So x 90, let's rotate it round. And what I'm going to do is I'm going to get it in place. I'm going to make it a little bit smaller. Like so. And then what I'm going to do is put it into where I want it, first of all. And you can see the problem we've got is that it needs to kind of come round before it actually starts to go down. So let's actually see if we can do that. So first of all, let's press N d. Sorry, and Y, pull it out. And let's get it into place. It's going to be a bit fiddly this one. And then what we'll do now is we need to bring this around first before we do anything. So I'm Jaws gonna pull this out, like so. And there we go. Now we can see it's starting to pm into place. Let's pull this down. And then what I'm going to do is I'm Jaws gonna pull that out a little bit more like so. And then finally, what I'm going to do is I'm going to make this a little bit thinner. So I'm gonna come to my solidify. I'm going to bring that down then. Like so. Just to there. And then I'll pull this out so. It goes under there, like so. And then finally, a little bit to the side. And there we go. We're nearly in still little bit too thick, so let's bring it down. Not that way. Let's bring it down. Let's put a go back in place. There we go. Now, let's bring it down on our curve. So what I'm going to do is bring this down. Like so. All right. We're nearly in place there. Let's move it a little bit. This way, move this one. This way. Like so. Alright. There we go. We've got the first bit. So the first bits in. Now we need to do is bring this down. So we're going to bring this down. Pull it this way a little bit. Like so. Like so. I'm thinking. Actually, that might be okay. That might be something that we can work with. You can see actually makes it a little bit thinner around here. We have a few options. We even press alternates and pull it out to make it a little bit thicker, so you can pull it out that way. You know what? I think that's going to look pretty good. Now, what we need to do is when we bring this back into place, we need to make sure that this is going to go into this plate, and we can't do that. Until we've actually got this back now. So from here, I'm going to actually have to put it into place and then move this around. So what I'm going to do is I'm going to grab the whole thing now. I'm going to grab this part last. And now we should if we go over the top, we should be able to all this into place, and I'm just going to see if it all fits. That's the first thing I'm going to do. I'm gonna hide this out the way, this out of the way, hide this out of the way, this, this, even hide the tower out the way. And then what I'm going to do now is come back to my part. So all of these parts, let's grab the mole. Grabbing this part last, and then I'll go over the top, and now I can see perfectly where it needs to go. So Ron's edge you can see I'm pulling them all that way. I don't want to do that. So until medium point. So Ron's g Let's pull it in place, and then make sure everything fits. Now, this is why I did this because you can see, slightly out with this. So let's pull it out. And then this part here is what I mean. So this part here you can see is slightly out now. So if I pull this out, Man, pull it this way. I can pull it this way, actually. There we go. That's what we want. Now you can see we've got to level this up now, which is quite hard tasks. Let's get it leveled up. Like so let's get this one, rotated round. Let's pull, I think we'll pull this one round and see if we can actually get it leveled up. What I need to do is I need to really rotate this round. Now you'll notice when you try and rotate this, you don't be able to rotate this round, and that's the problem that we've got. So what we need to do instead is, we're going to have to mess around with these parts. So pulling them out, and pulling them and trying to get them to go round. So if I grab this one, for instance, you can see, it's not going to twist that round, grab this one. Like, so, Like, so, and let's pull this out. And then pull this bit out. There we go. That's what I want. Something like this. Okay, so this is looking quite nice at the moment. I've just got to get this part back in now because you can see it's come out a little bit, and we don't really want that. So we want it like that. It doesn't matter if it popsro there because no one can see that. We can see now. D is looking pretty nice like that. Now, this is quite hard to get into this space, so don't worry if you can't do it on the first go. It's going to take a little bit of practice.'s have a look at this. You get this right. So then I'm going to come in right click. Dad smooth. Just have a look at that. And last of all, then what I'm going to do is, I think now I'm going to actually come up to object, convert and mesh, and then we're going to right click and shade auto smooth. Double tap the e, and then I just want to look over there. Now, the next problem I'm going to have is getting it over to the other side now. Then I'm going to grab this one. I'm sorry, I'm going to grab this one press Shift sa selected, and I'm hoping that it goes over the other side. Let's see. I think it will be out for sure. So let's just see if we can actually bring in now generate a mirror. And let's right click and set Origin 23d cursor, and there you go. Actually, it's not that far out, which tells me that this is a little bit out. So, you know what I'm going to do? I'm going to grab the whole thing, and I'm going to rotate it very slightly and tip and get it all into place like so. So let's come up and get this one in. So I'll rotate it round. Like so. And let's pull it back. Like so. You know what? There we go. We might have actually done it. All right. The last thing is, I think I need to pull it just a little bit this way. I'm going to grab shift clip. Going around this part here. Let's try it again and put it on to smooth and then just move it out, bring it in. Move this part out, and that then should move the other side in. And there we go. All right. That's looking. Pretty cool. Okay, so apart from that, I don't think I'm going to do anything else for this. I think it looks quite nice except I need probably just one more woolen panel coming down here. And the way I'll do that is, I might as well use these parts that I've already got here nere. But what I'll do is I'll grab this one going down to here, this one going down to here, like so, I'll press Shift D. And then what I'll do is I'll press S and Z without siting on. So S Z bring them down, and then S and Y or X. But I need to put them on individual origins. And of course, I need them on normal. And now I can press S. And now I compress S and y, and I can pull them in. Like so. And then what I can do is I can extrude them out. Like so. And then finally, then I can pull these into place. So I'm hoping for grab both of these, I can pull them into some sort of space. Like so. And then adjust one to now pull both of these. Back on this edge. Now, the way to pull them back is you don't want to pull them back with this. What you want to do is press G and y or x. Whichever one it's going to be it's probably going to be the Z, and now you can see that can actually pull these back like so. Now you can also see that these are way way too wide of them on, so I'm going to press L on both of them. And then S and so S and X. Yes, there we go. S and X Nope S and y. Try that. Nope, S and. Not going to work. So instead, we'll just do this the easy way. We'll just pull both of these in. Hold them in like so, grab this one all the way down. Well it cross into place. And then instead of doing that, all I'm going to do is add it now onto here. So I'll just delete this one out the way. And then I'll grab this one with LP selection. Put this one then to this. So I'm going to grab this one, grab this one. I'll press control, and there we go. Now, right click shade, Auto smooth. And there we go, we've got them in place. Alright, so that is that done. Now, we could go even further and pour an actual support in here if you want to, you could even bring another support around here. Many, many things you can do with that. I think for me personally, we're done with this because it is, of course, after all, we don't want to push this way way too far. And the thing is when you're building on your own not recording or making a course, you are going to push your models further and further. And that's the idea of pushing something further. So when someone says, we drew a face, and then they say, push it further, push it further. They tell you all the time, professional artists tell you to just push your work further and further. And a lot of that is here, Miss trying new things out and things like that. So we don't really want to be doing that in the course. All right. So now with that said, let's come in, and what we'll do now is we should be able to grab all of these parts then. We should in fact, you know what, we've got bevels on there and all kinds of things. We don't really want to do that. Let's have a look at this one. I got a bevel on there. This one has a mirror, so let's come in an object. We'll just doom separately, so mesh, what else have we got all of these, see, these parts of the bevel. This one has got a bevel and a mirror on. So let's just press control A on the mirror. So now what we should be able to do should be able to doing this one with this one, with this one. Control J. Now let's right click shades move by angle. And you can see getting a little bit of a problem with these parts on here. Don't really want those. And I think it's probably because of the bevel? Yes, it is. But let's turn Let's press control, first of all, the origin to geometry. And let's think about bringing this bevel down a little bit. So, there we go. Alright, we've fixed that. Not too hard to fix that. All right. And the next one, then, let's put our material on's what we're dealing with here. We should have the roof. That should definitely be done. So you can see these parts are done, they just need wrapping. And then these parts in here need wrapping. And then I think after that, we can take a good look at it. And I think we can actually move on round them. I'm just looking at the model now. Move on round then finally to this roof here. Now, the one good thing about the roof is, it's straight on. So we can actually work on this roof on its own, straight on, so we can build out the piece of wood or whatever's going to go in there, like so. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 102. Modeling roof that extrudes in a stylized triangular shape: Welcome back everyone to blend for Modeling and jump in workshop, and this is where we left it off over here. This is where we left it off. So let's come on in. And then what I'm going to do is just going to press tab, M UV project click. Okay. All of these are joined together now, which means I can just minus off this. And then what I should do when I minus it off is just add wood into all of these, which looks absolutely fine. Now, let's come in and see if I've done a good job on this. Haven't done a good job on this part, I can see that. So let's come in and actually fix that. First of all, so we'll come to UV editing. And we know it's a simple task of just grabbing both of these pressing t and Keep UVs with mess. Let's try that again. So L and Alt and E. That's not working. So which means that I don't think I come to add ons, but UV squares is working. So let's actually see what's going on there. And actually, it's not because squares and on. It's the simple path but I just need to grab these, turn this part off, and now it should work. So if I press T, and there we go. This was messing it up. So it meant though just wasn't grabbing this part correctly. And now I just need to make sure about these as well. So I'm just going to come in. I'm going to grab all of these then. And then what I'm going to do, I'm going to grab this one, to and see that's not worked out. Let's see if this one does, T, that one has. Hopefully. Yeah, some of these aren't working out right, and I'm wondering if it's worth me actually messing around with them. Let's try This one. Let's try and grab this one going all the way over to let's see where it is. You know what? I'm not going to mess around actually fixing those. It's a lot of work. And I don't think we're going to get much from it. I don't think unless we're going to be right up to you. You know what? Let's actually come in. Let's hide these. So shift, hide everything else out of the way. And then what I'll do is I'll press Shift H, hide everything out the way, and now I can come in and actually grab these. So let's come in, grab these. Press you. Wrap, and then ln over here, and there we go. 90, like so. So we can fix them doing it that way. We'll do the same thing with this one as well. So you wrap t, spin it around, R, 90, make it a little bit smaller, like so, and there we go. Alright, so we fix those in the end anyway. Okay, so let's press tag. Bring back everything, double tap the A. Let's go over them to modeling. And then what we'll do is we'll delete this out of the way so you can see still got our curve, delete out of the way. We don't leave that. Let's save that our work. And then what we're going to do is put this onto our rendered view. Let's have a look from the side. And there you go. Can see that's looking pretty nice. Pretty nice, indeed, on there, and I think that let's have a look from back here. Just that adding that little bit extra onto there. And yeah, I'm happy with that. All right. So let's move now round to our roof. And I think the first thing we should do with this roof is we should actually pull these out a little bit. So I'm just going to go over the top with seven. I'm going to press S and y and just pull these out. Just a little bit, give me a little bit more room to work with on here. From there, then what I'm going to do is I'm going to pull this up. So what I'm going to do is I'm going to come in. I'm going to press, like so. And then what I'm going to do is pull it up. So, rotate it round. So Rx rotate it round. And then what I want to do is control, bring in some edge loops, maybe five, and then bring this down. So if I bring this down now, not like the shop. We don't want it like that. Let's try a root. See if we can do it with a root, bring it down in some sort of shape. Now, this doesn't seem to be working, so you know what I'm going to do. I'm actually going to get rid of that. I'm going to come in. I'm going to bring my curve in, so shifty. Go to make it much, much easier. Let's bring it into place. So I want it right in the center up here. And how do I find the center? Let's see if I can find a center point. So I want basically to be right in the center of here. You can see these are a little bit out, actually, and it wants to be the center of the roof. So get two of these roof parts, grab this one and this one shift cursor selected. He should put it roughly in the middle of there for me. Then when I cans and grab this shift and selections cursor, rotate it around. So x 90, make it a little bit beefier, like so. And now let's get it into place. So we can see we're a little bit out here. So let's put it into the center. Let's bring it into place, so we're going to want it into place. So let's lift it up a little bit. And I'm also thinking let's put it a little bit closer. Like so. Now, let's deal with the back of this first. So what I'm going to do is I'm going to grab the back of it, and I'm going to turn off proportional so. And then what I'm going to do is I'm going to go to side view. I'm going to press E, pull it out to maybe here. Now the thing is when I'm pulling that out. I'm not pulling it out correctly, pull it out here, and then we'll do it again. So, y, pull it out. And then from there then we should be able to bend it up, like so From there as well, we can press alternates and we can then pull it out. Make it look a little bit different. Alright, so that's that fit in. Now we want to do is we want to bit that's going to go from here from the top of here. We're going to have another piece under here going all the way over to here. So basically, come round, coming round all the way down to here. So let's come in then. Let's say about our work first. Let's grab this piece of wood now. We've already got a cursor in there, so we've got a cursor right in the center here. So let's press chip D, and then Chip S selections cursor. And now we should be able to move this part. No, we can't cause I've done the same thing. So let's come back to this. Let's right click the origin geometry. Shift D, and then Shift S selections cursor. There we go. Now we've got it in place. All right. So now, let's bring this in to where we want it. So what I'm going to do is I'm going to pull it down. It's going to start round somewhere around here. First of all, though, it's a little bit too fat, as you can see, for this bit. But we're obviously going to pull it over and cut it a little bit, so I don't think we need to worry about that right now. The main thing is, we want to get it, so it's just like at the front of there. So once we've got that in, let's first of all, bring it over to the side and get it the right kind of angle. So if I bring it over to this side, you can see the angles a little bit out on there, and that's the first thing that I need to fix. So if I come in, I can see now on top of it. I'm going to fix that actual angle. I'm not going to worry about sticking in where it shouldn't be at the moment. So I'm just going to bring it in, bring it down, bring it over, like so. And then with this part, I just want to make sure that this part is just in place. Like, so, just in front of those towels. Now, from there, what I want to do is, I want to bring it back, like so, so I want to bring it all the way back. But it's stuck in place like so. And from there, then, what I want to do is I also want to bend it going this way. So if I now press control, bring in a few edge loops, left click, right click, and then I'm going to turn this off. I want to grab my middle one, and you can see here this word looking at. Let's actually, you know, we make it easier. Let's grab all of these, including this. And then we'll just press shift H, hide everything else out of the way. And now we can really see what we're doing. Let's put it on object mode. And now we can actually see something. Now what we want to do is you want to grab one of these, and then you just want to come in, put your proportion editing on and pull it back a little bit. So bring it in, bring it all the way out, all the way out. And then what we want to do is just slope it. Just gradually. Like so. So I'm just sloping it as you can see. And then let's also bring the front of it now. So can I slope the front bits? Let's come under. Let's bring it out like so. And now you can see, it's sloping This bit here, though, you can see a little bit rough. You know what? We'll just go back a minute. And before I actually pull that out, we'll just go back to where I actually pulled it out. So this part here, let's try different ones. So let's try our spear spear. Let's bring it in. You can see they might wear this one. So let's try it out. We'll pull it out, pull it out. Let's just slope it a little bit, like so, and then let's just bring it forward now. So bring the whole thing forward. There we go into place like so. And now we can see we've got a nice slope going down to there. All right. So that's looking good. I've got it at the kind of corner here. It's poking through there. It's coming out in the place that I want it. And yeah, that's looking quite nice now. Now, what I need to do, I'm thinking this part here, probably, we'll put in another piece of wood under there. The first thing though, we'll cut this, and I think also we'll cut this going this way as well. So if I press one, one on the number pad or control one to go to the rear view, press the tab bon. Hey, grab it, and then what I want to do. I want to come in with my bisect, and I'm just going to cut it down here. So going at this angle like so. In fact, you know what, we'll go at this angle because then we'll go into the wood. So this angle like so, and then we'll clear the inner or the outer. So like so. And then I'm going to press he and I'm going to cut it down here as well.'ll mesh, bisect. Put it down here. Let's turn it the other way this time. So let's also hit our fill. And then I'm just wondering now if I can pull it down or pull it back a little bit. So I can also change the angle of it. So I might just change the angle and then have it like this. Yeah, and I think that is looking just about how I want it. All right, everyone. Let's save about our work. And then the next one, we should be able to get this actually finished. Alright, thanks, everyone. Bye bye. 103. Reinforcing roof structure with wood beams: Welcome back, everyone to Blender for Modeling and Jumpon workshop, and this is where we left off. So I think what we'll do now is we're just going to have to press salt again, bring back this piece of wood here. And then all I'm going to do. Same thing again, shift drag it over. And then shift this and selection to cursor keep offset. And then what I'm going to do is I do want to window in this part. We need to build out these parts going down here. We'll need a part coming in here, and then joining all this together, quite a complex actual built. So first of all, though, what we'll do is we'll bring this out, we'll make it a little bit smaller. So and head, let's make it smaller first. And then what I'm going to do is I'm going to rotate it round. So x 90, let's rotate it round into place, and then we're going to put it just just in place here. Now, we can see that this is still a little bit out. So let's put it over, get it into place. And then what we'll do with this. We can see that this one, for some reason. Actually, bent. I don't know why that's bent like that. So a look. See if this over here, I press the dot born is also bent. Let's go over the top seven. And yeah, this is a little bit bent. I don't know how that happened. Maybe I came in and use the randomize on it a little bit. But anyway, what I'm going to do instead is, I will st Come in, and I'm thinking probably make another one. So I'm just going to press Shift desk as to selected Shift A, let's bring in a plane, make the plane smaller with our portion editing on, so make it smaller. And then what we're going to do is just move it to the side and then press and go straight down to bomb. So, pull it down straight down to bomb So press the tab board, and now you can see, it's got that bevel on. Let's come over then LP selection, split it off, control A or transform, set origin to geometry. And there we go. We can delete the other one out the neck way. Before we do that though, let's press two, This is called straight wood. So let's take that to control C. Let's then delete it out the way, grab this one, F two, and then we'll call it is straight wood if we can, like so. And then we'll press M, and it's going to be in our preset. So primitives, this one here. Let's put it in there. Shift D then, let's duplicate it. Shift S, selections cursor keep offset, which is over here now, so I need to put it back to this part here. Shift S. Selections cursor. Shift S, elections cursor. So. All right. Now I need to move it into place. Let's get it back into the center roughly like so. All right. Let's start that again then. So son said, let's pull it down. Let's them rotate it round. So x 90. And then what we can do is we can get it into place like so. Into the place just under here, making sure that all these roof tiles are in there, so I'm just going to pull it over a little bit over holding the shift born like so. And then I'm just going to press S and Z and pull it out a little bit, so it fits into place. And then finally, what I want to do is I want to pull it all the way back into my actual wall, so make sure that it's being pulled back properly, first of all, so into the wall like so, grab the front of it, and then we can pull that bit out. Not so far. Just to that point there. And then finally, I think now, These are going to fit in the place absolutely perfectly. So now I can do is I can come and do this side now. So if I grab this, shift, bring it down, And then press R x 90 to go straight. And then what I'm going to do is I'm gonna bring it down to this point. And I want this now to come down to here. So all I'm going to do, I'm going to pull it back first of all to the wall, like so. Then I'm going to grab this part, pull it over into place, pull it down and over, and just make sure that it's fitting in there utifly like so. So let's pull it down into place. And there we go. Now, just make sure it's not sticking out through roof tiles or anything like that. You can see that stuck out a little bit. None of these roof tiles, make sure it's not sticking in there. And now, finally, we can actually grab this part once more. So shifty. Let's bring it down. And what I want to do now is put two of these into place. So we'll have one like here, so one here. Like so make sure, again, that it's not going into my roof tiles. So, y, rotate it round. So you can see there's nearly touching the wall. Let's put this on normal. And here we go. And then we're going to press it D, and then we're going to bring it down. So there we go. Now, the next point is we want to come to both of these. We should be able to grab both of these points and pull them back. So pull one of them back. Make sure it's through that wall, the wood, pull this next one back, make sure it's through the wood. Now, this part, we're just going to pull it in, like so, and then this part, pull it in, like so. There we go. That is actually quite easy. Now, the next part is we need to pull now This part out. So this kind of, you know, where it comes to here, so you can see this point here. We need to kind of pull the edge of it out to bring it in line with this. So all I'm going to do, I'm going to just grab this bit here, so shift H, grab this bit, grab this part here. And of course, there's a lot of tiding up to do on this as well. We're going to press, y and pull it along this place here. And I've pressed extruded already. I'm going to pull it out. And then what I'm going to do is I'm just going to separate it, so I'm gonna grab this P selection, separate it up. Grab it control or transform, set origins, geometry, add in a few edge loops, so control bring in a few edge loops, let it right click and then finally press th and you should be left with something like this. So now you can see it's just there. And now we want to do is we want to pull this into place. Now you can see at the moment, it's still not in front of the tiles. So what I want to do is I want to pull it, pull it, pull it. Just so it's in front of there like so. Making sure it's not sticking out anywhere. And now I want to do is just pull these back into the wood. So if I grab this one, I want to pull it all the way back into that wood along there. So if I pull this back into there, into there. Just make sure you're pulling it back with the green. So it's going back into place. And then what this is going to do is, it's going to actually cover up the roof tiles on the inside of that. So you can see now they're all covered up like so. You can see now this is how this shape that we've got. I've got everything in place, it's going to look really nice. We've got to start now putting this over the other side. So what I'm going to do is, I'm just going to grab each of these like so. I'm going to join them together, so control. And then what I'm going to do now is come to this one. I'm going to grab the front of it, so just the front shift de, Cursor selected, grab this one, and then I'm going to press right click and set origins through a D cursor. And hopefully, hopefully, we should be able to now put a mirror onto the other side, double tap the A, and we should be left with something like this. Now, we can see that we have a problem with these parts of wood touching. So what we need to do is maybe either stretch this out or a one more block of wood. So let's try one more block of wood first. So I'm going to press Shift D, bring it down. And then what I'm going to do is press S and X, bring it in. And then finally, bring it back now. So grab the front of it, pull it back into place, like so. Then we go, You know what? I think I'll lose pull this back, as well, like so. There we go. That's looking really, really nice. Now, the main thing is, these roof tiles, so we need to get these into place. So what I tend to do for this is I'll grab these two parts. Just these two roof parts. I'll press Shift H and hide everything else out of the way. And if I now press three, I can go inside view. Put this on, and now I can actually see which roof tiles I need to delete and which ones I need to keep. You can see I want all my roof tiles kind of come up and just up to this point. So what I'm going to do, I'm going to come to these roof tiles first. I'm going to go down then with L. So I'm going to make sure I'm in edge select, press the L button on them, and then work my way down. So I'm going to work this one, this one, this one, and then I'll I'll keep this one, I think. I'll delete this one. So we're going to delete all of these. Roof tiles going this way. I'm going to keep this one. I'm going to delete that one, keep this one. I think I'll keep that one as well, and I'll delete that one. So I'll delete all of those So, delete and ss and now you can see, I've got exactly the same thing on here. So I'm going to actually press controls head, and what I'm going to do now yours come round and I actually do it on the other side. I'm just wondering whether to do them both at the same time or mirror them over. It might make it easier doing it like that as well. So I think what I'll do is I'll grab this one, press tab, press one, sorry, three on the number pad. And now, what I should be able to do is press B and go through all of these. You can also as well press C. And then what we can do is we can just go down these roof tiles like this into this last one. And then all I can do is press right click and control plus. Now, when you use C, by the way, you can as well if you press C, you can bring it out and push it in middle mouse to minus and left click to actually select things. So now we've got all of those done. We can press delete and verts. And then we should be left with something like this. You can see, I've got a little point in here. So let's delete that delete vertices and this is what we should be left with. Let's turn this off now, and there we go. Now you can see that these two roof tiles are going all the way down. I've now got to get them all into a point where they're actually coming down here. Now, this is actually not that hard because what you do is you come to let's say the first one. And what you're going to do is you're going to line these parts up first. So you can see here, I've got a problem. With all of these actually joined in. In other words, not join at the moment, if I grab this one, you can see that it's not joined to that one. You can also see that I've got a problem with some of these underneath here as well that I need to fix. And yeah, You know what? Before we do that. Let's just go back. So before we deleted them, and I'll do the easiest thing, which is to grab them all, mesh, and we'll go to clean up merge by distance, and there we go 18,000 measures joined. Let's press tab, right click, shade auto smooth, and there we go. Now, all those are joined now, I'm hoping that if I do that again now, which is a bit of messing around, but if I put this on, press one to going into sorry, three to go inside double tap the a, and now I should be able to see what I'm doing. So we're going to delete this one, going all the way down here. We're going to come in and work our way of. Like, like so. Like so. And then everything in between. And now I should be able to come in, press the cmound and there you go, you can see, we've already got those selected. And so let's do that again. So three. Let's come in now with C, and I should be able to go in and grab all of these. All of these over here, like so, growing up, and then this last one here, and then just press control plus, and we should be to grab them all, press delete, urs. And then we go, that's what we should be left with. Now, let's have a look what we're left with. And we can see now we have a little bit of work to do on some of these. But basically, we need to bring these out now, so we need to bring all of these tiles, bring them out, you know, mix them up a little bit and just make them come to the end of here, just overlapping this slightly, and then we'll have our roof. But while we're here, let's press tag, double tap the e, And there you go. You can see what we've actually got so far. You can see that's really starting to be nice. Now, it's got a nice kind of curve on there. And once we've put these tiles in, then I'll be ready to go. Alright, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 104. Manually moving roof tiles to conform to stylized shape of roof: Welcome back everyone to blend form Modeling and Jumpon workshop, and this is where we left the off. So let's reiterate them what we actually did. So what we want to do here is we want to create this nice move curve. Now, in the past, all I've done is have gone down and basically cut this away with the tiles. But I found nowadays that it's actually easier to do it this way because it looks actually a little bit more realistic, plus Even then got to go in and fill all the ends of the tiles and things like that. So that's why I'm doing it this way. So basal, what do you want to do? You want to cut enough tiles away. So you've got tiles peaking past here and they form this nice slope that we've actually got. So how do we actually do that? So let's first of all, go into this tile. Let's move it over to where we want it. So let's put it somewhere over here. Let's press S and y and pull it over. So if I pull it over, so and then all I'm going to do is I'm going to move these tiles up and press S and y, and just keep pulling them along. And yes, it's a little bit slow, but it's actually really worth it in the long run because you're going to get a really, really nice result. So let's pull that one over, like so. Now, the next one again, I will bring it up to where I want it, like so, and we can do it this way as well, where we just bring them up and get that beautiful slope before doing anything. And then all we're going to do is fill these parts in. So I'm just going to bring all of these up because I'll show you another way I actually do this as well. Yours, keep bringing them up, yours to get that slope in place. And we're nearly there now all the way down here. And so, like so, and so, and there we go. So that's the nice slope that we're actually looking for. And now what I'll do is I'll fill in this part. So I grab one of them, shift, pull it over to this side and put it in place. With ones are a little bit smaller, so ones like this. Instead of doing that what I'll do is, I'll move them over, pull them out, put them in place, and just keep making these a little bit bigger. So make them a little bit, pull it into place. Grab this one. And pull it out into place. So make sure there's not too much of a gap there. So there is just and Y again, make it a little bit bigger, and then just keep moving your way down. So I'm going to move this one. You can also as well with this, put it on material mode. It does make it easier to actually see it. So you can see here this wood underneath as well where it's actually poking through. We might need to actually sort that out in a minute. But for this one, all I'm going to do is just pull this one over here, grab this one. And then S and Y and pull it out. And the same for this one. What I might do with this one is just grab one of them. So grab one of them, if D, pull it over, pull it into place, and then press S and y and make it smaller, like so. So it just fits into place. And there you go, you can see what we're actually doing here. And now with this one, we just need to make them all a little bigger. This one's already big enough. So with something like that, I'll actually grab this one, for instance, pull it out S and y and pull it out, like so. And there we go, and what we want is we don't want them to be too far away from what the other ones are. With one like this, we'll just grab this one. Shift D, pull it over. Hold in the shift born again, pull it into place, S and y, hold in the shift borne, pull it out. This one, we can grab this one here. Shift D. Pull it out, and then and y. Pull it in, like so. This one is easy. Same thing again, pull it a little bit over, and then S and y. And just work your way down, and this one is also relatively easy as well. I'll pull this one over, grab this one. Press S and Y, hold in the shift born and pull it out. So. And then you go, doesn't take longer at all. And now you can see the result that we've got is really, really nice. So they're following all those down there. Like so. And I really don't think that it's worth like cutting these away. I think this is a much, much better way of doing it as long as you keep them within this range that I've actually got. Alright. So now, let's move on to the other side. So what I'm going to do on the other side. I'll just grab both of these press Shift H and that then we'll make it easy to work with. And then from there, I can also press control and three, and I've got a good view of what I'm actually doing here now. So now I'll do is, I'll just go in and I'll do exactly the same thing. So working my way along, I'll pull this one across. I'll pull this one across so it's actually sometimes easier. You can see this one here. It's a little bit too wide anyway, so I'm just going to press S and y pull it across and grab this one. It's actually easier sometimes if You do pull them all across because it just lays it out for you before you begin. And it's also easier if you can actually copy a tile instead of pulling them out. So just remember that. This one here is a little bit too far, so I'm just going to press S and Y, bring it in. Like so over there. Maybe a little touch too far. Like so. And then the final one, bring it over there. So. All right, moving our way back then. I'm going to probably bring this one in. So and Y, bring it in. Grab one over here. And then shift D, bring it over and make it a little bit smaller, holding the shift bone. Like so. Then we go holding Shift bone again. And this one here looks like it needs a completely new tile. So shift D, bring it over into place. I don't want to make that one bigger. It's already big enough. So I'll just pull this into place, and, pull it out. This one here, we'll grab this one. Shift D ring it over. And then S and y. And just make sure you're using your shift borne a lot to actually control these. Alright, with this one here, let's pull it into place there. S and y, pull it out, like so. And then what I'll do is I'll move this one down because it's also a big relatively big one. Move the more down to here, grab this one, and then S Y hold in the shift born again. Pull it into place, like so. Alright, this one here. I think I grab this one. And I'm grabbing them over here, of course, because they're different size tiles over here. We don't want to do the one next to it. Like let's make this one smaller. Let's put it into place. Like so let's grab one from over here. And there are also different lengths when you grab them from over there as well, which is what we want. So hold in shift borne. This one is relatively easy. Let's grab this one. Shift D, bring it over. And then S and it hold in the shift. Put it into place. This one here is a little bit harder, so let's bring it over, and let's bring another tile in, so grab this one, shifty, bring it over, make it smaller, S and y, hold in shift. So, this one is relatively easy as well. We can just pull that over, pull this and this over, can also do it that way. Grab this one then, pull it in the middle and S and yHld in the shift one. As I said, we don't want them to be too big, so we don't want them actually huge. So I'm just going to grab that one, make it a little bit smaller, pull it into place, grab the one next to it. And then S and y, pull it out, like so. And then finally, this one. So if I make this one smaller, so S and y, put it into place, then I can just bring another one in from here, shifty, bring it over. Bring it over, and then S and y, pull it in. Like so. All right, then. So we did that actually in one lesson. Let's press Alt and H, bring back everything, and this is what we've actually got. So if I double tap the A now, you can see this is looking pretty nice. Now, what I want to do then is work on our way going down here. So what I'm going to do now? I just hide this out of the way. Like, so hide all of this out of the way, and then I'm free to work on this part. Now, for me, and let's put it back on to, you know what? Let's do this part first. So we've not got this part done yet. Everything's looking nice in there. We've got some tiles coming through here, as you can see, and we don't want that. For some reason, on this side, this one on here hasn't been wrap. So let's actually saw that out first. So we'll grab this. We'll press you on wrap. And then what we'll do is we'll put on our material. So if I grab this, put it on planks, for instance, let's put that on. Make sure they're going the right way. You can see at the moment, these ones are going the wrong way. They should really be going that way. So let's go to our UV editing a 90 spin it round. Press the dot one to zoom in and then move around. And then all I'm going to do now is just check for the tiles coming through. You can see it's only on this, one way they're coming through, and it's because it hasn't got that thing on. It hasn't got the part on there yet. So you can see it's only on this part here. What I'm going to do is I'm going to mirror this over the other side. So hopefully, I've still got this in the middle. So what I'll do is right click Set origin, two, three D cursor, adding a modifier, and then we're just going to generate a mirror. And hopefully, it should be over the other side, like so, and now we can't see anything. Let's apply that then, so we'll apply the mirror. Come to this one, then, L, and then just press G just to move it round, so it's a little bit different from the other side. And there we go. Now, finally, let's grab this one. We need to turn it then into mesh. Now, before we do that, let's just check the resolution, so it's on six, so that's absolutely fine. Now, what did we want to do with this part? Do we want this to be kind of coming round as well? Let's actually do that while we're here. So I'll just go back to modeling quickly, press a little dot born and then zoom out so I can see what I'm actually doing. So. And then what I want to do is, I want to bring this out a little bit. So if I pull this back to here, press and y and pull it out to here, and I might be able to then from there, you bend it round. Now, you can see, I do have a problem. So what I'm going to do is. I'm just going to bring it to there. Press and y, pull it out again. And now I should be able to bend it round. Like so. And I think that's looking pretty nice like that. And I'm just wondering if I should carry on bending it round as well. So I'm just going to press enter and pull it down. Like so. And then, pull it down, and then start pulling it back. Like so, making the next curve on there. Let's have a look at what that looks like. You know what, I think that actually looks pretty good. I'm just then going to play around with pressing altern and seeing if I can pull it out in any way or bring it in. So you can see lens brings it in, like so, or if I want to bring it in on the other way. I can also do that. So let's do that. We'll leave it like that for now. What we'll do then is come up to object, convert to mesh, and then now I should be able to come in. 1 second, 1 second. Before I do that, before I do that, I need to press controls there. There we go. Okay. Before I do that, I've actually got a bevel on here. Let's take the vel off because that'll make it much much harder. Now we can go to object, convert to mesh, and now finally, let's bring it in. So if I come in, do this part here, put it onto smooth. And then if I press alterns I can bring it in. As you can see, let's bring it in. Not that far. Press lens again. There we go. We want to bring it in, but I don't think we want to bring it on there. Let's try the sharp. Let's press alternS and bring it in, like so. And does that look in bare? No, it doesn't. Let's try the other way. So S and X. Let's try bringing it in that way. And it is a sharp on there. Does it look bare? Nope. So let's try another one. Let's try the root, so we'll try S and X. And there we go, now we're bringing it in the right way. Alright, that is looking better. I think I'm happy with that. So then what we'll do is finally, A, smart project. Click Okay. And then what I'll do is I'll add in now my material, which will be planks. Like, so. And then all we need to do on the next lesson is one, bevel it off. Two. We've got an actual join here. As you can see, we don't actually want that. Let's add in the bevel while we're here, so we'll put it on point, naught three. Like so. And as I said, then, on the next lesson, we'll get this all fixed. All right, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 105. Working with wood beams for the wall: Welcome back to one to blend the four Modeling. I'm John hind workshop, and this is where we left off. Now, let's come and actually rap. Then there's the proper way. So what I'm going to do is, I'm just going to grab it going all the way around there, press you wrap, and then hide that out the way. Then I'm going to come to the inside. So I'm going to grab this one here, going all the way back to, in fact, you know, what we'll grab it from here, going all the way back to there. Press, on rap, hide it out of the way. Now we can just grab both of these, press A, on rap. And there we go. Now, let's actually fix these. So what I'm gonna do? I'm going to come in to my UV editing. Where is it? There it is. And then what I'm going to do is press tab, AlternH, bring back everything. And then what I'll do is I'll press A S, bring them out a little bit without portion alerting on. Press S. Grab this one first. So L, G, move it over here, Alter, and it should straight up 90, spin it round. And then the same on this one. So L. Make sure you move it first, because sometimes because it's attached to another one, it sometimes just takes them both together, so all T. And then let's grab one of these. So I'm going to grab this one here, hopefully. So G. There we go. Now, let's see what that actually looks like. You can see now it's looking much much better than where it was. All right. So let's come on to modeling. Let's double tap the A. And now, And what we want to do is we want to build this part going down, and then we want to put our wall on there. So again, let's come in and grab our piece of wood. Let's press shift D. And I just want to make sure, this is the piece of wood that I created again, so you can see it's nice and straight. But what I'll do now, I'm just looking at the other parts. So we can see here, for instance, all of these, they're the ones that have all been bent. I'm going to put out an object mode just so you can see a little bit better what I'm doing. And now what I'm going to do is I want to bring this part up to just under here, so I'm going to bring it to here. Now, we have to think when we're building things like this, that we don't want to, you know, have a plank of wood that's going to come all the way up to the top because it's just not realistic. First of all, it would be a massive tree to do that. And second of all, cutting it to be, you know, this long would also be extremely difficult. So what I tend to do is take that into my mind when I'm actually doing this. What I'll do is I'll press shift. I'll bring it over to this side then, so. And then what I'm going to do is make another one. So shift. Bring it over and then R Y, 90 and bring it up into place. I'm just going to put it, do the top of here just so it's over there, and then also just make sure that it's coming over this as well. Now, these might be a little bit too far out. So what I'm going to do is just drop these back instead of this top one here, light. Now, let's pull this one out a little bit as well. So I'm just going to grab this end. Pull it out, making sure I'm going along there. Just to the edge, so this part is poking out. And I want to do we actually want to probably bring this up a little bit in line with this. So if I press control and one, so to go to the back, and what I'm going to do is I'm just going to uneven it up. So I'm going to lift it just above this line here, and then you can see it's a little bit uneven, grab both of these grab the tops of them. And then all I'm going to do is just pull them up again into place like so. Now what I want to do using the same ones is I'm just going to press shift D first. I'll bring them both up onto the bottom of there, and then I want to put these into place now. Now we can see that they're probably going to have to sit back a little bit to actually go into place. So let's just grab one of them first. In fact, you know what, we'll grab both of them and see if they actually go into place and you know what? Okay. They've actually go into place very, very nicely. Just want to make sure like here, you can see that they're not poking through. So you can see the poking through a little bit. Now, I thought this might happen. So what I'm going to do is I'm just going to bring them down a little bit there. And then what I'm going to do is I'm going to look at the edges, so you can see this one's nicely in place. Let's look at that one. It's just in place. So that'll be absolutely fine. You can see this one is under here, so we can see this one's also nearly under here. So I'm not happy with this one. So what I'm going to do is, I'm just going to come in. We grab the edge of this one, and then I'm just going to pull it down into place so it fits much, much better. And then the next thing I want to do is pull these back a little bit because you can see this isn't going to work like this. So I'm just going to grab this one. I'm going to then pull it back. So it's in front of this one here. Now, the problem we might have is they might be a little bit thin, you know, on this end. We might want to think about pulling these out to make them a little bit thicker. But, you know what? I'm going to leave that there. Just going to have a look. I'm going to come around to this front one. And the funny thing is the front one is looking much much better. You know why? I'm going to leave that there because I'm going to put a piece of wood in here as well, and in the other side. So I'll check out what that looks like. So shifty x 90, and then y, pull it in, and then let's just put it into place where it's going to go and we'll put it going into here, like so. And then what we'll do is we'll pull it out out out. And then up. And there we go, we're hiding that then out of the way like so. And then all I want to do is pull it back, making sure it's back below there. And now you can see that's fitting into much, much better place, double tap the A, like so. All right, I'm happy with that part. Now, let's move to this part because we will be able to see this part from a certain position, so we want to make sure it's right. So shift D, pull it out. Red, like so. Pull it into place in front of there like so, and you can see now because of how we've done it, we should be able to now pull this one back a little bit like so, hiding all that part out of the way. And then I probably think I will pull this back a little bit. So you can see at the moment. This one's right in here, this one's over here, so I'll just grab the whole thing. You're also going to move it to the side, it's going up like that. And then I'm going to grab this bottom part here. So this part here, pull it up into place. And then finally, I'll pull this back now. So this one here, You're going to pull back. And again, it's just fiddling around with it to get it to how we want it. So pull it back into place. So, double tap the A. There we go. That's looking good as well. So all that now it's looking good. So now let's actually start work on the next one up. So what I'll do is I'll grab. I'm looking out far the go back, so that's fine. So what I'll do is I'll press sift D, and I'll bring this one up right to the bottom. So right to the bottom of here, like so, and then I'm going to pull it back into place. And finally, then I'll press S and X, and pull it in, just so it's not touching those edges on the outside, like so. Then what I'll do is I'll press Shift D. I'll bring it down to the next part, like so. And there we go. And now, let's actually create this part here. So what I'm going to do is I want maybe three or four of them. I also want a window in here as well. So I'll do that now. I'll go to file and save. And the window I want to put in is a little square one. So this one here. I'm going to press shift D. Bring it out, Z hundred and 80, spin it around. Then let's press control on one, and let's press G and move it into the place where I want it. So I want it something in the middle of there, like so, and let's just pull it back a little bit. And I also want in this one the light or a light hanging from here, going over the top of it to make it really, really nice. From here, then what I'm going to do? I'm going to grab this one. I'm going to press Shift S coast to selected. And then we're going to press right click actually set origin to geometry. Then shift Desk coast selected. Now we've got it in the center. Shift A, let's bring in a cube. So I'll bring in a cube, press the S bond to make it smaller. And all I want to do then is press S and X and pull it out a little bit. And let's put it over here. So, let's make it much, much smaller than just so it's fitting around there, like so. And then what we'll do is we'll just put another bit coming down into here. So what I'm going to do is I'm going to press the eye button at the bottom of here for insert. So, insert, and then I'm going to press and pull it down into place. And then finally, all I'm going to do is just grab this edge and pull it back into place like so. And now you can see it looks like it's a support structure. On the wood, like so. All right. Control one again. And then all I'm going to do is press Shift D, bring it over to this side, press shift again, bring it to the center, like so. And then we go. Now, let's work our way down then. So I'm going to grab this one here. I'm going to press Shift D. I'm going to spin it around with Rx 90, and you can see here. One of the main problems is, if I bring it up, I can press control A, transform, set origin, T geometry, R, y, 90, spin it around. And then I'm going to pull it back into place. I'm going to press S and Z to make it a lot thinner. So let's get it into the place where we want it S and Z. And then what I'm going to do now is I'm going to pull it back first of all, us it's in there, like so, and then I'll make this one a little bit wider. So S and X, pull it out, make it a little bit wider. Making the wood look a bit different from this one down here. And then shifting D Like, so, let's grab this one again. Control or transom, origin to geometry, and then shift D y 90. And this one then is going to be right in the center up here. So I'm going to put it right in the center. I'm going to press sens edge, spring it down a little bit, pull it back into place like so, and there we go. And now we just want these parts on here. So shift D, bring it over. And then I'm going to press send because always when you rotate it, you're going to lose a little bit of length. So then I'm going to press art and y, and you can see what I mean there. We've actually lost some of the length. Now, what we want to do is we want to actually place it from here, going up into this point here. Do going to put it into place into there. I'm going to then pull it back. Like, so, making sure that it's all in there. And then finally all I want to do is move this one over. So if I grab this one here, Jaws to the bond, press control one again, and now I should be able to a come out and pull it into place where I want it, which I'll be there, like so. Press the tab, double tap the A. And there we go. That's all in place now. And then finally, let's put this over this side before finishing. So Shift D, bring it over to this side. As 180, spin it round. And then let's just pull it to get it into place where we actually want it, which will be like this. Alright, so we made very, very short work of this. I think on the next one then, we will have another piece that I'll go over here. We will probably have a piece that's gonna connect these in some way, but I think what it'll be is underneath, so I'll be going underneath here, like so, and I think we might have one more piece that's gonna come down here just to finish this off. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 106. Final Touches to Framework: Welcome back and Penfor Modeling and junction of workshop in this left off. Okay, so let's grab this one. Let's press Shift D, 90. Let's pull this one out into place. Let's press S and y and pull it in, like so. And then what we'll do is we'll pull it into place over here, and then back like so, and have that follow around. And now, the next one we'll bring down. So Shift D, we'll use the same one or the same scale, should I say. And then what we're going to do is we want to place this underneath here. I'm going to pull it all the way back then into place. I'm going to actually pull it out. Maybe I can pull it out. Let's see how far it can get to pull it out so you can see, Not much distance. So I think I'll leave it like that. Actually, I'll pull it into place. And then what I'll do is I'll grab this end. I'll pull this end out to there, like so. And then finally, what I'll do is I'll press D x this time 90, spin it around. You can see there it came really weird. So let's first of all press control, la or transform, set origin to geometry, and then r x 90, and now it should be right in the center. That's what we want. Pull it down. S and Z, pull it up into place, like so, and then finally just drop it back a little bit. So double tap the A, and there we go. All right, so this bit is actually finished now. It's looking very nice. Before we actually have a look and see what it looks like. Let's come in there and grab all of these parts on Jaws is going to put it on. So all of these parts are done. You can see these are the parts that aren't done. All of these parts here, basically, Jaws looking at the sides as well. Are they done? I don't think they are. I don't think any of this is actually done. So all I'm going to do is I'm going to grab all of this. I'm just wondering, I'll grab these as well. I'll grab all of this going down, same as this. Same as all these parts that I've picked. Like so. Like so. Like so. Then just whip my way up. And so. And then finally, I'm just going to press Conrog join them all together, like so. Now, if I hide those out the way, you will see that we've got everything there making sure we've got everything. You can see also, I think I've I've not got these structures that look at these as well. You're making sure they're in there. It's a bit hard to see as well at the moment. In this view. Let's press control, not tat. We'll bring back all of that. And then what we'll do now is we'll press tab, and we'll go in and I think first of all, I'm just wondering whether we wrap them first. I think we will. So what we'll do is we'll press. Smart UV project, click Okay. We'll also just make sure for press object that all the bevels are on. You can see all the bevels are on there. You can see like so. And then what we'll do is we'll just put it back on here, come down then to materials, and then we just want to put it on plank, so planks so. Then we go there looking very, very nice. And then finally, what we want to do now, is come in and add in some edge loop. So, left click, right click, like we did before, really, really simple technique to get them looking very, very nice, like so and looking a little bit, you know, damaged, weathered, whatever you want to call it. You know exactly what we're trying to do. So we'll just bring those in. Even if the edge loops go at angle, it doesn't really matter. Like so. And you know what I'll do? I'll put this on object because then you're able to see which ones have done and which ones I haven't So so like so, and like so, and we'll also then come. I'm going to leave these ones the way they are. I'm going to press control on this one, bring in two. And then what I'll do is I'll grab all of them, come to mesh, transform and randomize, and then I'll just turn this down to something like 0.2, I think we'll do it, something like that. Is have a look at that and there we go. And then we'll just put it onto material mode first. Double tap the A, make sure that we're actually happy with it. And now, finally, what we'll do is we'll come save out our work, save out your work first. Let's put it on rendered view. Let it load up. And there we go. Now you can see just down nicely up. You can see they're a little bit wavy as well. That's exactly what we want. Make them look cold and fashioned and things like that. We're also looking to make sure our roofs not sticking through there or anything. You know what? This is looking pretty good. Now what we want to do is we want to go back to object mode, and we want to split off this as you can see here, because we're not going to need we are going to need. I'm just looking at the parts that were not. Certainly this part here. If I press shift h, you can see this is what we're left with. We definitely don't need this part in here. So, you know what, we'll actually come in and delete this, I'll press control plus. Elite and vertices and delete that out the way. I can also, I think, get rid of these parts here. So, let's press delete and faces. And then what I'm going to do is press Altag bring back everything, double tap the A, and now you can see this is what we're left with. So you can see it does go through all the way through there. It goes through here. We've already done this part in here. We put it onto material mode. You'll see that this one's already been done, so that's fine. So it's literally just these parts here. Now, the thing is, we probably want to get away with unwrapping these two separately. So what I'll do is actually, I'm just going to come in and press A, Unwrap. They should wrap pretty nicely. If I go to UV editing. You can see now they've unwrapped pretty nicely. A, make it a little bit bigger because it's a huge part of this. And then what we'll do is we'll come in, change this to the wall like so, and then let's come round and actually have a look at what we've actually done there. You can see we've got an issue here in the young wrap. Let's have a look. Yeah, where it's actually gone back over, so let's press G, bring it down. You can see we've got a bit of a splitting then. And this is what I was worried that would actually happen. So what they'll do is I will come in. And I'll bring this part down. So if I press shift base part, bring in the move tool, I'm going to bring this part down then to there. And then what I'll do is I'll bring this part down. Yeah, I can't really bring this part down. So I'm just going to bring in another edge loop. So control, bring it up and put it into place there, like so. And I'm just splitting it off basis while I'm doing so. Shift and click. I'm going to see if I can bring that part down without doing any damage to anything else. So you can see here. I'm going to bring it down into place like so. And now I'm going to do instead of doing that. I'm going to grab this one on rap so, make it a little bit smaller this time. And then what I'm going to do is grab this one, this one and this one, press on rap. Like so. Let's have a look at that now. You've got a bit of dirt over there. That's actually looking pretty nice. And then finally, I'll grab both of these, press on rap. Put those into place like so. And yeah, that's looking much much better now. Let's have one final look then on the rendered view. Like, so, and there we go. Dad is looking really, really nice. And you can see, even though it's a plain wall, we've managed to actually create it where it's actually not a plain wall anymore, and it actually looks interesting. If you look from this view here, every single part of this looks interesting, and that's what you're actually trying to aim for. Even at the bottom, we're going to put some stones down there to make it to really, really bring this scene to life. And that's the way that you do it. You just look for parts where it's a bit empty and you make sure that you've actually filled them up with space. Now, you can see on here. Maybe on here would be really nice to have some cracks going down there. That would probably look nice, but you can see everywhere looks busy and it looks natural and it looks alive. And that's really what we're trying to do when we look at our composites. So from this point of view, you can see now it just looks so interesting and it looks as though, you know, it's really been professionally built. Alright, so now enough of that. What we'll do now is come in. And what I want to do is I actually want to start work then on my actual IV generator. So what I want to do is I'm just going to I don't actually think I've got an IV generator. So what I'm going to do is. I'm just going to press Shift A. In fact, you know what? I'll shift right click Shift A. And then what I'll do is I'll bring in a curve. We'll bring in a bezier just for now. We'll go over then to our asset manager, which is over here, and the one we're looking for is IV. So the IV node let's zoom out a little bit. And what I'm going to do is put the IV node. Onto here, like so. Now, you can see at the moment, we've not got the collection. So I really want to bring in my collection. I don't think it's brought in the collection. I'm just looking for it. I'm going to look for IV leaves in here to see if it's there. And if not, we'll just have to come. Yeah, it's just V node. So we'll have to bring in the leaves and drop those into their own collection. So I'm just going to minus that off, and I'll show you actually how this is going to work because it is good if you know, if you know actually how to work it. At the moment, you can see that we've just got our actual stem on here. And yeah, we need our ivy leaves in there. So let's come over to modeling. And then what we'll do now is go back into the resource pack and open that up. So here we are in the resource pack. Here is our IV. And the easiest way to do this actually is just grab your IV with control C. And then what you want to do is put that down, come back to here, and then you're just going to press control. And what that's going to do is it's not only going to bring all the IV in, so I can delete this one out the way, but it's also as well going to bring all of the collections of these leaves. If I go on here now, put it onto material, you will see now, that we've got all of these actual fire press do it will mean I can actually zoom around there. So you can see now, fi double tap the A, this is what it's going to look like at the moment. Now, of course, we need to do a lot of work on here. These are nowhere near big enough for the moment, but we can see if we come over to our geometry node that it's under the collection of leaves. And if we go down here, we should have one that says leaves, let's have a look where we've actually put that. Maybe it's going into the ground plane. There we go. We've got our leaves here, as you can see. If I close that, you can see all my leaves are in here. Let's bring it out and put it in there. It should still stay the same. So this is based on collections, as you can see. And now that we've brought our leaves in, now we've actually got all of this in here. Now, we just need to change it over, because at the moment, We can see our leaves or all of these, and we only want the red one. It's up to you which one you want to pick. You can actually turn these on and off, or you can let them out of the way. I think actually we can't turn them on off. Let's have. Yeah, I don't think we can do that. So what we'll do is on the next less and I'll show you properly how to actually use these leaves. I'll split these up maybe, put them in a different one. And then you can actually see leaves one leaves two, leaves three leaves four. First of all, though before we do that on the next lesson, we'll actually get this into shape with the scale of the actual leaves, and now actual full it actually is. All right, everyone, hope you enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. 107. Making use out of ivy geometry node to grow foliage on tower: Welcome Microphone to Penfor modeling and Geometry node workshop, and this is where we left off. Now, this one, if we jump over to our geometry nodes, you will see, it's actually rather a simple node. There are some technical parts to it. But if you actually want to start creating nodes, I recommend starting with either the chain or this actual IV geometry node because it's going to be much easier to understand. Now what I'm going to do is, I'm just going to go back to modeling, and we're going to talk about these leaves then that are actually in here. So what I'm going to do is I'm going to come over. And if I grab this one and press M, I can make a new collection and call it leaves. One, and then you can come to this one. New collection leaves two. And then this one and then press M and new collection leaves three, Enter Enter. And then the final one, which will be leaves four, new collection leaves. Four, like so. Okay. And there we go. Got no leaves on there now. Now we can come back to this part, and what we can do instead now is we can come down to our collection, so you can see our collections is leaves. That now we can actually delete. We don't actually need that. We can see all of our leaves are down here now. So down here, we can close all these up. And there you go, you can see we've got leaves, one, two, three, and four. And now what you can do is you can go to the ID. Come down and put it on leaves one. Put it on leaves two, for instance, leaves three. Our leaves four, like so. And now you can see how it actually works. Now, think for this one. I'm going to put it on leaves three. I like the red, and I think it suits this actual type of building. And now what we want to do before we actually do anything else, we really want to put it onto our actual building and see what it actually looks like. And from there, then we can decide how thick we want all of this stuff to do to be, and I can actually go through all of these parts. Alright, so now we've done that, Let me show you how to use this then. So what I'm going to do, first of all, I'm going to come in. I'm going to press the tab button. And what I want to do is come over to this left and side and you've got one that says draw, and you want to make sure it's actually on the surface of whatever you're drawing on. And now, if I come over and I just start here, and I start drawing out, like so, you will see that it actually starts to add the IV onto our actual surface. Now, you will also see. The problem we've got is that this is nowhere near big enough, and this is why I said, put it on the building first, and then from there, you'll be able to see how it's going to stick out and all that sort of good stuff. So what I'm going to do now is come down and actually have a look at how this is going to be out. Now, the other thing is, don't forget, once you've actually put it on here, you're still free to come and pull these out. So I can still come and pull these out like so. And I recommend before actually doing anything, just pull them out a little bit, especially on this one, because you're going to have a real idea of what it's actually going to look like. I'm just going to pull these out, like so, especially going up to this one. So you can see here it's going to come round here. I'm going to pull this one out then, so it's going round here. I'm going to then work my way around. So if I press, I can see all where these are, and you can see I can pull this one out. Like, so I can pull this one out then. Like so. And finally, then I can come up to this one, pull it out. Like so. And then finally, I think it's this one. Let's pull this one out as well. Like, so maybe a little bit more, but we'll see as we actually build this up. Alright, let's come back then to this part. Now, at the moment, you can see that we can change but double tap the A. You can see I can change the size of my leaves. So let's change the scale of my leaves. I can bring them up, so now you can see that we're actually starting to get somewhere, and now it's starting to look much much bare. Now, the scale falloff is basically coming up to here, and you can see how it falls off and here. This is way way too much of the moment. So let's bring this down like so, and now you can see we've got a little bit of falloff. The next thing is, we've got the scale randomness. We can turn this up and have these leaves much, much more random, like so. And then finally, now, we can actually look at the density. At the moment, I feel like the leaves are really, really dense and packed together in a way that I'm not sure that I want. I'm just going to try this on five and have a look at that. And now you can see the much, much less dense. And we'll mess around with the density once we've actually got these into place because we want to make it really, really interesting. All right. The next thing then is we've got the resolution of the stem. Now, you could see with my stem over here. It's a little bit blocky, as you can see here. If I turn up the resolution, you can see that it gets actually smoothed off. So now we'll have more resolution actually in the stem. The other thing about the stem is the profile. And at the moment, it's got eight, we can turn that up as well. Let's turn, first of all the radius up so so we can actually see what we're doing so. We're going to hold the ship born and we're going to turn it up a little bit like so. And then we've also got the radius falloff, which is the radius falloff going up here. And I think that's absolutely fine at the moment. Okay, so now, We're happy, let's say with what we've got. Let's have a look with it on our rendered view. So let's have a quick look at what that's going to look like, and you can see already, we're probably going to have to turn up what's it called actual density of these leaves. But before we do that, let's actually now have it going around the place that we actually want it. So we'll start down here and we'll start moving it around here and we'll go over this again. So all I'm going to do, I'm going to come in, grab it all, press delete, and then delete vertices. And then what I'm going to do now is come in on material mode and add these in. So in fact, you know what, we'll do it on object mode. I think it'll be easier to see. But what I'm going to do now is going to come into the draw, which is this one here. And then what I'm going to do now is actually start drawing from here. So I'll start from here. I'll then start working my way around here, and then I'll start working my way up here. And you notice I'm actually doing this in chunks because I think it's much, much better to do it in chunks like this, so like this and like this, and I'll have it coming all the way from here. And what I'm also trying to do is make it realistic. So they would kind of come from a certain point, all of them. Coming up to the things. Like that. And then what I'm going to do is bring it all the way over here, like so and from here. Like, so, and I'll have it also kind of going over the roof here. So we'll have it going all the way over here coming out to here. And then I think I'll have another one coming out onto the roof at least, and then another one coming up to here. And then just working my way along. So I'm going to have it coming from, let's say over here. Here, like so and then here. And then it might even have a little bit come in under these parts. Now, the problem coming under these parts, you can see it gets a little bit messy. So I think I'll just press tab and hide this out the way a minute. Let's hide it. Hopefully, the way. Let's actually have a look at that I think there's actually two on there. Yes, there's two on there for some reason. I I press g see here. Let's actually have a look. Here, you can see that this one here has this. And this one here has this, so we can see that we've got two parts here. What I'm going to do just put that back. Just going to come in then to this part, so selection. And then what I'm going to do now is come to this part and I should be able to actually come and actually split that off. So I'm going to come lit it off. So I'll grab this part, L and L. And P selection, and there we go, and now we're going to move this. Should this one. Should come off on its own. I don't know why actually that was like that, but anyway, it's a good job. I noticed it. I'll press delete, delete out of the way, and then I can come in and hide this one out of the way, like so. All right. So now back to our IV. Let's draw on more like so. And I think actually, we'll have it going all the way up here. So under these steps as well. I think we'll look very nice. So I'm just going to press tab. I'm thinking, we'll do it from here to here, and then from here, going up to, like so. All right, that's looking pretty cool like that. And then what we'll do now is we'll actually come in and have a look what we've actually done. So let's put it on to rendered view. Let it load up, double tap the A. And there we go. That's looking pretty nice. Now, the one thing we can see is that we do need a lot more density on here. So I'm going to put this on ten. Density up a little bit, like so. And the other thing is, wondering whether I need to pull it out anywhere, or if I'm actually happy with out that look, so it's going all the way up there, all the way up there. All the way up there, like so. And I'm thinking that I'm probably going to come in now and pull out the bits that I'm not happy with. So if you can see I come into these. I'm going to put proportional editing on on smooth. And then all I'm going to do is I'm just going to pull these out, bringing this out a little bit, like so and you can see it brings it all out. And now that's looking much much better as you can see. Let's do the same thing then with this as well. We'll do the same thing, so we'll start pulling it all out. Right, so that was the handle, by the way I had there. That's why it's not working properly. Let's grab this one. That's the center of it. There we go. And then let's have a look at this side. You know what? I think I'm happy with this side. Now, one thing I want to do is you can see in the middle of here, so you can see the ivy stem on here. I think I want to make it a little bit darker. It's a little bit too light at the moment. So I definitely want to make it a bit darker. So let's come up and save out our work, first of all. Then what we'll do is we'll go over to our shading panel. And the one we want is the Ivy stem. So I want to do a little bit of work actually on my Ivy stem, just to make it look a little bit better than this. And this is the point where on the next lesson, we're going to jump in, and we're going to actually create an actual shader. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 108. Creating Ivy Root material shader: Welcome back everyone to plentiful modeling and jump you node workshop, and this is where we left off. So let's now pull this down a little bit. Let's go round to our IV. So I'm Jaws go to zoom in to my IV, get a good view of it. Let's put it on rendered view because then we'll be to see much, much better. Let's double tap the A, and now let's actually create our IV. So the first one I want to bring in is I want to have some sort of, you know, kind of, noise on there. At the moment it's too straight and gray, and it just doesn't look right. So what we're going to do is we're going to press Shift A. We're going to bring in a search, and we're going to look for wave, and we're going to look for wave texture. Now, this is part of the noise texture. If you press Shift A and you go down to, let me just find where the shaders are. So I'm looking for, I think that's this is the one. So you can see here within this one, we have a fairly few amount of noise textures. So we've got gradient textures, and all of these ones basically affect how the actual shader is applied to the actual mesh. All right. So now we've got our noise shader, If I plug this then straight into here, like so, you will see not a lot happens because we need something to tell it where to put all of these things. So what I'm going to do is I'm going to pre shift A, and I'm going to bring in a color ramp. So color. Ramp, so drop that in this isn't doing anything. And the reason is because this is called IV stem O one. So let's go over and make sure we're first of all on IV stem. O one. So IV stem one. And there we go. Now we've actually got something working. So you can see at the moment, if I bring these up, we can make them darker. So we've got this kind of pattern now. So we've got something actually working there. So what I'm going to do now I'm just going to come over to my wave texture. I'm going to zoom in a little bit more so you can see what I'm doing. And what I'm going to do, first of all, is I'm going to put this on the Z axis. So that means it's going to just turn these around so they're going to different axis. That's all that this does. So it's basically making the bands go around each of these. The next thing I'm going to do is I'm going to change it from bands to rings, and then you'll end up with more kind of more things like rings rather than big rubber bands, for instance, think of it that way. The next of all I'm going to change this to 150. So we're going to change the scale to 150 like. So, Then what we're going to do is we're going to change the distortion because at the moment, they'll look like snakes, and we don't really want that. So let's put this on 24. Now, what I'm going to do is I'm going to come in and change the detail. So we'll change the detail to 3.6. You can see now we're actually starting to get somewhere. So what does this detail do? You can see it just adds more detail or blows it out more. So 3.6. Let's say the change the detail scale to 1.8. And there we go. And then let's change this detail roughness to 0.6. And finally, then, let's change the No, we won't won't change the phase off. I think, actually, we've nearly got it right. We want to do is we want to basically alter the actual color. So I'm going to drop my black down just to the start of this bar here, like you see here. And what I'm going to do is I'm going to put this on a nice brown color. So first of all, it will be all black, bring up this slider and then drop it into a nice brown color. And then you can see now what we're actually starting to get something like this. I think at the moment, actually, it's a little bit too brown. So going to bring it down a little bit. So next of all, then I'm going to leave this where it is, and we're going to put this on a green color. So if you put this over here, bring it down now. Now you can start to see what we're actually trying to do here. So you can see now this is looking pretty nice. Now what we want to do is, We want to have a little bit of control over saturation. But at the moment, it's way way too green. So let's just press shift a. And what we'll look for is u and saturation. So U and saturation, let's drop that in there, and let's turn this saturation down. And as we turn this saturation down, you can see it goes great because it just takes all of that color out of it. I recommend putting that on something like not 0.5, and there you go, now you can see that's looking much, much better, more realistic than what it was before. And I think I'm happy with that. I think I'm not sure if I need more in here or if these are a little bit too big at the moment. Jos looking at them, thinking, are they too big? And I think what I'll do is, I've got a radius fallf here, as you can see, so I think what I'm going to do is, I'm just going to turn that up a little bit, not the radius fall off. Sorry, the fall off on the actual leaves. So let's go back to modeling first so we can actually see what we're doing. Let's press the tab button. And let's turn up this radius scale fall off. So if we turn this all the way down, you can see now we've got nothing. Turn it up. Now you can see it's looking a little bit more realistic, as you can see. And I think let's turn down the scale randomness. Sorry, the scale. Let's turn down the scale a little bit. Like so. There we go. It's looking pretty good now. And let's also put the density on. Let's try it on 50. Let's just try that. You can see way way too much. Let's work all way down to 20. Let's work our way down to 15. And see what that looks like if it looks any bare. You know what? I still think that is too much and I feel like it's probably too much round this bit down here. So let's actually look what we've got down here. If I press I can see all of these little ones. If I come in then to one of these, like so press delete vertices, I can actually get rid of that. And now I think that's looking b. Now what I can do is I can come into one of these. I've still got porting, which means then I can just move it to the side and then come to the bottom, move this to the side, like so. And then I think I'll pull this one out a little bit. Like, so, and I'm just shifting the whole thing around. Like so double tap the A. There we go. Dad is looking pretty nice. I think I'm actually happy with how that looks. You could carry on it going, you know, up here a little bit. So up this bit. But I think for me, I think I'm happy with how that looks down there. And the other thing is, let's just see if we can draw a little bit more, you know, kind of going around this bit. So let's see what it looks like. I'm always for testing things out, seeing what things look like let's draw another one on there. Double tap the A. Yeah, I think, actually, it's good enough. I don't think I need anymore. I'm just looking around this side now and making sure that I'm happy with this. I think I'll just try drawing one more on there. Double tap the A. It's have a look. Yeah, and I think that one just needs to come down here. So all I'll do is I'll come in with my move tool. I'll grab this part of it. Then what I'll do is I'll bring it in and pull this one down into there. So I'll double tap the A. And then we go, I think I'm actually done with this. And I think this part on here, maybe it wants to be hanging over. So I'll actually see if I can do that. So again, I'll come in. I'll grab my little draw tool. And then what I'll do is I'll bring it over. And hang it over, hopefully, like so. And see, it's gone all the way there. We don't really want that. But what we can do, bring in our move tool, grab this one, press delete vertices. There we go. And now we can actually just move it where it's hanging over a little bit like so. Let's move it round. Here we go. Let's press tab, double tap the A. There we go. I think that's actually looking better, like so. All right. So let's take a look at this from here. Double tap the A. Yeah, and I think that's looking pretty nice. The other thing is about the ivy leaves as well, you might not want them so bright. So at the moment, they're pretty bright. You might actually want to come in and you can see that they're called let's have a look. So they're called leaves. So you see this one that says leaves. You can actually then go to your shading panel. Make sure you've got your leaves clicked on. So if you go to material. Make sure that it's on leaves. So what I want to do is want to click on my leaves. So let's look for actual leaves. I don't actually want to change this. Instead. What I want to do is actually want to find the leaves. So I'm just going to click the plus down arrow leaves. But red leaf here, as you can see, and if I zoom out, this is my red leaf. And we can do exactly what we did with the actual stem here. So I can just press shift A, do a search and saturation, and then bring that in. And then you'll see if I drop that down, they all go gray like so. Let's put it on 0.5 and let's bring it up slowly. Like so to maybe not 0.9, double tap the A. Now you can see that's actually suiting it a little bit better. It was a little bit too bright before, and I think now that is looking much, much better than what it was. Alright, so I'm happy with that. Let's go back then to modeling. And now, what we're going to do is, we're just going to press tab. We're going to go back into object mode, and there we go. We're then going to put these in the room. So I'm going to press M. Let's put it in a new collection, and we'll call it IV. Like so. Click, click. And from there as well, we can actually hide that out the way if we need to, which will be really, really handy. Now, as well, because they're actual curves, there's still a curve this thing, which means that it's not so heavy on the optimization. So it doesn't need to be optimized that much. The same with any geometry nodes, actually. The things that's costing a lot of things in this scene right now is going to be the actual terrain, that's for sure and also the amount of materials that we've got on here. But we've limited the amount of materials actually that we're using. Alright, so, On the next lesson, then. I think what we'll do is we'll make a start then on this part here. Now, this part here is perhaps the most ornate part of the whole build, and it's actually a really lot of fun to create. I think what we'll do is we'll start with the actual chimney. And then from there, we'll work our way down with the roof and all that good stuff. Alright, everyone, so I hope you're really enjoying the course so far. We've not actually got a lot left on the actual build, and then we'll be onto the terrain. Thanks, everyone. Bye bye. 109. Modeling and texturing brass chimney: Welcome Microphone, Benfor modeling and Jomon workshop, and this is where we left off. Alright. So first of all, then, let's do what we said. So first of all, we're going to come in, grab this point, press Shift S sa selected. And then what I'm going to do is bring in a new cylinder. So mesh, bring in a cylinder. I'm going to turn this down, then, something like 24. I always like the number 24 just to make sure that it can still be rounded off. While we've still got enough actual topology to work with. Then what I'm going to do is I'm going to press the S born. I'm going to bring it down into place the size that I want it. So something like this. And now what I'm going to do is delete this one out the way. So I'm going to come in now. Bring this one up. So let's bring it up without portion of editing on. We definitely don't want that on. Let's bring it up to something like there. And then what we'll do is we'll pull it out. So I'm going to press, it. S, pull it out. Then what I'm going to do is press, pull it up, and then S, pull it out a little bit. So. Then what I'm going to do is going to press, pull it up to something like here. And now, what I want to support is a couple of bands on this point. So I'm going to press Control R. Left click, right click Control B to bevel it out, hold in the shift button, and then let's create these two bands here. So I'm going to come in. They select first band, second band, enter Alt and S and pull that out. Like so and you see that because we're pressing alter and S, that really, really nice and straight. Like so. And then what we're going to do is now the inside bit. So I'm going to come. To the inside bit. I'm going to press the ibonn just to bring it in a little bit more like so, and then I'm going to press and pull it up like so. Next of all, I'm going to bring in a few edge loops. So left click, right click three edge loops, and then I'm going to come into the top of it. I'm going to put portion of editing on, and I'm going to put it onto sp and then slowly, slowly bring it in. Like so Like, so. But I think on this one, actually, I want it going more of a rounded view. So let's come in and put it onto inverse square. Let's try that. There we go. Is it going to be come in the way that I want it? That's not the way that I want. Let's try this. Nope. Try the root. Nope. And I'm thinking. That may be. Yeah, there we go. So linear, you can see now I'm bending it in. Like so. That's what I want. Now, let's turn that off just 1 second. Let's press. So, not rotate, S, pull it out. Like so, and then, pull it up. And now I want to create it so it's going actually in now. So control. Bring in a few edge loops. Left click, right click. Let's come to the top. Let's try this top one, this fear now. Let's press S, bring it in. There we go. That's the kind of look we're actually looking for. And then what we want to do is now bring it in a little bit, and now we're just going to go to the top. So if I come in now, brought it in, let's press and bring it up. And then I bring it in. And then, bring it up. Again, enter S, bring it out without portion editing on. So, and then E. And then S, bring it in. And there we go. Now we're shaping the top of the chimney, so I'm going to press. Bring it in, and then finally, bring it up. S, bring it together. We should end up with something like this. Now, we just want three bands on here, so I'm just going to press In fact, you know what, as well? I think I'll put my three bands on first. So control one, two, three, Left click, right click. Grab the top of this with shift and click, and I just want to pull this out a little bit, like so just a tiny bit. Now, let's grab these three bands. So shift and click on each of these. Press control B, pull them out, like so. Press the dot bond, just to zoom in, so you can actually move around it, press enter Alterns then pull those out like so, right click, shade, Autos move, and there we go. There is our actual chimney, and I think I'm pretty happy with how that looks. Now, I'm just wondering whether it needs to be made a little bit small. It might be a little bit too big, so let's press the S born. Bring it down a little bit. And also, then, where do we want it? I think we want it a little bit further back here. So I'm just looking at the composition, how it actually looks. Yeah, you know what? I think I'm actually happy with that. All right. So the next point we've got to do then is give all of this actual material. So all I'm going to do, I'm going to put it on to material view. And the first material I'm going to bring in is going to be my brass. Now, I don't think I've actually brought in the brass yet. So all I'll have to do is go over to asset manager, go down to materials, and here is our brass. And then what we're going to do is bring in the metal for the other parts. So let's press dot, first of all, to zoom to our chimney. Let's put the brass onto it, like so. Let's then come in to our materials and click plus down, and then we'll have the metal. So it should be I think it's iron, actually. So on dot. Let's bring that in. And now we're going to do is going to wrap it all, so a smart UV project. Click Okay. Now, generally, when you're dealing with things like this, you will see We've got some edge loops in here, as you can see, we don't really want those, but we want this nice effect with this metal going up there. And you can see if I put this onto rendered view, let it load up, double tap the A. You can see already how nice that actually looks, how it glistens up everything. But it does need breaking up with the metal as well that we've brought in. But I'm just having a look round here now. How this looks, making sure everything's right. Now, I would say that the metal at the moment is going different ways and things like that. So I recommend on this one, at least, that we actually come in. We split it off from everything else, so shift H. Let's put it on object mode because that'll make it easier. Let's go back to modeling. And what we're going to do now. I'm going to put this on object mode is actually mark our seams because I think it's just going to make it much, much easier for us. But first of all, I'm going to delete this out of the way, so delete faces, and then go to go round to the back of it where no one's really going to see you know what it kind of looks like. Let's just press tag a minute. And what we want to do really is we want to hide it as best we can the actual seam. So I think I'm going to hide it. Let's have a look. I think I'm going to hide it around here, actually. So around here. So all I'll do is I'll come in. Shifting click, that'll take it all the way up. Right click Marcosne. Now, let's go back in, shift H. And now what we're going to do is make sure that we can actually unwrap this correctly. So you can see at the moment, we want to see what we're actually doing at the moment, we've got all of these shops on. Can't really see what we're doing, but however, and I think it's this one here, so this little square block, and there we go. Shops. So let's turn off our shops. We can turn back on in a minute. But now we've actually got much, much better view of what we're doing. Now, let's come in and press Shift click. And what you want to do is you want it to be on all of these edges. So all of these edges, like so. We're just going to go up and go on all of these edges. On the inside of this one because it's one block. Same on this one as well. And then what we're going to do is this one here, and then just work your way up going on each of these, like so. So l shift click on all of these. And don't worry. I've not forgot that we've got the one on the inside as well. Like so. And then they'll come up to this part, Shift click Alt Shift click. You can just go round, so all the way up to the top, right click, and what we're going to do then is mark seam. Now, the ones on the flat areas, we don't actually want Sam on. So any which are straight on, so flat like this, so you can see where all the flat ones are. We definitely don't want seam on. So what I'm going to do now is actually fix those. So if I come underneath here, on here, on here, what we want to do now is actually get rid of those seams because then it will unwrap perfectly. So you can see I made a mistake. But it's all the flat ones because they can unwrap themselves. They don't need any help with an actual seam. In fact, adding a seam on those can make it actually worse. So let's come in on all these flat ones. Like so way down. All the way down to Palm, and then you're going to right click and you're going to clear the scene. All right. So that's what we should be left with. All of those like this going all the way around. Now let's grab it, press A, and Unwrap. And now it should all unwrap. Now, the other thing I need to do is actually resell my transforms origins geometry, rap. Now, let's go over to our UV editing, and we should end up with a perfectly wrap. Place that were chimney. Like so. All right. So now we can see that these are going all really nicely. However, some of them are a little bit bent like these three here. So let's grab one of them. All to. Let's straighten it up. Next one, T, straighten it up, final one, L t, straighten it up, rotate it round, like so. And then we go, now you can see that looks perfect. Except this part here, so let's come in. We'll grab this part here with shift and click A 90, spin it round, and now they're all going the right way round, and this is looking very, very nice. Now, the next thing we want to do is we want to come in and add in this iron Doc. So all I'm going to do is I'm going to shift click just going around each of these bands. So all of the bands shift click Ok shift click Shift click. And then what we'll do is we'll press Control plus. And then we'll add in on DC, click a sign. And then what we'll do is we'll go to the top now. So the top underneath, The very top like so and click a sign on our dock like so. And there you go. There is your chimney done. Looking very nice. Let's go back then to modeling. Let's press stage, double tap the A. And now let's actually have a look at what that looks like. And yeah, now you can see it's really, really fit in the scene nice. All right, so that's done. And now with that done, what we can do is we can move down to this part of the roof. And again, this is the most ornate m building in the whole thing. And the reason why it's so ornate is because, as I said, the front if you look at the front here, it's very, very nicely done. It's really interesting. It's got a lot of things going on. Now around the back, there's not so much going on. So what we want to do instead is we want to make things a little bit more ornate to actually make every part of this build interesting. The only part, which is going to be the least interesting is going to be this tower. But on this tower, we've actually put this here, so it actually fits into the wall here, and again, makes it interesting. So that's what you're trying to do. Every single part, wherever you're looking from, on this build looks interesting. And it looks like it's going to be composited well. So no matter what angle, let's say we're looking from this angle, everything wants to be interesting. We look from this angle, everything interesting, and it's the same going all the way around, and that is what you're trying to do when you're building models like this. All right, everyone, so I hope you enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. 110. Modeling ornate roof, curving wood supports: Welcome microphone to Bend por Modeling and JoJo workshop. Let's put this then onto object mode. And I'm excited to get this part done. That's why I said that part so quickly. And let's come over then to our bendy wood. Let's press shift D, and then what we'll do is we'll drag this over here. And I recommend starting with this one, not on the roof, but starting with this part along here and then get all of this part in and then put in the roof on after because I think it'll come together much, much better. So let's rotate this round. So RY 90. Let's bring this into place, and I'm going to make it much, much bigger, like so. And then what I'm going to do is fit this. First of all, into the center of my roof, so I'm going to pull it out. Fit it into the center, pull it down, into place, like so. Now, with this roof, what I want it to do is I want it to kind of curve around. So what I'm going to do is If I start to curve this round, you'll see it's going to start curving from this point here. We don't really want that. So all I'm going to do is move this point up to there. And then what I'm going to do is curve it round and now you can see that stins curve round from here. So what I want to do really is I want to press and then x and pull it out a little bit. And now I want to actually start curving it round, like so. Something like this is how I want it to curve. And then what I'm going to do is I'm also going to press alternS and pull this out. You can see now that's exactly what I want. Let's then pull it down into place. So we're going to pull it down into place. Like so. So I want it really in the center here. You know what? I'll actually put it in the center when I've actually done it. I'll get everything into place first, like so. Alright, that's the first bit. Now what I want to do is the next bit. So I want a nice curve coming down here into this place here. So what I'll do is I'll press shift D. I'll bring this out a little bit. I'm going to make it a little bit smaller, like so. And then what I'm going to do is, I'm just going to delete both of these off. So delete all of these vertices. And I'm hoping now when I bend it, it's still able to bend, as you can see, and that's what I'm working for. Now what I'm going to do is I'm going to put this into place here coming just under and round. So what I'll do is I'll grab this. Pull it into place. I'm going to make it a little bit thicker as well once I've got it in there, I'm going to pull it down. Coming from round about here, grab the top of it, pull it into place, bend it around. Like so. And maybe, yeah, like that, I think that looks near enough what I wanted. Now, let's make this one a little bit thicker, so I'm just going to come over. Then the extrude up, make it a little bit thicker. I'm also going to go underneath. I'm going to pull it this way, and then I'm going to make it thicker the other way with this solidify on. So let's make that a little bit thicker. Let's then pull that into place, and there we go. And is that bit. Just make sure that this part here is fitting into place. So you can see here, it needs pulling up a little bit. So now what we're going to do is we want the outside. So we want these parts here coming up and then bending on this part here, and then we can fit our roof on. Let's do that now. I'm going to come do my bending wood once more, Shift D, Bring it over into place. I'm going to press I'm wondering, I'll put it over there. So I'll press Shift D elections cursor. Then what I'm going to do is press three, so I can get a good view of this. Rotate it round, so Rx rotate it round. I'm going to make it a little bit smaller then, just to get it into place, a little bit bigger than that. Let's put it so it's actually rotated the right way round. So R and XHlding the shift born Like so bring it down. And then let's pull it into place. And of course, we want it right on. The edge, right on the edge. So bring it down, bring it down, bring it over, then it's right on the edge. There. Now, don't worry about this center bit. We're going to put a bit down there. What we want to worry about is this part here, so we want to actually bring this up and round. So what I'm going to do to do that is I'm going to seem put this on normal and there we go. We can see we can actually move that now. So if I press three, you can see that I can move this down to here. And then from there, I can actually start bending this up like so, bringing it into place, bending it up. And actually curling it round like so, like so. Then let's bring this part into place. Like so. And what we don't want to do is we don't want to really unstraighten this too much. So we want a little bit of a bend so we can move both of these. We can pull it into place and just keep this from bending too much. We don't want to actually have loads of bend here. The other thing, of course, we can do is we can get rid of this one, for instance, we can go to lead purchases, and that then we straighten it up for a little bit more. So now we can pull it into like so. And now we should Be able to make this a little bit thicker now, and we should be able to still have our roof tiles going over the top. So what I'm going to do is, I'm just going to see how that's looking. So. You can see down at this point here, it's a little bit too high up, and we need to fix that as well. So what I'm going to do, I'm going to put this onto global. I'm going to bring it down then. Pull it into place. Bring it down, pull it into place. And now with this one, let's pull it up. And then we might have got that right in near enough of the perfect place. So let's now press tab, move it into place, see where we are with that. We can see here looking pretty nice. I think it just needs to go a little bit more in here, so I'm just going to put it on normal, and hopefully if I move this, we should be able to put it in there. Now we can see this is what we're looking at. Our roof tiles then should be able to go over there. And I think I just need to move this up. A little bit like so, and then move this one up a little tiny bit, like so, and then just move both of these out now. Now, I'm hoping if I move both of these out, not that way, this way. Like so. And then move them down and then move them out. And now, finally, let's work on just this one. I'm going to pull this one out down then back. Down. Just get it so the roof tiles will just go under there. And now I want to do is put another extrusion on here. I think to bend it out a little bit more or we can bring it back. So I'm thinking I'm going to bring it back, bend it like so. Yeah, that's how I want it. It's just this bit here. So what I'm going to do is, I'm just going to add in another subdivision, and there we go. That's made it much, much easier. And now should just be able to move these parts up and into place. Yes, and there we go. All right. That's what we're looking for. A bit of plane around, I know. But I think now it's looking much better. I think I'll move this one into place a little bit more. So. And finally, then I'll just pull it out into place like so, and then we should be able to just lift it up or pull it down wherever we need to put it so. Maybe something into there. And then we can put roof tiles coming from here all the way down. Now, let's make it thicker. At the moment, it's not very thick. So if we turn this out, you can see that we can make it much, much thicker. We are going to need that. And we also want to make it a little bit thicker on this way as well. So I'll go to my actual curve, turn up the extrude a bit. And there we go. We can turn it down. We can also then bring down the offset as well. Looking actually where the offset is actually going. Oh, yes, it is pulling in that way. So it's actually the wrong way to where we need it. Let's put the offset on zero again. There we go. All right. So I'm happy with that. Now what I think we should do is I think we should turn this into mesh. So this one here. And then from there, I can actually pull this out a little bit. And from there, I can actually put everything kind of into place because I can base it on the center of here. So, what I'll do is I'll come first of all, come to this part. Object, convert to mesh. Let's just make sure we turn off our bevel first. And we'll also make sure it's turned off on here as well. The bevels turned off and on this one here, so let's turn it off. Let's come then to this one object convert to mesh. We'll do this one first, so I'm just going to hide it out of the way for now. I'm going to grab the center of here, Shift S first to selected, bring it back then with tag. And then what I'm going to do now is center this. So I'm going to press control, transform, set origin, do geometry, center it, and then shift an S and selection cursor. And then all I'm going to do is pull this out now into place. And I know that's right, centered, and that's where we want it. From here, then it gets even easier because we don't have to center it on here now. Or right around there. We can just center it on the end. So if I press Shift S goes to selected. And now what I can do is I can grab this one. Again, we've got to object mold, convert to mesh. And then what I'll do is I'll grab this one now control or transforms, right click the origins geometry. Shift S then, selections curta now let's pull it back into place where we want it. So now everything is centered apart from this. Let's center this part and then pull it out. In fact, you know what? I don't know I don't think we will have to center it a thing. I'm just wondering the best way to center this. You know what? Instead of doing that, what we'll do is we'll just come to object, convert mesh, and then control a transforms, right click to origin, two, three D curse at this time. And then we'll add in a modifier, generate, bring in a mirror, put it on the other side with y, turn off the X, and there we go, now you can see that we've got everything in place. Let's now grab all of these, right click and shade smooth by angle. And there we go. We've got the beginning of our ornate roof, and I think that is looking pretty nice. All right. So what we'll do then on the next lesson is we'll create this part here. So we'll pull this part out here, and then I think what we'll do is we'll actually Start creating this front bit here. So we'll bring in some more curves. We'll start creating that. We'll also bring in some straight parts. We'll create this down here, and we'll just get this part actually all created out, and then we'll put on our roof. All right, everyone, so hope you enjoyed that. I'll see on the next one. Let's save about our work, so I don't forget make sure you save that after every lesson, and I'll see on the next one. Thanks a lot. Bye bye. 111. modeling backdoor extention: Welcome back everyone to Blender for modeling and Jumpin workshop, and this is where we left off. Alright, so let's come and we'll grab both of these this time. I'm gonna need them both, bring them both out. And then what I'm going to do is press Shift S, elections cursor and drop them where I need them. Now, you can see n of them, maybe. Let's have a look. N of them. I've gone in the place where I actually want them, so you can see this one here, Shift S, selections cursor. There we go. That one's in the center. So that one is our actual wood. Now, the other thing is, let's just put this one down here. And then with this one now, you can see that let's have a look. This should be my bendy wood. Let's press Shift S, selections cursor, keep offset, and there we go. And the reason that happened, by the way, is you want to do selection to selections cursor. You want this one, not to keep offset. So if you click this one on, then they'll both go into the center at the same time. I'll act to show you that actually, we'll put both of them over here. We'll press shift S, selections cursor, and there you go. Now you can see that both actually went center. So just me pressing the wrong button. All right. So let's come to this one. This one's our wood. This one is our curve as we can see, and let's work on our curve first. So let's pull this one down. We're then just going to spin this one around, so x 90, spin it around. And then before I do that, I'm just going to drop it down, and then I'm going to com into this part, this part and this part. And what I'm going to do is add on the modifier. I'm going to bring in the bevel. I'm going to put it on naught point naught three, like so. And then what I'm going to do is press control and L, and I'm going to copy modifiers onto the rest of those. Now, I can't do it with that one because this one, first of all, I need to plan my mirror. So I'll do that control A and then grab these two. And then finally, this one last because that's the one where we want to copy the modifier. So control L, copy modifiers, and there we go, now they're on. Now, let's come to this part. And what I want to do is I want to pull the end of it out first a little bit. What I'm going to do, grab this? Come on, and let's try inverse square, first of all, and x and pull it out. Is that going to be how I want it? Yours looking, and I think it's nearly right. It's not quite right, so let's try another one. I'll try sharp. Let's try that one. Yes, and there we go. That one's looking much, much nicer now, really nice and smooth. Like so if I press tab, you can see it's also very nice and smooth. Now what I want to do is I want to bring in some sort of light on here. So what I'm going to do is I'm going to press the eye button to bring it in. Like so. And I also want to devel off each of those before bringing it out. So I'm going to come in. I'm going to grab each of these. Viruses, I'm going to press control, shift, and B, and I'm just going to level those like so and round them off. Like, so and then what I'm going to do a little technique, I always recommend doing when you're doing anything like this is you pull it back first with. And then what you do is you press to insert it, hold in the shift form. And then finally, you press again, and then you can pull it out. It just looks much better if it's set back inside it rather than like this. From there, then we'll press control Control A. Alton Smsight click Set origin, two, three D cursor. And then what I'm going to do is going to grab the top, press Control B and just level that off in back, like so, and there we go. Let's right click Shade Auto Smooth, and that's what we should be left with. And it's good, actually, it's got these little points on because it should be some kind of gemstone that's in there. Okay, let's now come to this part here, five press three, and should then be able to go in side view. And then we're going to press the S and y. No, not S and Y, let's put it onto global. So S and y now. There we go. Let's get it into place. Let's pull it back into place as well. So we're going to pull it back, as these parts into the wall. Maybe it's come back a little bit too far. And then what I'm going to do now is lift this part up, so I'm going to come to the center of it, and I'm going to lift it up. Like, so. There we go. That's looking pretty cool. Now we want one more piece in here. So we've got our wood here. Let's search shift. And then we'll press S and Z, bring it down. We'll press three, pull it up into place where we want it. Well, let's now come in, drop it back in place. Now, do you want it? You know, actually come in on to this point here. So do you want it onto this point, and that's sticking through there. You know what? I think that actually might look better like that, go to pull it back a little bit. And then all I'm going to do is I'm going to come in. Let me see through it with x ray, grab this part. And I'm also thinking before I do that, I'll have to give this a few edge loop. So control. Let's give it a few edge loops like so. And then let's come grab the front of this, and when we pull it out, we'll leave sharp on, and hopefully we'll pull it out in a really nice way for it. So if I pull it out, bring out this, there we go. Right click shade auto smooth. I will tap the eight. And there we go. You can see Jo how nice that is. Everything is working out nice now. And now let's come in. And what we'll do? We've got we didn't duplicate this one, so I might need to bring in another one. But what I'll do for now, Rob worry about that is I'll create this bottom part here. So two parts coming out. So I'm going to press R and y and 90. I'm going to leave that in place and Inm going to press D. I'm going to bring it over then. I'm gonna press three so I can see what I'm doing. I'm going to press G. I'm going to bring it up in to place. I want it somewhere around there. I'm going to press the S bond to make it a little bit B because it is a supporting beam after all. And then what I'm going to do now is press S and X, pull it in, and then just pull it in to place wherever I want it. So I want it kind of stuck out on the end of it, just a slight bit. So S and X, like so when they can see it's stuck out there. Now, from here, we've got a bevel on already. So let's right click origin to three D cursor, and let's add in a mirror. So we're going to add in a mirror. Put it on the y, turn off the x. There we go. That's that part done. Now, let's use this part winner press Shift again. I said, 90, and let's get this part in place now, so this part underneath here in place to support this bottom part. Like so. Let's pull it out a little bit, and then let's press S y. Pull it into place. Like so. And now what we want is the side parts. So we'll use this one this time. We'll press tab, a shift. And I'm going to pull these up without portion on, turn it off. And then, y, 90, and let's grab these and put them into place. I'm going to put them obviously back further. Then this kind of plank that we've got here. I'm also going to shrink this in a little bit before doing anything else. Shift and click with face select, going around here, and then alternHld in shift and bringing it in, grab the top of it then and pull it up into place. You see, we're a little bit out on there, but we are going to put another piece going over here, so that's no problem. And then what we'll do is we'll press L again. So D. Bring it over. And then, y, 90. Let's pull this one up into place now, under there. And then we'll also pull it out into place like so grab the front of it. And because we've done this all with the mirron you can see what effect we've actually had, and we're going to pull this now all the way back past this point here. So pass this here. And then what we'll do is now we'll grab the side of it and pull it in, past this point here, like so, and then the roof will come down and sit perfectly on there. You know what? I'm going to pull this well, just to there. All right. So that's looking good now. We need another part. So L shift. Drag it all the way back into place. And then one more part now, shift, and we'll just finish it off with a nice center point. Like, so there we go. Now on the next one then. And the next. In fact, you know what? We've got a little bit of time. Let's do that now. So what I'll do is, I'll grab my bendy one, Shift D. Shift S selection to cursor there we go. Let's see if it's in the center. Probably not. But it is. It is, so that's good. All right. So what we can do now is we can make these two bits now that I want in here. So, if I press three, I can bring this down. Make it a little bit smaller with S and Z. And then what I want to do is I want two actual parts going in here, so I want them come in from here. So let's bring it down a bit first. I can show you what I mean. Let's pull this into place. In something like that. And then what I want to do is pull this out, you know what? I'll pull them both out at the same time. Hold them out, so pull them over, hod them down. Now, I don't think I actually want it connecting to there. But what I do need to do now is express control ate all transforms and just straighten it all up. I'm also going to put that into place now. So I'm going to right click that origin to geometry. Put it into place. Like you can see we're struggling a little bit with this part here. So what I'm going to do is, I'm just going to pull it out just a little bit to there. Then I'm going to grab this one now, and I'm going to pull this out. I'll pull the other side out as well. Your make sure everything's fitting in now. I got a little bit more extra room actually to pull these out, so I'm going to use it. And there we go. That is looking pretty good. And now what I can do is I can mirror that on the other side on the next lesson. I think last of all, what I want to do is grab this window. Shift D. Spin it around then. So R z -90. Shift S, selection to curse or keep offset. Press three, bring it down into place where I want it. So something round about here. Let's pull it into place. Drop it in. And then we go, now what we need to do? Just make sure we're happy with this. You know what? I'm actually happy with how that look, so I'm not going to alter that. And I think pretty much now, this bit. On the next lesson will be done. We can get in all of our materials. And then we can move down to the next ornate part, which is this part below here. Once we've got our roof on, of course. All right, everyone. So I'm going to save our work again. Hope you enjoyed that one. I hope you're still learning tons and tons, and I'll see on the next one. Thanks a lot. Bye bye. 112. UV unwrapping and adding roof tiles: Welcome back everyone to end the Form, Modeling and John a workshop. Now, let's come in then and fix all of these parts. So we've got this part here, this part here. First of all, though, let's actually mirror this over there. So all I'm going to do is I'm going to write clicks origin three D cursor. And I'm hoping hoping I'm going to turn my lf. I'm also going to make sure I turn my bevel off on this one. So these are these two parts. And then this one here, a modifier, generate a mirror. Like so, put it on the y, turn off the x, and there we go. That's that part, D. Now I should be able to do is I'm thinking that this has got the bevel on added, which parts have added this part. Here's got the bevel. All of these should have bevels on, which they have, it's also got a mirror on. Let's come in and apply the mirror on this one. So control A. Let's hide this one out of the way. This one now. Has a bevel on, so I can hide this one out the way. This has a bevel. No mirror on. Hide it out the way. So H to hide this one here, hide it out the way. This one here, hide it out the way. And then we should be left with this one here, just a bevel on. That's fine. Hide it out the way. And then these two here. What I'm going to do is I'm going to grab them both, go to object, go down to where it says, convert and to mesh, and then I can join these two together like so. Finally, there I can right click and shade to smooth, and then re add on my bevel. Let's set it to naught point naught three. And there we go. That's that dm. And now, if I press ltHe bring everything back. Here we go. This is what we're left with. So now let's come in, and we might as well, if we can join all these together C. You notice as soon as I brought them all back in, I should now be able to press Control J, join them all together, like so, and I'm just making sure that my bevel is on all of them. We can see that we've actually lost some bevel on this, and I don't really want that. If I press G, you can see this is what I've got. But what I want to do now is press control A or transforms. We'll try that first. Set origin, do geometry, which should be right in the center, and then just come down where it says geometry. Turn down clamp overlap off, and there we go, we should have this on. Now, the thing is, why didn't it work? Probably something to do with this being a ngn in here. So it might be something to do with that. Either way, if you turn it down low enough, you shouldn't have any problems turning off this clamp overlap off. Alright, so now we want to do is we want to give this some materials. So I'm going to put it on to my material. I'm going to wait for it to load up. Then what I'm going to do is unwrap it. So I'm going to grab all of these now, press A. Smart UV project. Click. Then what are we going to do now is going to come to my material, minus off my basic woods or minus that off, and we should end up with something like this. Now, we can see we've got lots and lots of problems with our bendy mess in there. So let's go in, first of all, and fix all of that. So we'll draw do them out, I'll press the taboo, and here we are solve the problems that we've got. So now let's pick any ones that have a bend. So you can see all of these have a bend. All of these have a bend, and all of these have a bend. And now we can see exactly where the issues lie. So now we can just come in, press ln and straighten them all out, same as this one, t, and just do them individually, and now it takes a little bit longer, but I don't think you'd be able to get away doing them all together. And any of that have been spun around, pin them all around at the end. It makes it much, much faster like this one. Work your way through them. Any that are bent, like so, L E and L. Let's look. This one's a little bit bent, so we'll do that one as well. A T. And I'm just looking got these two here. So T. This one here, L E. And the rest of them, I think are absolutely fine. So now I'm going to do is just go into the ones that are spun round or 90, spin them back round, and there we go, that's what we should be left with. Now, the other thing is, we can see on this part, these all look really nice. Everything's looking cool. Except this one here where we've got a problem on the top. So with this one here, all I'm going to do is just go into it, shift and H, hide everything out of the way. And then what I'm going to do is just unwrap this separately. So you wrap like so. And now you can see that's looking perfect. And then probably let's do the underneath just in case, so I'm just going to put on T here, so I can actually see in there, grab this one and then press you and unwrap. And then we go, that should be done. Now, let's pull that back across. All right. So that's looking good. Let's have one check, so we'll save that our work. Put it onto rendered view. So move this out onto rendered view. Let that load up and there we go. That's what we're left with. And now we just want this little gemstone in here. I'm just looking at my wood, making sure that's all nice, which it is. And then we want the little gemstone. So let's come in. Grab this part here. So what I'm going to do, grab the center control plus, going all the way back into there. Plus button down arrow, gemstone, click a sign. And there's our little gemstone in there looking very, very nice. Double tap the A. All right. That's looking cool. Now we need our roof. And then what we need to do is bring in these walls. I think, first of all, what we'll do is we'll split these two off. So I I split these off with y I can then press and unwrap. And then what I can do from there is I can bring this You know what? I think it'll be easier access to split them off. So P, selection split them off. And now I can click the down arrow and click planks. So I'm looking for my planks, and there we go, and then come to this part here. So this is all of the roof here. So I'm just going to press shift H. Hide everything out of the way because I'm really not going to need this bit, this bit, or this bit, will I ever need the bottom part. So delete and faces. And then what I'm going to do is I'm going to come into these. I'll press y, come into the bottom one, press y. And now all of this should be split up. If I press on wrap, and then click the down arrow and click on wall. So if I type in wall, I should be able to bring it in. Like, so press takes, bring everything back. And this is what we should be left with. Now, let's have a quick look on our render view once more before carrying on, and there we go. I think that looks really, really nice. Now, let's bring in our roof 'cause it doesn't look right yet because it hasn't got a roof on it. So to do that, we'll go back to modeling. And then what I'm going to do is grab my roof. I'm going to press shift, bring it over. And then what I'll do is I'll start with this side, because this is the main side where everyone's gonna see. So ours As hundred 80, spin it round. Let's put it on object mode. And bring it up into place and down and we'll look now to see how much room we've actually got so we can see here. It needs. You know what? We might be able to actually bend this roof a bit. It might make it a little bit easier as well. Let's first of all do come in. And what we'll do is we'll turn the vertices down, and we'll also turn the horizontal up because you can see here it's going to need well, maybe one more horizontal, so let's put it up one, maybe another one. In fact, you know what we'll do. We'll just press S and X and just pull it out into place. Like so. And I just want it hanging over this part here. And also, it's nearly the right actual Can I actually just bend it and get away with just bending it? Let's see if I can bend it and pull it into place, like so, how is that going to look? I think I need to bring it down a little bit and then bring it out, like so, and I think it's going to need just a little bit of a bend on the bottom here. So let's actually see if I can do that. I'm going to come over. I'm going to bend the roof. Like so, and there we go in beautifully. Alright, so that's that bit done. And now all I want to do is obviously put this on the other side and mirror it over. So all I'm going to do, I'm going to come up and I'll go to object, convert to mesh. And then what I'll do is I'll press control A or transforms, right click origin, two, three D cursor. And then from here, I'll come in. Adding a modifier and I'll be a mirror. Let's put it on the y, turn off the X, and there we go. And finally, then, what I want to do is just go over the top, apply this mirror, so control A, press the tabton and then all I'm going to do is put this on wire frame. And we then press B for box select, grab all of this, press P selection, like so. And finally, then, I just want to come back and what I want to do is, I want to mirror this then to be the other way. So what I want to do is I want to really put this in the center first. So I'm going to write clicks the origin to geometry. And then I'm going to go to object. I'm going to go to mirror. I'm going to mirror on the X. So mirror on the X, and there we go. Now they're mirrored completely the opposite way. And now we can actually join those back together. So Control J join them back together. Let's then turn it onto material view. Double tap the eight, and let's have a look at what that looks like. And there we go. Looks fantastic. Alright. So now what we need to think about is the bottom part of here. So we'll actually start that on the next lesson. Alright, everyone. So I hope you really enjoy it, and I'll see on the next one. Thanks, lot. Bye bye. 113. Creating stylized stone support archway: Welcome back, everyone to Blender four, Modeling and John Co workshop, and this is where we left off. Alright, so we know our window is right in the center, so we can press Shift D, Kursta selected. Let's just move this one. I think this is not my bending wood. This is just my normal wood. I'm not going to need this right now, so I'm just going to bleed out the way. And what I'm first of all going to do is I'm going to grab my door, which will be this one here. I'm going to press Shift D. Rotate it, so I dead 90 rotate it to be the right way. And then I might as well. Seven put my origin in the center. So set origin to geometry. There we go right in the center, shift D and then selection to keep offset om to this. So it's been put where the window is. We don't want it there, of course. What we want to do is put it down here into place where it's going to go. So right in the floor here into place. Where it's going to go. Delete this one out the way, so delete. And then it should be right in the center of each of these pillars. Let's pull it back into place. Like so, making sure that that glass is not in the wall, so you definitely don't want the glass in the wall, so pull out p double tab the A. And there we go. It should be looking like this. Alright. So now let's focus on these pillars. They did need to be quite big, quite broad, but perhaps perhaps at least they're a little bit too big. What I'm going to do is just turn off my X ray. I'm going to press lt shifting click just to go around there, ltern then to bring it down a little bit. And then what I'm going to do now is pull up this bottom part. So again, X ray on, grab the bottom up here. And then what I want to do is shape this bottom part now. So, the way that I'm going to do that is, I'm just going to come in, put this on object mode again, turn off my x ray. I've got this grab at the bottom now, so all I need to do is press enter S and pull this out, like so. And then from there, I can press again, bring it down, like so. And then I'm going to bring it in now, so I'm going to come. Ide my cobblestones, my terrain, and now I can see underneath it, and then I'm going to come press the i bond to bring it in. Now, we don't want to going in as far as this main pillow. We want to a little bit set out, and then what I'm going to do is press, pull it down. From there, then what I'm going to do is bring back my cobblestone and terrain. So I'll take, bring them back. And now I can see how far I need to go down. So I'm going to grab the bottom of it. I'm going to press S, pull it out to be larger than this one here, and then finally into the bott. So, pull it down, like so. Now, the moment I can see, It's about right, but it's not quite touching the floor. So I'm just going to press control plus going all the way up to the top, and then I'm going to put those into the floor, like so. And there we go. That is the actual pillar that we want. Now, from here, let's bring in some edge loops then. So control, bring in, I would say, probably left click, right click, six edge loops on there, and I think that then will do it justice. Now, from here, what we need to do is we need to split all of these up. So now I've got this. I can come in. Delete this one out the way, so delete vertices. We're not going to need it anymore. Come back to this one. Let's press control A and reset all the transforms for just 1 second. Shift H, hide everything else out of the way. And now, what I want to do is actually create the stonework in this part. So I'm going to come in. Shift click going all the way down here. So, I'm going to even come in this part here because I want to split this rock off as well and down to here, right click Marcosne. From there, then, let's split it all off. So I'm going to grab the top L, L, L and L, and then L on that part, and then press y. And if you press G, you'll see that you've got something like this. From there, then, what I want to do is just press A, mesh, clean up, holes. Now, let's see the moment of truth. Let's resell the transforms again. Adding a modifier, bring in a bevel. There we go. Let's turn up the segments. Let's turn down this then, just to make them look like stone. And I think that is looking pretty nice, like so. Alright, so you can see just how easy that what to do. You can see the effect that we've got. So now let's come in. And what we'll do is we'll grab everything Smart UV project, click. And what I'm going to do, first of all, I'm going to put it over the other side. So at the moment, you can see, we've got this in the center. I press saltg. You can see it's right in the center of that mirror. Sorry, that window. So I can right click Set origin to three D cursor. Add in a modifier, so we're going to generate a mirror. We're going to present it on the y, turn off the X, and there we go. We've got one, each side in the correct place. So there should be just behind this part here. You can see they're not actually there. So what I'm going to do is, I'm just going to press tab, e to grow everything, and then just pull them back so they're in front of this piece of wood here. And I also want to make sure they're not clipping on that part there either, so I'm just going to pull them this way as well. There we go. That's looking pretty cool. Okay, so now we've got those. I'll apply the mirror. So control, apply the mirror, and then I'm going to press tab A, Smart UV project, click Okay, and then I'm just going to bring in the stone. So instead of it being this, we'll put in stone, like so. And then finally, let's actually have a look at what that looks like on our rendered view. And there we go. There is what we've got so far. Now what we need to do is we need to first of all, create this beautiful arch that's going to go in there, create them going down to here. And then we can actually create the structure to hold all of this together. So what I'm going to do now is I'm going to go back to object mode. I'm going to come in, save out my work. I'm going to hide my fence out of the way because it's going to get a little bit in the way. And then what I'm going to do, You know what? Rather than hiding the fence out of the way? Let's just grab this whole structure, grab both of those. Grab my curve. So let's grab and where is it? T one here. Shift H, hide everything out of the way. And then what I'm going to do, grab my curve shift D. Bring it over. Shift S selection to cursor, put it right in the center. And now on FS three, I can actually see what I want to be working on. So what I want to do, first of all, is bring it down. I want to rotate it round, so r x 90, like so, and then I want to put it into place, so I want to bring it in. So S and y, bring it in. Just so it's touching those there. And then the first thing I want to do is bring this up. So I want to bring this up. Like so. Now, I actually want it to be more of a curve when it comes up. So instead of doing that, I'll just put it onto, let's try this, first of all, and there you go. Now you can see that it's actually bending in a much, much nicer way. But still, I want it bending a little bit better. So let's try this. There we go. Now it's nice and round, as you can see. Now, before I do anything else, Let's zoom out. Let's press control all transforms. That then we'll just straighten everything up. And then what we'll do is we'll right click origin to geometry, and then just pull it into place where we want it. So I'm thinking something around there. Like, so just underneath this block of wood here. So, just so if I press three, it just sits under there, can even bring it down a little tidy bit, like so. And then what I want to do is I want to increase the maybe. No, I don't think, actually. Do I want to increase the thickness? I don't actually think I do. I think it looks good like that. Then what I'll do is I'll press 50. I'll bring this one down. I'll press R, x, and then just spin it around, and I want to put this into place coming from here. So coming from here, going all the way into this part here. I'm happy with how this bits going in. So I'm going to press three. I just want to move this part out a little bit. So if I bring it out, just a little bit, Now it's fitting into that perfectly. Now, once I've finished this, I want to again, bring in my guy, make sure I can walk through there. That's the most important thing. So S and X, pull it in a little bit. I'm not going to use the solidifier anything like that this time. And then what I want to do now is mirror this over the other side. So I'm going to press right click Set origin to three D cursor. Add in a modifier. Close the bevel up, add modifier, generate a mirror, put it on the y, press the x, and we can see that that's not working. So let's turn that off a minute. Let's come in, turn off our bevel. Let's then apply everything. So object, convert to mesh, and then find what we can do now is now try a mirror, Control A, click the origin three D cursor, add in a mirror. It should work now, and there we go. Now it's actually working and in place. But now what we want to do is we want to grab this pop. We still got everything on this part. So what we want to do is bring this part down, so shift and D, duplicate it, bring it down. And what we want to do is make this one a little bit smaller so it fits in place nicely, and then press A and S and X, can I bring it in, sorry, S and y? Can I bring it in? No, because we're not on medium points. Let's try that again, S and Y. And there we go. That is what I want to see. Double tap the A. There we go, you can see, what a beautiful structure that is. So what I'll do then is now just press Alt and H. I'll let it load up. So Alt H. Bring back my guy. So where is my guy over there somewhere? Is he stuck on the step somewhere? It's double tap the A last time I saw him. Yes, there he is. Let's spin him round. So I'll head 90. Let's put him back, making sure you can go in there quite easily, which it looks like he certainly can. So there we go, he can go in there really easily. No problems there. So what we're going to do then And the next lesson is we'll fix this part here. So we need something to actually support these parts here. And we also then want to create something where our kind of lanterns are going to come out of this point here as well. So we'll create those as well. So extremely, extremely or, as I said, this pack bit. And once we've done this, this part here is really, really easy. Alright, everyone. Let's save out our work, and I'll see you on the next one. Thanks a lot. Bye bye. 114. Additional detail for stone support: Okay. Welcome back get on to blend of four modeling and Domino workshop. So I think now before building anything else, what we'll do is we'll actually start with the back of this part, so we need a piece of wood coming in here for the supports, and then two piece of wood coming down here. So, what I'll do is, I I've already got this one in, but the thing is, I don't really want to use that because then I'll have to, in fact, let's have a look. You know, we might as well use this. It's been wrapped in everything. Let's press Otage bring back everything. Let's press out. We've still got that bevel on shifty, and we will use it. We'll use this part. We'll take off proportion editing, pull it down, P selection. Rub it again, control or transform set origin to geometry. The only reason why I didn't want to use it, by the way, is because of the fact that I don't know which one's been wrapped and things like that, but I'm going to just say, like, under here, I just need to wrap them all. So all I'll do is I'll put this into place. Like so. That's going to fit very nicely in there. And then shifty, spin it round. So Rx 90. Let's then bring this support in, so I'm going to put this support jast on this side of the door. Like so, and then I'm going to pull it back, so S and X, pull it back. Into place, so into the wall, like so, pull it down a little bit, and then I'm going to press S and ad, pull it up. And then I'm looking at the size of this now. Thing that looks good like that. And then what I want to do now is another one. So shifty pull this one out into this part here. Now, I really want to make sure that wherever I pull this one out to, it's going to be enough. I can have a support that's actually going to go into it. So what I'm going to do is, I'm just going to put it there. I'm going to press S and y and pull it out, like so. And then I'm also going to pull this one out now. So I'm gonna grab it and make it just a little bit thicker than that other one. So. And now you can see that's looking pretty thick, pretty sturdy to actually have this support in here. So now, with the support in here, I'm going to want one more piece. So I'm going to grab this one. I'm going to press ship D. And then what I'm going to do is bring it all the way back. To this part, just in front of this part here. Now, you can see how everything looks as though it's really, really nicely supported. And then I'm going to grab this one again. Shift D cosa selected. Shift D. And what we'll do is we'll bring in a cube, and we'll just level the cube off and make it a piece of wood. So I'm going to pull this out over to here. So, pull it down into place. And if I go to the front view, I can actually see if it's centered or not. So if I press three, I can actually see if this is centered. So I'm just going to center it up a little bit there. And then from there, then what I'm going to do is pull it back. So I'm going to grab the front of it, pull it back, and then I'm going to pull it down. So pull it down. The round about the fourth one around here. And then from there, then what I'll do is I'll press enter, and then S. Press again, I think. So let's press control head twice. Let's go back. Control Shift head, and then enter S pull it out, and then, pull it down, like so. And then finally, I'll grab the front of it. Pull it out like so. Now what I want to do is I want to have a nice twisting bit that's going to come up and actually support this bit along here. So all I'm going to do is I'm going to press control layer transforms, right, clips origins geometry, grab my curvy one. So just make sure it is that one. Shift D, duplicate it, Shift S, selections curta. Press S and Z, bring it down, and then let's try and put this into place. I'm going to put it into place along here. Like, so let's pull it up. And let's first of all worry about the curve. So I'm just going to grab this part here. I'm going to pull it down into place. I'm going to grab the whole thing, Control A, all transforms. Now you can see got that straight in now a little bit. Let's press right click, set origins geometry. Now, let's put it into place, and we can see that it's way way too thick at the moment. So all I'm going to do is I'm going to come in and turn the extrusion down a bit. Like so, and then pull it back a little bit. And there you can see it's fitting into place now. And I think it should really be fitting just under here, so Just pull it up. Just so it's fitting under there, like so. Now, again, with this a press three, I can actually see where the center is, so I can see here the center it's around about there. So now it's centered, and I can see that this one here, let's have a look. This one here needs to pull in this way a little bit. So this way a little bit. Center it up, like so. Then I'm just going to pull this one a little bit that way and look around this side. Yeah, and that's going to look fine. I don't really need to do anything more with it. Alright. So now what we can do is we can apply this, so we can apply this one, put it over that side. We can get these over that side as well. So we'll just work on all of these ones that we've actually created first. This one already has a bevel on, so it should already have a bevel on it. The only thing I need to do with that one is just go to my UV editing. I'll let this load up, press A and then just press G and move it over. Alright, from here then, I'm just going to put this on object mode because I can actually, you know what? I'm not going to work on here. I don't think. I think I'll move that over though slightly just to see what I'm doing. And I'll go back to modeling because I think it's just going to be so much easier dealing with all these parts. So let's take the bevel off here. So we've just got the Slidify on. And then what we can do is we can grab all of these. We can take the bevel off this one as well, the bevel off this one as well, and then just grab all of them. Like so. And then what you can do is object, convert to mesh. Then I can now put them over the other side. So first of all, let's press control all transforms. In fact, let's join them together, then control A or transforms. Right click the origin, two, three D cursor, right click, shade, Auto smooth, add in a bevel, so generate a bevel. Put it on naught point, at three and then let's add in a mirror now to get them over to the other side. So I generate a mirror. Again, it'll be on the y, turn off the X. Google tap the eight, and there you go. That's what you should be left with. So now you can see, really, really nicely supported. Now we want to do is apply this mirror. So let's come in, grab them, press control A to apply the mirror. Press A, grab everything. Smart UV J. Click Okay. Now let's see what material it's gone, so it's got planks, gemstones, and basic wood, so let's turn all of those off. Let's actually have a look at the material now, and we should just have to do this bit here. When it loads up, you should see, is just these bits here. So if I come in now over to my UV, as a sad now, we can just come in, grab each of these separately. So L, OT and just straighten all of these up, like so, and then grab both of these L, and then rotate them on 19th around, like so. And there we go. Now they're all straightened up. Double tap the A. And that's looking pretty nice. Now, don't worry. We are going to lighten up some other parts as well. Don't worry about that. We've got some lamps that we're going to put in there. But everything now on there is actually done. And then what we need to do now is this part here. So again, I'll come into these parts now. I think I can join them all together. I'm not actually sure. You know what? I'm not going to risk it. I'm going to come in then bevel off on each of these. So the mirror I can apply. The bevel I can turn off. I've got no bevel on now, and come and grab all of these now and then go to where is it object, convert, mesh, join them together. Bring in a bevel, so generate a bevel. Put it on naught point naught three. Right click shade to smooth. Tab, A, smart UV project, click, bring in then instead of basic wood, bring in the planks. Like, so. And then straighten them all up again. So if I zoom in, I should be able to. I'm just going to try to a time. See. Doesn't work. So let's come in, T. Let's just straighten them all up. I think if you've got none that are actually touching, so these two here. Yeah, you can straight them up as long as they're not touching. So these two, I think, let's try. Let's try this one on its own. We'll go. And then like so. Alright, let's grab the ones that have been rotated round, which are all these 90, spin them round. There we go, we should end up with something beautiful like that. All right, really, really happy with that. So what we'll do now on the next lesson is we'll make way for where we're going to put our lanterns. Our lanterns are going to be on here. And they said we'll have a chunk that comes out here and a nice, you know, kind of ornate piece that comes out here to finish this off. And then this bit, one of the hardest parts is done out of the way, and the rest of it, the rest of the build that is is pretty much easy mode. I think when we've done this, we'll actually make a start on these little stone parts that are going to come around here and just to finish it off around this part. And then we'll actually move on to just this simple building along here. All right, everyone. So I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 115. Modeling spiral wood supports: Welcome yon to Lena for Modeling and Jump china workshop, and this is where we left off. Let's go back to modeling now. And then what I want to do is come around to here. And because it's a little bit dark to see in here at the moment. So what I'll do is, I'll just put my scene world on so now we can see a little bit better of what we're doing. Now, we'll be a little bit heavier on the computer when you put this on, so just be aware of that. But generally, now we can have a much better look and see in here, for instance, and things like that. What I'm going to do now is I'm going to create these parts here. So I think I'll start with the actual with a cube. So let's bring in a cube. Let's make it smaller, and we'll start with the stone part of this part. So I'm going to bring it down. To round about something around here. I'm going to press S and, and we just want to main support to actually support, you know, this whatever we're going to put on here, which in the end will be a beautiful lantern at the end. So we'll actually bring this in here, and then what I'm going to do is we're going to press shift. So let's try that again. So shift. Bring it down. Let's pull it in. So S, pull it in, like so. And then what we'll do is we'll just pull it back. Like so. And then what I'm going to do is come in, press Shift select this one and bring it down to roundabout here. And then what I want to do is I want to kind of bring this now back. And then I'll bring some edge loose first. So let's bring in left click, right click, something like this. And then what we'll do is we'll bring this back. Now, what I want to do to bring it back is I want to probably hide the rest of it. So what I'm going to do just select the front of it all the way down to here, Shift h, and then we'll bring this part back now. So grab this part, put on a proportional editing, then bring it back. Like so, and then press alth there you go. Got a beautiful part now. To this. Let's bring in a little bit like so, and that then should be enough to actually support it. All right. So now what we'll do is we'll press aft D on this one. We'll press the S button, we'll press S and X, bring it in. And then one of one is a piece of wood coming from the top of here, something from sat on the top of there, like so, and I'll also pull it out a little bit, a little bit into the wall. Like so. And then grab the top of it, baelt And then what we'll do is pull it up without proportional editing on until t's pull it up into place where it's going to go. It fits nicely in there as you can see. Now, from here, let's grab this and let's press shift. So we've grabbed it all with L. We're going to rotate it around with r y 90. I'm going to make it a little bit chunkier. So S and then S and y, pull it in a little bit. And now let's pull it into place where we actually want it. So I'm thinking something that far out. We can see if we put X ray on. It's quite all the way back into there. We don't want that. We're going to press S and X. Then just pull it out like so. Now, from here, let's make sure that it's right up under this part here. So if I turn this off, you can see it needs to be supported under there. Now what we want is our bendy wood once more. Come over. Actually, we'll just grab this. Shift, selections curtor, grab our bendy wood. Shift D, as always, Shift S, selections cursor. There we go. Now, let's press S, make it a little bit thinner. First of all, S and then, to make it a little bit slimmer then. Then what we want to do we want to come in out. From here and going bending all the way around here. So what I'm going to do is press control one. So I've got a nice side view of what it's going to look like. I'm going to just slide into place there. I'm going to grab the bomb part first, and I'm going to pull that out, so it's nice like this, and then we're going to pull this around there. You can see one of the problems again, as always, is that we need to basically reset the transformation. So control all transforms. There we go. We've got it back. We want it. We just need to pull it out. So let's right click that origin geometry. Pull it out into place. Then let's make sure it's in place. So let's make sure this part drops into place. We're not going to worry about, you know, whether it's level or anything like that right now, we're just going to now come into this part. We're going to press and just drag it along. E, E and E. Then finally, let's have it tapering up as well. Like so. And there we go. All right. That's looking pretty nice. Now, I think, just wondering whether to bring these parts down, so I'm just going to press control click going into all those. Bring them down a little bit. Then I'm just wondering, I just want to make that a little bit smoother, as you can see. Now, there is something else we can do. We can also, grab all of these. And what you can do is you can come to segments, not segments sorry. Smooth out our segments like so. I'm hoping that it's not pulled them all in, which is not. It's just made a lot smoother. I think I'm just going to pull this one down just a little bit like so. And that looks about right to me. Then all I'm going to do is pull them into place, like so. Bacon should they all fit in. Press S and y and just bring them all in. Again, I'm going to press three then, just to pull them into the center. Like so. And there we go. A thing that looks about right to what I actually wanted. And I think I'm actually happy with how that looks. Now I want to do again, we just want to turn off our bevel. We want to then come over object, convert, and to mesh. We want to then join it all together now. So all of these parts together control J. And then what I want to do is control A, all transforms, right click. And I want to set them actually to this window. So Shift S, cursor selected, and then right click the origin to three D cursor. Now I want to do is, I want to mirror them over the other side. So add modifier, generate a mirror. Put it on the y, then off the X, and there we go. That's on the other side now. And then finally finally, what I want to do is now apply my mirror. Bevel them off. So add modifier, generate a bevel, set it to North 0.3. And then the final part now is right click shade AutoSmooth now let's bring in some materials. First of all, let's wrap them all. So, Smart UV projects, click. And then what we'll do is come in and change this to planks And then we'll bring in another material, and we'll put this on stone. And then what we'll do now is come to the bottom part. So L, L, L and L and click a sign on the Stones. So. All right. Perfect. The only problem we've got is we've got some problems with these parts. What I'm going to do is just come into these parts, so. And I'm going to I think the easiest way to do this actually is to isolate them out. So let's press the little question Mark Jos to isolate everything out. And then we can press Shift H to isolate everything else out. And then I should be able to come in now and mark some seams on these. So shift and click yours going all the way around the outside of each of these. So the inside not that way, that way. L so come around here. Like, so, right click Mark Sam, and then the final seams, which will be on the ends of these, and of course, the underneath of these control this time, Mark seams because we're in face select, and there we go. Now we should be able to grab them all, wrap very nicely, and then go to UV editing, and then just straighten them up. So if I press a little dot born, I should now be able to come into each of these, so let's try you can see this one's all joined. Actually, I must have missed a scene. Yeah, you can see they missed a seam. What I'm going to do is I'm just going to come in. Shift and click, right click marker scene and there we go. I'm also just going to make sure that if I pull this over, I've got shops back on. Okay, that's fine. So then I'm just going to grab them all again, you on rap and there we go. Now, let's grab each of these. Let's press Al There we go. Let's grab each of these, Al and, and there we go. And then let's spin these around. So our 90, spin them all around. There we go. Now they're looking really nice and really part of all of this. All right. So we're pretty much finished with this part now. We've just got a wall, obviously, to put into where this part so let's actually do that now. So we'll come to this part, we'll press shift H, and we can see we've got a lot of parts here that are really, I don't think these are actually needed at all. So what I'm going to do is I'm going to come. And I'm going to delete all of these off. You know what? Before I do that. Let me just check. Yeah, they're not actually needed as we can see. So let's come back to it. Shift H, hide everything else that way. Let's put on material. Motor and see what we're doing. We're going to delete these, delete and faces. And then we should be left with just this. I'm going to grab this wall, then, press P selection. And then what I'm going to do is press lth, bring everything back and I should just be left with this wall like this. I'm just making sure that it's going into place like so control A transforms, origin to geometry. H A, grab it all. Unwrap, and let's change this then to wall, I'll bring on a wall. Tap double tap the A, and there we go, we're pretty much done with this. Let's just check that. Yeah, we're pretty much done with this. I'm just wondering. Yeah, the dirt's down here, as you can see, so it's all down there. Yeah, I think I'm happy with how that looks. Once we've put some wood in, things like that, it's going to look even better, of course. And I think now, On the next lesson, as I said, we'll make a start on this actual stone that's going to go around here. So it's going to come pretty much up to here, all the way following it round all the way around here, and then it's gonna follow it all the way round to this point here. Alright, I'm just going to check first how far these are pulled out. They're pulled out quite far, so it means the stones we can actually use and pull them back. Oh, yeah, we'll get that done on the next lesson, guys. Alright, thanks a lot. Bye bye. 116. Improving staircase foundation with wooden slabs: Welcome back to Benfor modeling and jumped in our workshop, and this we left it off. Okay, let's go back to modeling. Now, it's going to make it much easier. Let's press the little question mark to bring back everything. And then what we'll do now is come to this part here. So I want to basically take this over here and create stones from it. And then I want to create stones going all the way around here as well. Got a little bit of a problem in this part. Let's actually have a look at that. Just wondering, Oh, that's my actual water. You can see this is the water. It's coming through there. And I'm just looking where this is actually coming through and where it needs to come through. So basically, I need to come in, press tab, press control. And what I need to do is put in an edge loop in there. So let's actually overlook how far this is. You can see I can't put an edge loop in there because obviously the water is like this. So I don't really want to do that. What I want to do is, I want to get it all the way up to. In fact, you know what it is. Actually, Let's put it on object mode and so we can see. Let's also put X ray on. Let's press control. There we go. That's what I wanted. Let's bring it up to there then. Turn X ray mode off, and let's put it just in under there, like so. X ray mode back on. And then let's come in and grab this face and delete it. So delete faces out of the way. Now, let's come in background to the side that we're working on. And hopefully, there might still be a bit of water there. Save a look. Still a little bit of water there. So, you know what I'm going to do. I'm going to come back to this part. I'm going to com then and put in object mode, X ray on. And then all I'm going to do is press K. Well, press tab first K, bring in a knife tool and just cut that tiny part away. So like so enter, grab this part, elite faces. Here we go. Alright, that's dealt with that. Now, let's see if we can actually see that water now. So we can't see any water. We can see our terrain. That's fine. The water is still in there. It goes all the way up to here, so that's fine, as well. Again, illusions, guys, illusions. That's what we're doing here. All right. So now we fix that. Let's come in then. And what we'll do is we'll grab this going all the way round two, this point here. And then what I'm going to do is I'm going to press Shift D. I'm going to then press P, selection, and just split it off. And then we're going to come back to it. Control A all transforms, right, plate set origin. Where is it set origin, two geometry. And then what we'll do is we'll come back and I want to actually create my stone blocks now. So on here, the stone block, it's going to come from there. It's going to go up to there, but this one here is a little bit too tight there, so I'm just going to press control, like so. And then what I want to do? You can see now I can get 2 stones out of here. You can see here though I need another one. So I'm just bringing in my edge loops into the edges of here. So that's the first thing I'm going to do like so. You know what? As I'm doing this, I'm just going to go back because I'm going to just make it easy for myself. So I'm just going to take this edge loop away. And then what I'm going to do is I'll just do this part. So if I press Control, I can bring it up to here. And then what I'm going to do is I'm just going to right click and mark the scene. Then I'm going to press Control, bring it up to here. And then again, I'm going to do that one again, actually. Control bring it up to here, hold in the shift bon click Mark seam. Then what I'm going to do is put this onto x ray, put it onto object, and now I can see what I need to get rid of. So it's this point in here, delete faces. Now, let's work on this. So Control bring it up to this point. Control, bring it up to this point. Like, so, move it out a little bit. Like so. And then let's actually delete this point now, so we can delete both of these, so delete bases. Though I was doing it with adding seams on, I think, is it easier to add seams on? Not really sure. I'm just going to bring it up and then bring it up. Pull it over. And then delete bases out the weight. Alright, so now we've got a pretty good tactic nailed down for doing them. All I'm going to do now is just come in and bring them up, and then I'll delete them after. So I'm just going to press control, bring in them up. I'm gonna press control ar on this one. Like so work my way round. Like, so, Like, so and working my way s around all of these. Like so. And then from there, you can see this ones a little bit. I'm just going to pull it back in. And if I can't do that, I'll just press control and bring it in. Like so. Then control. And then control. And once we've done this one, can actually make start then. This one's okay on the straight bits, which are much, much easier, of course. So, well, we want to keep these wooden parts so they can be seen. So control. That one's actually okay, probably. And then we've just got this one here. Control. And then this one in here, so control. Then control, bring it up to that point now. Alright, now, let's delete the ones we don't need. So they're going to be all the ones basically where the posts are, so you can see where these posts are. So just come in and delete them all out of the way. So Like, so that one's been deleted, so delete and faces. Alright, now we've done that. Let's turn off this, and we should end up with something like this. And now we should be able to bring out these actual stones. So Control A transforms, origin geometry, add in Let's turn off the bevel, first of all. Let's add in a solidify first, so solidify. Let's pull it out. And there we go, we want to keep them as behind this wood, as I said, so keep them coming out, coming out, so. Let's right click, Shade Smooth, or right click shade flat because you're going to have a better idea of what they're going to look like, then. Now we want to do is we want to split off these stones. So, in other words, if I come in and select this one, we should be able to see now where the stones are going to go. So if I come in, left click, right click, Control left click, right click. Control, left click, right click, and we're just going to basically just give them a few more edge loops, right, so. And this will enable me then. Bring in my stones, and I'll show you I'm going to do that. An like this, pull them out. So I want to grab this one, and I'm just going to pull it out into place just to get it a little bit tighter to that one. Same for this one. Like so. And then bring in an over edge loop and then control. Like so I'm working our way round. I'm going to move this one a little bit. Not that way. Put it this way. So Control. Let click, right click. And then this one might be okay. Let's move this one out. Like so then Control click, right click. And finally, then these here. Now, we can see these are a M. So with these, I'm going to come in facelt put it on or try and grab this face. And you can see the problem is, Of course, I can't move it like that because it is solidify let's pull that one back in place and then pull it out. So let's do this one then. There we go. You can see these need pulling back a little bit. This ones they're starting to actually come in front of it. That's fine. We don't mind a little bit of that. That's absolutely fine. Alright, so now we've got all these. Now I want to do is we want to kind of split them off. So we want to split each of these off, where we're going to have the stones. You can see pretty much though some of the stones, you know, we've got they're quite uneven, so we can use those. So all we're going to do is split each of these off. So I'm just going to come in, and I'll split each one of these. So I'm just going to slit kind of the middle one on each of these. If it's like one with two, just slit both of them, like so. Same for this one. And then the same for this one. Same for this one. Don't forget that bit in the inside, like so. And then the same for this one. The for this one, Tame for this one. And then on this one, we'll select these two, like so, and this one's all one. And we're gonna press y. And then what we're going to do is press control, bring in a few edge loops on this one, select the middle one, press y, and split them all off. Now, from here, then, they're all split off, as you can see, So what we need to do now is we need to bring in a bevel. So add modifier, bring in not a junction A bevel. So generate a bevel, and there we go, Let's turn up the segments. Let's turn down these now. So turn them down a little bit, like so, to make them look like stones. And then we go, that's looking quite good. Now obviously, the one problem we do have is is that these stones, they all look pretty similar. They're all the same height and things like that. We definitely don't want that. So what we're going to do is come to our solidify, hover over it, or click the little down arrow, click apply. And now we want to do is we want to come in. And move all of these out. So I'm going to come in, bring in my randomize. And then all I'm going to do is press G very carefully just to bring them out and bring them up a little bit. Like so. So let's bring some of them up. Like so some of these ones, and just make them a little bit uneven going all the way around. Like so. Pushing, So they're all uneven. So G, the mop. And then G the mop All right. Now you can see those are quite uneven. You can see they're looking pretty nice. Let's double tap the A. And there we go thinking that looks. Pretty nice on these stones. I think I'm happy with them. I'm just wondering, do I need to pull any of them out a little bit more? So let's pull some of them out with portional editing on. Look, so And then the last one will be this one. Let's pull it out. And then we go. Now, let's have a look what that actually looks like. So what we'll do is we'll actually grab them all. We'll wait for this to load up or grab them all, press A, u, Smart UV project, click, and then bring in minus off both of these in object modes and minus them off. Not this one actually, we just change it over to stone. There we go. He the A there we go. That is what we're looking at. Now, let's have a quick look at these and decide if we're actually happy with these. I think they're going to look pretty nice. Let's put it on rendered view. Yeah, and I think that just finishes it off nicely. I'm just wondering if I want to make them a little bit bigger, so if precess and and then pull them up. Yeah, I think they look a little bit bigger. I just think they look so yeah, they're a bit more chunky now. They're a bit more, you know, in place. So now what I want to do on the next lesson is, I want to get them going all around here as well. And then that is this part pretty much done. And from there, then we can make a start on this part. I just wondering if I want any more stones in here in this part here. I might add Just 1 stone in here. Or, you know what? I won't add a stone. I'll add actually one of our stylized rocks. Yeah, we'll add a stylized rocks in there. I'll do that on the next one now, cause I think we've got a few stylized rocks, but I'll show you the weird. We'll do that on the next lesson. Again, it's a little bit of respite from what we've been doing. All right, everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 117. Creating Stylized Stone Props using Stone Geometry Node Generator: Welcome backo on to Blenderport modeling and Got node workshop, and this is where we left it off. And now what I want to do is bring in one of my stones. So I'm just going to put it on object mode for now. I'm gonna press shift day I'm going to bring in a cube. Where is the cube, it's over there. Doesn't really matter, by the way, what size it is or anything like that. What we want to do now is come over to Asset Manager, go over to Gordes and we should have one that says stylized stone. That's the one that we want to bring in. But what I'm going to do then, bring it in. Drop that on there. There we go. We have a stylized rock. Now, let's come in over it, and let me show you how this works. So I'm just going to press tab. I'm going to put it on my rendered view just to show you how nice this rock actually looks like. Let's come over to our modifiers. Now at the moment, this is a bit dark, but we're not going to worry about that. What we mainly want to show you how this works. So first of all, you can change the seed. We'll change the rock. Let's put it on the object mode. Now, you've got the idea of it. I'll change the rock into anything you look. Then we can actually change the whip or we can change the height with these can change the minimum scale or the maximum scale. We can actually change the resolution of this rock. If I turn this all the way down, you'll see it base becomes nothing. I can also change the roundness, so I can have a extremely round, like so. I think we're going to keep on 0.7, and mainly, we can change the actual noise. So if I change this noise up, you can see we get a much, much cleaner or dirtier, you know, look in rocks. So really, really handy this one. To using all of your projects and things like that, it's also really, really simple. We can also change down the subdivisions, and then it'll be less heavy on your computer. I'm going to put a three. And then what I'm going to do, I'm just going to put this into place. So I'm going to put it at the bottom of the steps here. And you can just bring in another one. So if f press D, grab this one, turn up the seed. You'll see actually doesn't affect this seed. I'm going to just keep bringing them in and populating this thing here, so turn up the seed. Like so. Turn up the seed. Like so. You can see how easy it is. Now, which rock do you want? I think I want this one. I'm going to come in, bring this rock in. Like so. Let's bring it up into place. Let's put it a little bit smaller, of course. Let's put it into place. Like so. And you can see That's looking pretty nice. Let's also rotate here, I think, so our x, rotate it round into place. Bring it up t so it sticks in there, like so, double tap the A, and there we go. Now, let's come in and actually fix the color of these. So just delete all these, we'll come to our rock. You can see it's called stylized stone. Make sure it's on here, so let's bring stylized stone, this one here. And then all I'm going to do, is I'm going to go over to my shading panel. Let's go over to there. Let it zoom in. So let's zoom into our rock. And let's actually come in and we've got it render view, so that's fine. Now, what I want to do is basically, I want to change the color. Let me see if I can come in and change the color of the rock. So color of rocks here. Let's pull this out here. Let's bring in a hue and saturation. So search hue saturation. And let's come in and bring that down. So that's the U, but we don't want to change the U. What we want to do is bring down this saturation like so. And now you can see dad's looking much much nicer. The other thing you can see about it is it's got a lot of hard edges on there really, really suits the scene. Now, we're going to be putting more rocks in. So we're going to have a rock over here, for instance, some rocks around here. But for now, this is just showing you how this geometo works, and especially how the shader works, because we did a lot of work on making the shader really, really nice by making sure they's got a lot of Edgeware on it. Also, something else, as well. If we bring in another rock, You should't be able to see there's a difference in the color variations as well. We're bringing in another rock. It's very slight, but you will be able to see there's actually a slight difference in how they're colored, and this is due to this is the bevel actually. Let's have a look at the other parts. This is due to this part here, which is randomized per island. Alright, so let's actually I've got this rock here. Let me see if I'm going to press ship space bar, bring it in my move tool. If I should put this rock in here. So let's move it over. Let's prear and Zed. Put it over here. Let's make it a little bit smaller then. Just so it goes right at the edge of there. Let's delete this one out the way. I'm not sure yet if I want it in here actually like this. So I'm going to check it out. Make it a little bit smaller. I'm going to rotate it round so I'll Zed. And I think that would be a little bit too much in the way at the moment, so I'm just going to pull it back into place like so, and then I'm going to rotate it so art and X rotate it and then pull it out and then rotate it a little bit on the y. In that way. Like so. And there we go. That one? Yeah, that's looking out wanted. That's looking very nice now, very realistic. We can also add some, you know, some ferns or something on there as well, but I just want to hide that out of the way. We could also hide where this actual, you know, ivy comes out of place as well, but I don't think I want to do that at the moment. All right, so that's that bit done. Now, let's go back to what we were doing. So we want some rocks, also. Come in around here, so this part here. So what I'm going to do is actually, I will come to my wall, grab this wall, press shift tes to selected, so I've got somewhere where my cube is going to come in. Shift date, and then what I'm going to do just bring in a cube to press tes. Then bring it down to the place where I want it. Like, so. And I'm just thinking on this one on this one. I'm going to put this into here. Like so and then press S and y pull it into place. Then, what I'm going to do is I'm gonna press Shift D. S and. Let's just put these into place. Like so. And then sift D. Let's pull this one back a little bit. Let's pull this one out, and then Ss, pull it up. Then S and y pull out, like so, so it's nearly touching, and then shifty, bring it over. And this is, of course, the other way, how you can do rocks. So S S and y, pull it in. Like so, and then just always always just make sure that they're not actually, you know, the same size and pulled out the same. So we'll spin this one round, so, x, 90 for this one in place. Make sure it's out like so. Then shifty, bring it back. Spin it, so, X 90, spin it round. S. Then just pull the front of it out. Like so. Alright, now, let's join all of these together and see what they're going to look like. Control J. And then what we'll do is we'll press A. Come on up then mesh. Transform, and we'll bring in a randomize. Like so. And you can see, 'cause they're nice and blocky. It's actually done a bad job at all. And then all we're going to do is come in and add in a generate a bevel, and then we'll put this down on point not five. And let's turn this up one, like so, and I think we're going to have to resell the transforms. There we go. Set origin to geometry. And I'm going to actually put this up. Let's have a look at what they look like, what's at the A. I'm thinking that's going to look pretty nice round there. Apart from this one. I think is a little bit. Look out. Like so. All right. Now, let's see if these are a little bit too bulky. What I'm going to do, I'm going to bring in a material, stone. I'm also going to wrote the mall, Smart V click. Put in our rendered view. Double tap the A. You know what? Thing that actually looks more realistic like this with these big stone blocks. And now we've got those on the next part. It's going to be even easier because I'm just going to hide all this stuff away. And then what I'll do is I'll just use a plane to do pretty much what I've done here and just make it a little bit quicker. I just wanted a quick test just to see how it's going to look. Yeah, and that's looking really, really nice, actually. So, yeah, on the next one, we'll just go to object mode, and we'll get it actually prepared. So what I'm going to do? Just put it onto material or object mode doesn't really matter. Let's put it on object mode because it'll believe it easier. Then let's come in. Hide these out the way. I have this, this. I these parts. And now we've got a really nice place to actually work. So we want them come in all the way over to here, here, here, and all the way around to there. And then I think this bit is actually finally finished. All right, everyone. So let's save that out. And I'll see on the next one. Thanks a lot. Bye bye. 118. Applying Vertex paint terrain shader: Welcome back everyone to Blendfor Modeling and Jomo workshop, and this is where we left it off. So, now we're going to do is just this piece here. I'm just actually looking out. I'm just going to put it onto object mode so I can actually see what I'm doing. And then what I'm gonna do? I'm just going to grab my guy here. So ShipDa selected. And then what I'll do is I'll bring in a plane. So Ship's bring in a plane. I'll spin it around then, so Xin too much, so X 90 so we'll put it into place. Jaws, popping it out through there. And then what we'll do is we'll press S and Z and bring it down into place. Like so. And then all they'll do is I'll pull it across to this one, making sure then they're in the ground. Like so and roughly the same out as this one. Then what we'll do is we'll actually grab it. You can see when I come in to grab it, I can't actually see it, so let's put our ray on. Let's grab it going up to this corner without portion editing on. Turn that off? There we go. Pull it up into this corner. And then I'm just going to pull it along to here. So and y, pull it along to here, s to the side of the wall like so. And then what we'll do is we'll press Shift, bring it over to this side. Put it into the side of this wall. And then all we're going to do is press and y and follow it along. To the edge of this point here, and even we'll turn this off for the moment. Yeah, I can't really see that at the moment, so I'm not going to worry about it what I'm going to do, though, is press control all transforms. And then what I'm going to do is, I think, before I solidify it, I'll just bring in some edge loops. And I'm just going to bring in a few edge loops, like so left click, right click. Few edge loops on this one, left click, right click and a few edge loops on this one, left click, right click. And then all I'm going to do is just break up some of these rocks. So I'll make some smaller, some bigger and just alternate the scale and size and things like that. Of course, I want one in the corner. Now, the thing is with the corner one. T one's going to come out here to roundabout here, so I'm just going to put one there for sure. And then I'll do this one, this one, this one. And then this one. T one. And then three let's have one like that. Right click. Marco sin. Now, first of all, let's get rid of this one. So delete and faces. And then what we'll do now is we'll come in to each of these. So I'm just going to press going in every other one. And then we're just going to split them up. So why split them up, press tab, control late or transforms. Origin to geometry, adding a modifier, and we'll bring in a solidify. And then all we're going to do is pull up the thickness, and we'll bring it this way. So. You can see that it's actually touching there, like so, and we've got a little bit of a gap down there. Let's bring it out a little bit more. Like so hold in the shift born. Like so. Alright, let's now turn this off, and this is what we should have. And then all we're going to do now is come in add another modifier. We're going to generate a bevel. We're going to first of all turn up the segments. And then let's just turn them down a little bit. Now, we can see that we're going to have to pull this one out a little bit, just to get them all to be lined up. I'm also going to turn this down just a little bit more to be round about the same as these which they now are. So let's first of all come into this one. And then what I'm going to do is just pull this out. So it all lines up now beautifully. And then I'm just going to come to this one now. And what I'm going to do is I'm just going to do it the easy way, actually. I'm actually going to apply the solidify first, I also control A. Let's apply that, and then let's come in. And what we'll do is we'll just press A, delete, and we'll go with limited dissolve. So a limited dissolve these makes it much easier to actually work with. Now, we do have a problem in these ones, as you can see, they're the wrong way round, all I need to do, though, is just come in. And because they apply that solidify already, I'm just going to come in and grab all these, and then I'm just going to pull them out. Turn that off and then I can just drop them into place like so, and there we go. And they're going right under there as well. So that's perfect. Now, let's then come to these ones first, and we've got them. So I'm just going to pull some up, pull some down, and then all I'm going to do is pull some out, like so, and just do it a little bit myself. First of all, before I do anything else. So just pull them up, pull them down, them up like so. And then what I'm going to do is I'm going to come over, put proportionalit and on again, and then I'm going to just grab one of them and pull them out like so, grab another one, pull them back. There we go. So pull one out. Pull one back, and you get the point we've done this a lot of times already. We can pull these up, like so, and now they're now some uneven on that one. Let's do the same thing on this. Like so. There we go. Alright, so they're looking pretty good. They look about right with these. Everything then is coming together now, and all that is pretty much done. It's up to you, whether you want to put some round there? Don't think I do. It'd be nice to put a barrel or something in there that would look pretty nice. But for me, I'm just going to leave that the way it is. Now, last of all, all I want to do is copy the material. So I'm just gonna grab this one, press Control L, and then we're going to link materials like so. And then what I'm going to do is just put it onto material mode. And hopefully, then I should should just need to unwrap. So let's put them there we go. Let's press tab, A, and, Smart UV project. Click Okay. And there we go. That's that. Now, let's press TH, bring back this main part, and this is what we should be left with. Let's save out our work them. So save it out. And then what we'll do is we'll put this on render view, have a good look around what it looks like. And there you go, you can see how nice that actually looks. Now, you can see that it's really, really stuttering right now. So as I told you before, just put this on object mode. Go to file and save it out. And then what you want to do is just open recent and just reopen it, like so, and you will find now once you put this onto rendered view, it will actually be quicker to move around, as you can see. But all that happens is it gets a lot of things in the cache, I think, and that actually hinders it actually moving. And now we've done this. Let's actually do something a little bit different before we actually come to this park. I've done a lot of building right now. What I'm going to do is I'm actually going to come to my terrain. Now, to tackle the train, the first thing I want to do is press shift in H, hide everything out of the way, and let's put it on object mode just to make it easy to actually deal with. The next of all, what I want to do is I want to come in, grab my terrain, and you will see if I add a modifier on, first of all, let's press control or transforms, set the origin to the geometry. And then what we're going to do is add in a generate, and we're going to bring a decimate in. Now, you'll see straight away when I bring my decimate in. This is actually face count at 1.4 million, which is way, way too high for what we need. Now, there is a few other things we can do, first of all, to bring this down that might make it easier. So if yours is this high, rather than trying to bring this down, just go back over to scalp mode, over to scalp mode. And then what you want to do is press the R button and bring this down. So there's nowhere near as high. So you can see, I can bring it back, bring it back to something a lot more usable like that, and then you're going to press control. That then we'll read apologize, all of this that we've actually got. And now, if we go back to object mode, you will see now if I come and adding a generator decime. You will see now we're at 380,000 while keeping All of this a relatively nice mesh. So the problem with decimating is that it makes it hard for texturing. It makes it hard for when you want to add in your plants and things like that. So what you want to do is bring this down because decimate, what it does, is it adds in loads and loads of triangles, and that's not something we necessarily need. Now, the other thing is we need to actually unwrap this, so you've got to make sure that your computer can unwrap this, so it's low enough to actually unwrap. At the moment, you can see that I've not really lost a lot of my detail on here from just doing that. So I'm going to actually bring it back a little bit more. I'm going to go to sculp I'm going to press control. And then what I'm not control. Sorry, I'm going to press R. And then what I'm going to do is bring it down, bring it down, bring it down a little bit more, something like this. And I'm looking to see if I lose any of this detail. So control r and there we go. We've lost a little bit of detail, but you can see still, most of this work that we actually did is in there. And again, if I come to object mode, and then I go to add modifier and bring in a decimate. You can see now it's at 260,000, and I think that's something that we can actually work with. All right. So next of all, what do we want to do? We actually want to come in now. And bring in we need to UV unwrap it basically. So if I come in, press tab, grab everything. And what I'm going to do is press U V, Smart UV project, click. Now, sometimes it won't always unwrap. So if I go over to UV, it's in, if it doesn't unwrap, instead of doing that, just press, come down to light my pack, click that on, then click the Smart UV project, and it should actually work. But for me, now, it's actually worked, so we're in business. Now, the one thing we've not got in here is our proper material. At the moment, we've got terrain. Let's see if we've still got ground. So what I'm looking for is our ground. So let's scroll up. And we've not got that in there. So what I'm going to do, I'm going to come over to asset manager. I'm going to come over then to my materials. And the one u one is called ground material, and I'm just going to drop that on, like so. From there, then I'm just going to go back over to modeling. I'm gonna press the tab. I'm going to go into material mode. And you should see when this loads up. Something like this. Now, of course, this is not what we want, but it does give us a good idea of the size of the actual rocks. And I would say that these rocks at the moment are looking a little bit big. So everyone is going to be different. I would say these are a little bit big for what we want. So what I'm going to do is I'm going to first of all come over to my shading panel. Now you can see, we've got cliffs, we've got a light soil, and we've got dark soil. So we've basically got three actual materials all added together, and what we're going to do to paint these on is basically using our actual vertex painting. So we're going to be painting on the vertexes. Now, before we do that, as I said, This at the moment is a bit of a mess. We don't really want that. So what are we going to do as well is these are a little bit big. So I'm going to comb to my cliffs. So these are the cliffs. You can see at the moment the scale is eight. I'm going to turn those then to eight, and you'll see now they all change over because of the size. Let's change it to six and you'll see the difference. You can see how they're much, much bigger now like so. And I think that looks roundabout I'm just looking on these bits, round about the right size of what I need. Now, this is going to take time because we want to make sure that we do a good job on here. I'm going to show you all the little intricacies of this on the next lesson. And before I do that though, we're actually going to come in and we'll just put it over here. I can show you that these are all on seven as well. Better off if you turn them all down to the same. If you're not sure, but I'm just going to leave mine on seven and seven. And then when I actually, so seven over here, when I actually come in and start painting, then I mine actually going and alter them. All right, everyone, so I hope you enjoyed that, and I'll see on the next one lots to learn on this new one and a bit of a respite from all of that building that we've been doing. Okay, everyone, thanks a lot. Bye bye. 119. Painting in stone and dirt textures using vertex painting: Welcome back, everyone to Blender poor Modeling and John China workshop, and this way left it off. So if you want to create your own actual shades with, you know, texture environment and things like that, then blender there are other ways of doing this, but this is perhaps the easiest way where you're basically grabbing three actual different textures, and you can see here how we join in these together. We join them into a mixed shade here, and then we join them into a mix shade over here. And now we're breaking them down actually is done by color attributes. So we've got red, we've got green, and we've got blue, and that is what we're going to use to be actually painting it on. So you can see these all going to here. You can see on this one, we've got our red one. And over here, I think it is. We've got our blue one, so somewhere over here. I'm not sure where this one is. I think it just leaves it empty so that is the other one that's going to be used. So that's what's basically happened there. So red green and blue. Anyway, you get the point. Let's come over to modeling. Let's then press tab. And then the moment to go now into vertex painting, this should all change, which it does. And now you can see we've got this lovely mess like this. Completely not what we want. But what we can do now is we can actually come over, find the right color. So let's have draw. Let's put it on the green, for instance, and we should be able to if we find the right one because the only problem is that they're actually being put over the top of each other. So we just have to take that into account. Now, what we're looking for is to paint this on so you can see, if I put this on object mode, you can see there there's some drawing on there. What I need to do, first of all, before actually seeing where the rocks are. So I'm going to see where the rocks are is find the other color. Now, sometimes when I put the rocks on, so this is the blue, as you can see. Now, sometimes it will be under either the other color or we'll have to come and minus it off, and there you go. You can see now we've got the three colors that we actually want. Now, what I prefer to start with on this is perhaps this color here. So what I tend to do, I'll come to this because at the moment it's drawing on. So then what we want to do is, you know what? I think I'll leave this on here, and we'll do it this way. So you can see that the red is going to be this like so. If I come now to the blue, you will see that I can draw over the top of it like so. And if I come hopefully to the green, I should be able to draw over the top of this one, like so. So pretty easy to use. Now what we're going to do is we've got green, which is going to be this dirt. So green is dirt. Make a note of that, if you want. Green is dirt. The blue. I'm actually also going to make a note of this. So green is Green is dirt. Blue is going to be I think that's going to be on my rock. So if you put it on blue, you can see that's my rock. Blue is rock, which means that red is going to be my soil. Like so. All right. So let's come in then, first of all. And what we'll do is we'll put this back to my soil, which will be red. So we'll go to red, put it on red. Put this so back. And that's not the right one. So we'll try the other one. I'm sure I just said this so green. There we go. Green green it is, we'll put it on green and go over there. Like so, like so. Like so. Now, it would be fairly heavy handed when you first come to this. So let's put this on object mode. And now we can see it's all green on there. So we want blue. We'll be first of all. And what I want to do is want to place this blue around these parts of rock. So you can see where all these rocky outcrops are. That is where we want to place in our blue. Five come in, you can see it's going to be all down there all down here, around here. Around here, like so. And basically, we're trying to follow the contours of this part here. So we're just going to go all the way around here, like so, and don't worry. We're going to do a lot more work on here. I know what you're thinking. You know, it's not coming out right or something like that. Do not worry about that at this point. Just focus on getting the rocky outcrops done first before doing anything. So we're just going to work our way around here. Like so. And then once we've done that, then we can actually work on the other stuff. So basically, wherever there's a rocky outcrop, that is what I'm trying to place on here. And I'm just doing this to begin with. So I can actually lay down some foundation on it. And from there, I'll show you how to work this properly so you can see here, here, maybe here a little bit here, like so, maybe some under here. You just work your way around with the rocks, first of all. So one here definitely one on here. Like so. And then one on the inside. Like so. And definitely not any on there, but I can minus those up in a minute. I'm not going to focus on, you know, the inside or anything like that underneath is what I mean. On here, on here, on on here. Now, that's that bit. Now, let's put a little bit on here. Let's put a bit on this side on this side, like so, and maybe a little bit on here like so. All right. So now what we want to do is we want to put on our soil. So what I'm going to do? I'm just going to go to vertex, put it on object mode, not object mode. Put it on material mode. And there you go, you can see where I've got at the moment. And now we want we want our other kind of dirt. So dirt is going to be green, hopefully, let's put it on green. And the other thing is, if you can't find the right color, just make sure you put it on GB and make sure these are set to zero except the green, of course, which should be set to one, and then you'll get the perfect green. Now if I draw over here, I can draw over that, but I don't really want to do that. What I want then. Let's try the other color, which should be red. Let's try red. And there we go, that's what I want. Now, what I tend to do on this is I'll come to the high points, but without, not we Basically, wherever these high points are because these will be the high points. What I mean is not the parts that are kind of dropping down here. I don't want to do those parts. What I want is these high parts, including including most of this part, which will be where my actual all of the cobblestones actually are. So I'm going to go over to there like so. Like so. And just go over Like so. And especially in where my pond is. Like so, like so, Like, so. And like so and all around there. And then the other high points on here where my kind of grass is going to be. So any, which is the high points, like so, these points going down here, and you can see I'm not really st About getting, like, really, really accurate or anything, all I'm trying to do is just get it laid down because I know and in a minute, I'm going to bring it all together. So these parts here. I'm going to go in. I'm actually going to turn this off, so I can actually see what I'm doing. There we go. These parts on here. L so this part on here. I just work my way around now. Put in my dirt in different places. Like, so, and a little bit of dirt on there. Wait my way around. Maybe a little bit on there. And I think you're on these edges here. Like so. Okay. This is looking pretty good. Let's put it over there as well. Then we've got a little bit going over here, and all of that looks pretty nice. Now, the next thing we want to do, we've got a few other options now. We've got the average and we've got smear. I like using smear because you can see if I grab it from here, I can kind of smear it this way. And what I tend to do, then is just come in and smear it a little bit. That makes it a little bit easier. But the main one you want to use is the blur one. So if you come in, you can blow it out. You can make it. What's the word for it? Less obvious. So you can just come in. And blur it all out. And the other one you've got, of course, is the average. So if I come in and grab the average, I can actually really then start to drop these colors back. I tend to do this then going all the way around now on all of the parts, just dropping them back a little bit, just so we can blend them in a little bit more. Now, we'll show you what this looks like, then. So if we come and put this on render view, let it load up. And there you go, now you can see that's what it's going to look like you can see that. These are really, really deep, and these are a lot less. Now, what I'm going to do, then I'm going to just put this back onto my material view. And then what I'm going to do is I'm going to save out my work. So let's save it out. And then what I want to do is just not quite go as much with the strength. I'm just going to turn down the strength a little bit. And now I'm just going to come in and kind of blur these out, like so. And then I want you just to go around. All of these parts, especially the rocks where you want to blow them out, and especially this dirt because you want it to be kind of feeding into each other. Like so especially on the edges. The edges are the most important thing. So we want to really, really just tone down these edges going around here. Like when you can see now, it's really starting to come together and you'll see even more. Once we've got the grass on it, because then once we've got the grass in it, we can really start doing a little bit more work on this and getting it really how we actually want it. So you can see now we're toning them down. And especially on this edge, you can really see how this is starting to look. Really nice. To these bits down. And these bits on the front here. And especially these bits on the here's tone them down. Like so. There we go, and there might be a few too many rocks in here. If there is, we're just going to minus them off anyway. So no problem, especially on these parts like this. Or there might be, just a few too many rocks. And once we've got the grass in, then we can really start to tone them back down as well. So now you can see, is what we've got. Like I said, I think I'm happy with these parts around here. I think I'm going to tone these bits down a little bit more. Like, so, To them down. Towing all these down as well. Now you can see it's starting to really come what we actually want it. There we go. That is looking pretty nice. Let's come in now to these ones here. Really start to pull those back, especially DN they're coming up to the lake or the pond or whatever you want to call it. There we go. Just keep toning them back. Till happy. With how it looks, Okay. That's looking pretty nice. Again, I think we might it will still need to be done a little bit more. But now we'll do is we'll save our work again, and we'll see you on the next one. All right, everyone. Thanks, lot. Bye bye. 120. Starting to work on final structure corner of wizard environment: Welcome back everyone to blend for modeling and Jump chino workshop, and this is where we left off. Now, let's come back to object mode now. Let's put on these two interlocking links. Let's double tap the A. And finally, let's press tag and bring back our Wizards Tower. Let it all load up. It might take a little bit of time to actually load that in. Double tap the A, and there you go. That is what you should be left with now. And now, it should look a ton, ton better. So if I go over to file, I go to save. And then what I'll do is I'll put this. I'll turn these two interlocking links on. I'll go in then into rendered view. Let's have a look what that looks like when this loads up. And there we go. What a difference that makes? Now, imagine this when it's got a load of grass on. It really is going to start to look nice. You can see now all of those little rocky outcrops are really showing through now. And we can also change how dog and things like this is, but it wouldn't do anything to it yet because it doesn't look quite right yet. Just fat down to the simple fact is that we've not got nowhere near enough grass or foliage or plants or anything like that in there. This is just the base. If you basically went somewhere and you just removed all the grass and everything, you probably end up with something that looks a lot like this. Alright, so I'm happy with that. Now, what I'm going to do now is come to my steps. I'm going to put it on material mode. I'm going to come to my steps. I'm going to put my two lit in links on again. And what I'm going to do now I should be able to basically come in and apply this o node. So object, go down to convert. You know what? Before I do that, let me just make sure. I'm just looking at my stairs, depth, base, holes, and it's only the stairs that are on. And then what I'm going to do with my steps is I'll just come over, object, convert to mesh, press the tabon and there you go, you can see we've got our stairs all in there. And then what I'm going to do is I'm going to press A, smart UV, project, click, add in another modifier. This time will be a bevel. Let's turn it down to a 0.3. Let's come in then and add in our material. So minus. Turn the stairs into planks. Like, so, and hey ho. That's what you should be left with, and we're not even done with these yet, but now we can see they look a ton better as well. All right. So now we're on to this part round here. Now, I think the first thing we'll do on this part is probably get the top in. So just the top in. And then what we'll do is we'll actually get the roof in after that. So let's come in then. Let's put it on object mode. It's gonna make it a little easy to play with, and we'll save it out. Then I'll come to this one, which is obviously my wood it's got no curve on there. Shifty. Let's bring it over. Like so. And then what I'm going to do is rotate it round. So x and 90 rotate it round. Let's put it right in the center of here then. So what I'm going to do is grab this part, shift Sur selected and grab this part, and then shift and selections curta. And then what I'll do is I'll make this a little bit bigger by pulling it out, and then I want to pull this all the way back. I also want to make sure that my roofs actually going to be sat underneath there, which means I want to pull it out this way. So S and X. Let's pull it out this way, like so. And then let's grab the top of it and pull it back without proportion editing on. So let's pull it back into our roof. Now, with this part of the roof, I don't want this to be too sophisticated or anything like that. I don't want it to be so neat like this. I want it to be a little bit different. And instead, all I want is just to put a simple support going up to here. But, first of all, before we do that, let's get our planks of wood in that are going to go down each of these sides. What I'm going to do is, I'm going to grab this. I want to press shift D, Z 90. Let's press the S born, shrink it in a little bit, and then what we'll do is bring it out like so. So I I bring it out, I should now be able to press R and y, and rotate it round and get it going in the right direction. Let's then bring it this way by putting it onto normal. And I should then be able to pull all of this out into place. Now, what I'm looking for is the ties jaws to hang over the top up here, which means that I can pull this down, pull this down. And now I can see how I need to bend it so you can see, it's not quite in the right place, so let's press and y. Sorry, r y. Let's press. Oh, and X, I think it is? Yeah, there we go R and X and then we can pull it up, and the roof tiles can go over the top. Now, from here, what we can do is we can also come in, grab the end up here and just pull it back to we want it, which will be something just out of you. Alright, so now, let's come in. Rab the roof tiles before we do anything else. So shift nearly on the last roof tiles of all guys. So that's pretty good. The only problem I've got is that I didn't. I don't think I did keep the round ones. So keep these ones like this. So I'll think I'll have to create those again. That's a shame I didn't keep them, but Ah I'll have to create mines again. Let's press the dot born. Let's spin this round. So I'll say 90, let's go over the top. And then what we're going to do is press G and drop that into place round there. Then what I can do is I can pick it up. And we should be really, really good at doing this now. So first of all, though, let's put it into place like so. Let's actually then press Control one, so we've got a nice view of it, and then let's come over to our geometry node. And what we're going to do is then we'll bring down the rotation. So bring down your rotation like so. You know, the only thing that we don't really have on this roof is we've not had a lot of bending, so real bending on them. We're probably going to do that actually in a bit. I think we might you know, it would be a good idea really to grab these roofs. So separately grab these roofs and actually bend them in a little bit. I think that would be nice. So I think we'll do that on the end as well. First of all, though, let's go back what we're doing. Increase the amount of the virtues, and you can see that's how they are. Let's increase the horizontal count, not by that much. By perhaps that much. I think that will be everything in there. Maybe it needs to be one less. So 23, let's try that. And let's pull them. I'm just wondering a little bit this way. So they're just just over there. That's way too much still. So let's pull them this way, and there we go, something like that. And then they're all in place. And I'm wondering if I can pull these down a slight bit, so they're better positioned. Like so. You can see though, what's happened here is that they need kind of pulling up a little bit, so come back to this, pull it this way. Like, so. I'm not too concerned, actually, if the roof tiles are going into the piece of wood. That's not what concerns me. I just want to make sure that they're coming down to the end and hanging over properly, as you can see. Alright, so now we've got that one. What we can do is we can press shift. We can press Z 180 and spin it around. And then what I can do is can line it up with this one. So just line it up roughly with this one and then pull it into place to where I actually want it, so you can see now, something like that. I'll pull it down a little tiny bit. Like so. Now, let's grab this one. I'm going to put it back onto global. And then what I'm going to do is I'm going to press control all transforms, set origin, two, three D cursor, adding a modifier, and we're going to bring in then a mirror. So let's mirror over the other side, and there we go, it's fitting in. Perfectly. All right. So I'm just making sure then that this is going to go over, and all of this now is really starting to come together. Now, let's deal with these roofs first. So what I'll do is I'll hide both of these out the way. So hide them out the way. Come to my top then. So I just want to grab all the tops of the roofs like this. I'm going to press P selection, grab them, and then I'm going to press tab, A, and I'm going to press and on wrap. Next of all, then, I'm just going to put this on material mode a minute. I'm going to bring in my wood then? Then we're going to change this from my new inclusion, to planks. Like so. And then I'm going to press tab, tag, bringing back the roof. And there we go. Alright. That's looking pretty cool. Now what I'm going to do then is we'll make a start then on this part down here. So we want to make a start on there. I think what we'll do, first of all, is bring in a piece of wood here. So I'm just going to use this part. I'm going to press Shift D. I'm going to press R z 90. And then what I'm going to do is, I want to place this right in the center, actually. So control A all transform set origin to geometry. And then what I'm going to do is shift S and selections cursor because my cursor is right in the center. Let's bring it out then. Let's bring it down. Like, so and we're going to have it come in around about here. So just under there, and then go to make it smaller, smaller, smaller. And then what I'm going to do is press S and X and pull it into place. Okay, so that's looking good. Let's see how far it is into there. You can see we've got a little bit of sliver there. That's absolutely fine. Now what I'm going to do is, I'm going to grab one of these. So I'm just going to grab one of these pressing L. Shift D. Bring it out. I'm going to press P selection like so. Control all transforms, right clicks the origin to geometry, and then I'm going to press Shift S and selections cursor. And then what I'm going to do is bring it out into place like so. And then just drop this down over the top up here. And you can see this piece of wood generally should be over there. If it's not, we can make it a little bit bigger, so I'm just going to pull it back into place. Pull it up. And you can see, I need to make it a tiny bit bigger, so I'm just going to pull this part up, and I'm going to pull this part. So shift click going all the way around there, hopefully, like so, pull it down a little bit. And there we go, that's that piece of wood on there. And what we'll do then on the next lesson is we'll get another piece of wood on here and we'll have it coming up and supporting this part here. And then from there, we'll start working our way down. I might want to pull this up a little bit. It might be a bit too chunky because I'm actually going to want a window in here as well. So I'll work all that out how it's actually going to come together. One of the main things is though, bringing this all in together is going to be this tower. We're gonna have to mess around with this tower just a little bit to get it to where we actually want it, because wherever we put, you know, our kind of struts that are going to come off here, it needs to fix with the tower as well. So I think I'll concentrate on putting the struts there and build the tower around that, actually. So let's come in, let's say about our work, and I'll see you on the next and everyone. Thanks a lot. Bye bye. 121. Adding windows and decorative wood frame: Welcome back, everyone to blend thefor modeling and Jomo workshop, and this is where we left it off. Okay, so let's now think about bringing this part down. So what I'm going to do I want a window in here, but I want two of these struts coming down as well. So I want maybe one strut here, and then the window here. So let's give that a try. So I'm just gonna press shift. I'm going to bring it down then into place. So we could actually have it. Coming round about where this is. I think that's going to make it really nice. And then also, we can have one that's going to come down kind of halfway. So if I press shift D, I can bring it down to the halfway point like so, and I think that's actually going to look pretty nice. What I'll do then is I'll grab this one. I'm going to press shift D. I'm going to bring it down then into place along here, so I'm just going to make sure that it's in place like so, and then I want two of these now. Now I want them either side of here really. Depending on where my window is going to go. So I'm just going to leave that one there. And what I'm going to do is grab my window. So this one here, I'm going to press shift D, drag it over. Shift S, and then I'm going to put selections cursor, keep offset. And finally, then what I'm going to do is rotate it round. So z hundred and 80 rotate it round. Let's put it into place, and then let's put it down to where we actually want it. So I'm thinking something where it's going to be on the top of here. So I want it. I think realistically, let's have it around there and let's pull this part up. I think that'll be ideal. So I'll just pull it down a little bit. I'll grab this one. I'll grab this, and I'm going to pull it up like so, and then I'll grab my window. I'm going to pull it up into place, like so. Drop it back so it's off a C in place, and there we go, I think I can actually work with that. Alright, from here, then we want some struts that are going to come down each of these. So all I'm going to do, I'm going to grab this one, shift D, and then, y, 90, spin it round. And then I'm just going to pull it over into place. So one this side and one this side. So I'm going to press S and Z and pull it down. You can see now, it's actually going into place. Let'sut it on object mode so you can get a bed view of what I'm doing. So you can see this is it. Let's pull it back a little bit. Like so. And then I've got one this side, so I'll want one on the other side as well. And to do that, all I'll do is right click origin through Dcursor. And then what we'll do is we'll add in a mirror. So let's add in a mirror over the other side, on the y. And if it's not working, you can see is now it's just on the Z. So we'll do it on the Z, and now we've actually got a really good way to actually pull these down. So I'm going to grab this. I'm going to press D. I'm going to bring it down to the next one. I'm going to press S and Z and bring it into place. Like so. And then what I'm going to do now is grab this one and pull this into place where actually want it, which will be somewhere around there. Let's pull it back a little bit. And then finally, what we'll do is we'll grab the bottom of it and pull it all the way down into the ground like so. Now, what I want to do is put this on the other side as well. So again, all I'll do is I'll just grab this one, so grab this one. I'm looking what this has got on it first. It's got nothing on the acceptable level, so I can grab this one, press control, and it should put the other one there for me, double tap the A, and that's what we're actually left with. Now I want to do is I want to grab this one. Shifty, bring it up under my actual mirror window, and then I'm going to press S x and bring it all the way in. And finally, then, I just want to pull it back just so it's behind those like so, and then just have my window just sat on it as though it's being supported by that. Finer than with this part. We've got this big chunk in here. We have to be very careful how we bring these out. I don't want a big chunk as we spoke about coming all the way from the top of it all the way down. What I want to do is bring these out instead. So I'm just going to grab both of these. I'm going to grab both of the ends. And you can see I've got this one grab. Don't do that. Just make sure it's just the ends grab, pull them out into place. Now, I don't want them the same length either, so I want one, you know, a little bit pulled out and whatnot. The other thing is, as well, I have to think about, I haven't done any warping on these because I thought they were okay or, but on this new one here, I definitely want to do a little bit of warping. I'm also going to look on these. You can see I've got to kind of warp in on these parts here, and I should really have some on there. I'm going to deal with this part first then. So I'm just going to press shift age. And what I'm going to do is I'm going to split these all up before moving on because I think it's going to look way way bare if I do that. I'm going to press P then selection, come back to it. And then what I'm going to do is just press control A, I'll transform, set origin to geometry. And then I'm just going to come in and control and bring in a few edge loops. So, and we'll do a little bit of warping along these parts. Just to make it look fit in with the rest of it. And we know at this point really easily how to do this. From here, actually, once you build this, you should be able to build your own scenes out pretty easily. Alright, now we've got that. Let's grab everything. Mesh, come up, transform, go to randomize. Let's turn it down to not 0.2, something like that. So not 0.2. Maybe that's a little bit high let's have a look. No 0.1 because they are quite chunky these parts. You know what, I'm going to think, Yeah, I think I'm going to go with no 0.2. Let's click and shade or smooth. And then let's press alt, bring back everything. And there we go. You can see now it's just looking that bit there. Like it just adds so much to it for so little work. So now back to these parts. So now what I want to do is I'm going to not grab these parts. Well, I can, but what I want to do, first of all, is apply that mirror. Control lay apply the mirror, and then I'll grab this part and then shifty and bring this into place right on the corner of there. I've got to be very careful that it's not going to you kind of go through all of this. I'm going to grab the back of it, pull it into place. S like that, making sure it's all in place, like so, and it's fitting in beautifully. And then what I can do from there is I can bring it down to the next one. So ship D, bring it down, and then S and Z, bring it into place, and then ship D, bring it down, bring it into place, and I'm hoping or I was hoping that it would really fit along there. And I think can I pull this out and pull this in? So let's see if we can. I'm just going to grab both of these, and pull it out very slightly, pull this one out very slightly. Like so. I'm also going to pull it this way. So I'm going to grab these two, pull it out like so. There we go, that's looking. It looks pretty good now. You'd never know that that's been pulled out like that. And it fits really, really nicely. I'm just wondering if I want another bit, kind of in this bit here. I think I want one more bit. Why not? Let's just put one more bit in. In fact, you know what? We'll grab this one here. I think it'll be easier. So L shift D, and then R y 90 Z, 90. And this one it's been pulled back a little bit on this edge. You can see I pulled it back without bringing the other edge. You know what? Let's delete that. So delete vertices. Let's come into this, so shift H. You can see I pulled these back a little bit in the wrong place. So let's pull them all back to straighten them all out a little bit. Well, let's go over the top. And there we go. Now they're straightened out. We could come in and use the bicyc tool and really straighten them out. But instead of doing that, all I'm going to do now is grab this one, ship D, and then r x 90 and spin that round that way. Press the tab, tag, bring back everything, and now we're simply just going to grab this one, press S and y, pull it in. And all I want to do is just put it into place like so just above that top part. And maybe I'll pull it out. So. And there we go. It all goes together. Now, what we want is just this final bit up here. So what I'll do is I'll come with my bendy wood, I'll press Shift D, I'll press shift and selections cursor. And there we go. Let's bring it in. Let's press send, bring it down into place. Like so. I'm going to bring it down into the center here. I know I'll probably have to move it. We'll get it in there. Then what we'll do is we'll bend it round. Now, I'm just going to bend it round. I'm going to bend it up, bend it round, pull it down, and then bring both of these up. So I'll bring them both up, bringing this one up, bringing it down. And then what I'm going to do now is press control or transforms. That then we'll reset all those as we know, and then we can start bringing this up. Like so. Now you go. You can see now it's starting to actually appear. As though going to support it. So let's bring all of these down. Let's put it into place. And I think I'm going to have to put something behind there. So let's press right click, origin to geometry. Pull it into place and see if we can actually see. So we might actually be able to get away with not doing that. And you can see that's looking pretty nice. Apart from this bit, needs to be a little bit further out. So let's pull it out just ahead of there. Like, so. And yeah, that's in. Pretty good. Now, on the next lesson, then, of course, what we need to do is now, we need to come in and fix all of this part. So, in other words, we need to come in. We need to put in our materials and, you know, make sure they're leveled off and all of that good stuff that we've been doing many times before now. But I think if I put this on render view now, let's just have a quick look at what that's going to look like. And, yeah, that's looking perfect. So you can see, it's looking very, very interesting. Lots of lumps and bumps and things like that. Exactly what we're looking for. The only thing I would say is maybe, maybe it should be not quite so straight. So maybe you want some triangles or something in there instead of it all being like this. But you know what? I think I actually like it, so I think I'm actually going to keep it. Alright, I'm going to come in then I'm going to save about my work, and I'll see you on the next one, everyone. Thanks a lot. Bye bye. 122. Adding Random variation offset for framework and using lettuce to bend roof: Welcome back, everyone. Planifm modeling and Jump chino workshop in this where we left off. Let's put this then on material mode. And what do I want to do? When it loads up is just actually check which ones are these I need to actually fix. So all of them, basically. So What I'm going to do is I've got the wall to fix first. I think I'll do that first. So if I come in, we can see that we've got a wall on the back here. We've got part of this wall on the side here. Now, I think because we've got some crossover over here as well, that we'll just press Shift H for now. And then what I'll do is I'll come in, grab my top of my wall. So in face to let grab the top, grab this side then, press delete and press faces, like so. And then what I'm also going to do is, I'm just going to delete this wall out of the way, as well. Delete faces. Press the tap on the bring back everything, and we should end up with something like this. And what we just need to do now is just pull this over, so I'm just going to grab it like so, pull it over. And then what I can do is I can put one going straight down here or somewhere thereabout. I just want to make sure that there's no flashing, no crossover, nothing on the back of each other. Alright, now we've done that, then, let's split this off from this one here. So I'm just going to press y, split it off, like so, press A, unwrap. And then let's bring in our wall. So I'm just going to click the down arrow. I'm going to go down to wall, like we've done many times before, like so, and there we go. And we can see actually, it's worked out really nice for us because we've got this bit of dirt on here, and this is going to bode really, really well when we come to put the next part in. Now, the one thing that might upset this is that I might need to come in and re unwrap though for these when I actually do. We can also see we've got some white edging down on this bit here, and I think that's actually more from the light. So if I just turn off my scene lights, you can see probably more from my scene lights than anything else. So what I'm going to do, I'm just going to go to save, so file, save. Put on the rendered view, and just make sure that that's okay before. Yeah, there you go. It's just my scene lights. That's what I thought. Alright, so now we've done that, What we want to do is just put this here. So we've got all of these parts here that are going to need the wrapping. So what I'm going to do, first of all, is grab all of these parts, so like so and if I press G, then they should all come away from each other like so. Then I'm going to press Shift H. Just hide everything else out of the way. Let's turn off these interlocking links, and that sometimes gives you a better idea of what you're actually looking at. The other thing is, as well, a lot of these are going to have things like severs. Have we got mirrors on, have we got Kirby? Yes, we have. So all do is on minus this bevel. I'll come to object, come down to convert and convert to mesh. Then what I'll do is now I can put this back on. I can make sure that I've grabbed all of these, so you can see, I've got a mirror here. Let's just press control lay on that, and I'm just going to now go through them one by one, making sure that they're all okay, which they are. From there, then I can join them all together now because they'll all have a vel on them. Like so. I can press control lay or transforms to origin geometry. And finally, then I can come in and bend some of these. So what I'm going to do is just come to these, bring in some edge loops. Like so. Like so. And the more edge loops you bring in, obviously, the more bend you're going to have. So something like under the window, you might want more edge loops in there, just take that into account. Like so. Like so. And something that's so small, don't bother putting edge loops in like this one, because it really wouldn't have a lot of bend on it anyway. So and so. Now, let's grab all of them, press U. Smart UV project, click Okay, and let's put in our planks, which are already on there. So just minus off then this basic wood, like so, and then they're all done. And then finally, let's grab all of them except this one. So if I press Shift L on this and I'll press Shift L on this one, and finally shift L on the top one. And then what I'll do is I'll come to Mesh, and I'll come down to where it says, transform and go to randomize like so. Turn this down something like uh 0.2. I have a look at no 0.1. Maybe not 0.2. Let's have it on there. Press the tab born, and there we go. There it is our wood done. Now, I do want to come in and add some edge loops on this one. So left click, right click, and I'll show you why the reason I want to do that as well. I just one moment. So now on what I'm going to do. I've grabbed all of this. I'm going to press AlternH bring back everything, and now I'm going to deal with these roofs. Cause this roof here, you can see has got all of these parts in here. We don't really want that. A we can do is we can go over the top. We can put this then on object mode, and now we can see in there. I can press tab A to grab everything, and you can see it's still actually a mage node so we're going to go up to object. Convert to mesh. We'll do this one first. So a lot I'll do press tab. A, and then all I'm going to do is come to mesh, and I'm going to go to bisect. So I'm going to come to my bisect tool and I'm going to bisect it from round about here. So let's cut this away round about here. Let's clear the inner then, and let's just come round a minute and envelop what we've got. So you can see now we've cut it away from there, and we've cut it into there, and all that then is pretty nice. Alright, so now we've done that. What we want to do is come round to this side now. We're going to just apply this. So object, convert mesh. And then finally, what I'm going to do now, I want to bend this roof actually in. So what I'm going to do, I'm going to come first of all to this one. So I'm going to press shift H. And I'm going to show you how to bend your roof in. I'm going to split this off then, so I'm going to press P selection because we've actually already put on the material, so that's fine. So tag so we want this one. We want these two now, so we're going to split off this. So I'm going to grab this one, this one, this one, and this one. And then what I'm going to do is press P, selection, split those off. Hide them out the way. So let's hide these out the way now. Hide this one out the way. And then I need to join these two together. So Control J, join them together, hide them out the way. And now we've got these. Now, what I want to do with these is, I want to bring some edge loops into them. So all I'm going to do is control, left click, right click. Control, left click, right click and the same on these now, like so. And there we go. So, bring in some edge loops. Now what we want to do is want to join the rest of them together. So I'm going to make sure, first of all, I've got a bevel on these. I need to apply it. So what I'm going to do is I'm going to come to these. I'm going to go over, apply my bevel. We don't normally, but on this one, we're going to have to shade smooth. And then what we're going to do is just make sure there's nothing else on these parts. Now, I've done that. I can grab all of these, grab this part here, grab this part here, and just make sure everything's grabbed. And what I want to do. The reason I'm doing this is I want to bend it down a little bit. The other thing is I've missed a piece of wood along here. I need to put that in. First of all, though, let's join all of these together. So, let's right click Shade Smooth. And I'm just making sure I'm happy with all these parts. Now, one thing is, this is not joined, so right click shade smooth. You can see there now we've smoothed it off. So now we've got this, and this is based at the top of our roof, like so. You can see though that we've not joined the underneath of the. So let's come in, grab the underneath, grab our roof again, press Control J. And now, it should be P press G should be able to take the top of the roof off. Perfect. Now, let's come back to this one. Before we carry on, we're going to press L Shift D. And then what we're going to do is just bring that up like so and put it jast under the roof. I might mean to pull it back. Just a tad so it goes in there. And I also might need to press S and y, pull it out a little bit, and then just re unwrap it, so wrap. Or not rap. Smart V project. Okay. All right, there we go. Do I need to pull that up actually a little bit, have a look. So I'm gonna grab it, pull it up a little bit. There we go. Well tap the A. You know what? I think that looks good enough. Alright, so now we're onto this bit. Let's pressure teach them. We're going to press Control A or transforms, right click the origin geometry, And then what we're going to do is not that. I press Shift D, by mistake. I'm just going to detail the way. And what we're going to do is press Shift A, and we're going to bring in a lattice. So bring in a lattice, go over the top, and then what we're going to do, we'll pull it out on the wiper. So S and it, pull it out. Pull it into place. Making sure it covers the entire roof. And then S and X, let's pull it out this way. Again, making sure it covers the entire roof. And then if I press one now, we can see we need to pull it into place, press S and and pull it out. Now, don't do it the way we can press tab, go into it, and pull it out that way. Do not do that because you'll mess up. How the actual lattice work. So do it all in object mode. And then what we're going to do now, we want it going across this way on this one. So let's come over to our lattice and let's increase this one here. And now you can see that it increases all of those. And what we want to do is we want to press three now, and we want to bend it just in. So all I'm going to do is I'm going to come to my roof. I'm going to hit my modifier tab. Come down to where it says, deform. I'll be under deform, lattice and pick our lattice. All right. So now we can go to our lattice. And then what I'm going to do is I'm just going to grab These three. So put on proportional editing, and the one one is maybe going to be root. Let's see if we can pull that down. Like maybe maybe it's not quite smooth enough. Let's see if we can get a better one. So let's try in square. Is that go to look better? And maybe it is. You know what? It probably is. I just need to grab this back one. I'm just going to grab all of these, like so and then pull them down. And that's not the one I'm looking for. So let's see if shop. Maybe that ones. Just go to try a few of them just to see which one I'm most happy with. I think it's going to be the shop or inverse square. I'll try the inverse square. So I'm going to bring it down a little bit. Then I'm going to grab the inside, bring those down a little bit more. Grab the inside, bring them down a little bit more light. So there you go. That is looking pretty nice. Okay, so now we've got that. Let's press OT bring back everything. Let's hide our lattice out the way, so just hide it out the way, and there you go, now you can see that's looking really, really nice. Now, I do recommend that we do this on maybe this one as well. But we don't want to do it too much. We just want a little bit of bending something like so. Now, you can see what we've done here, though, is we've pulled it down. And what it's enabled us to do is bring in our walls. So you can see here our walls been pulled in a little bit. So all we need to do on the next list and then is drop this wall down a little bit, and then we should be good to go. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 123. Modeling Lantern: Welcome back everyone to Blender port, Modeling and Jomon of workshop, and this is where we left off. Alright. So what I'm going to do now is come to this wall. And first of all, just go to come in. And because this is split from this one, I should just be able to pull this down without portion editing on pull this down under there, like so. Then what I'm going to do is I'm going to come round to this wall, and you can see, again, I should just be able to pull this down without any problems with the textures or anything like that. Alright. So now we've done that. Everything should be done on here now. Let's always say about your work again before taking a quick look. Let's have a look, then. Of what this is going to look like, and there we go. That is pretty much finished. Really, really happy with that. Okay, so what we need to do now is we've got the last tower, and we've got this round here. But the other thing we need to do, of course, is we need to work on our actual lamps that we're going to be putting in the scene. So what I'm going to do is I'm actually going to start that just to give us again a little bit of respite from building this scene out. It's a pretty difficult scene. It's a long scene, so I'm just going to do that now. The other thing is, well, let's just check these Ivy before going on. Because what happens is, you can see we've got a lot of dark patches under there, for instance. And the reason is because you can actually come over here and you've got a button if we go down, which is, I think it's advanced. Yes, it is. No, it's not. It's not that one. I'm just looking for my light past and my transparency. Here we are. This one here. Now, this one here controls how much shadow is actually in these parts here. The more you turn this up, the more you'll be able to see through there. So if I put this on, say, 100, you should notice a difference in there now, and you can see through more of that because these are based on transparency. So now you can see, I think it looks a little bit better. Now, the one thing where you really going to see this on is when we bring the tree in. So let's actually we're not going to bring a tree in right now. We'll just put it on 50 for now, and then we can mess around with that once we've actually brought our tree in. Now, the reason why I don't want to bring trees and things like that in is because they're very high on the polygon count. We've already got a lot of polygons in here, especially with this. So we just have to be careful of what we're bringing in and what we're actually using. That's why I've not done the grass as well, because it will make it much, much heavier scene. So I'm very, very careful about what I'm going to bring in at certain times. You can see that I'm looking at this, and I'm thinking that looks really, really nice, actually. So really happy with that. Anyway, let's go back to object mode. And then what we'll do now is come over to this door here. We're going to change it over then, and we're going to click on open. And the one we're going to look for, let's put it on this so we can actually see what we're doing. Let's actually put it also on large so we can increase the size, like so. And the ones we want to make is this one, this one, and this one. So I think the easiest one to start with is probably actually going to be this one. So let's bring this one in. Let's press the little dot bomb so we can zoom in, and we can see this is what it's actually going to look like. I don't actually remember how we built this, so let's give it a try. So let's first of all, build this part here. So what I'm going to do is, I'm just going to press Shift S first to selected. I'm going to bring in a cylinder. So I think we'll start with a cylinder, let's bring in a cylinder. And then what I'm going to do is I want to turn this down something like eight. So let's turn it down to eight and you'll see you end up with something like this. Let's press the S bottom, and I'm going to move it to the side because I don't need to get the right scale or anything like that. I'm more interested in getting these beautiful bits here that you can see. Alright, so what we want to do is you can see, let's actually start with this bit then. So what I'm going to do, first of all, is get the right shape. So I'm gonna come in. I'm going to grab the bomb and I'm going to pull it in, like so, and I think, actually, I can probably do a better job of this than what I actually did initially. One of them then going to do is press control I bring in a few edge loops. I want one right in the center. So that for me is going to be five, left click, right click. And then what I'm going to do is grab the one just above the center. Come in, put the portion of it in on, and then we're just going to press the S button and hopefully bring in a really, really nice bend on there, as you can see. Then what we want to do now is we want to bring in these parts. So we want to bring them all in. And I'm just thinking the best way to do this is probably. So if I press the eye button, it's going to bring them all in, so it'll bring them all in, so that's not going to work. So what we're going to do instead is, we'll come in. We'll grab each other one. So I'm just going to grab each other one, so like so, and there you go. And then what I'm going to do is I'm going to press the eye button. So press the eye. Bring them in. We'll want them. So something like this, And then what we're going to do is we're going to go down now, and you can see we've got one over here on the left hand side called thickness. We're going to just copy that. Control, copy that, press enter, and then now we're going to go to the other ones. Like so. Keep going round. Like so. And like so. And then what you're going to do is press enter, come down to where it says thickness, Control V, press the port, and now you'll see that all these are Exactly the same. Okay, so now we want to do is we want to somehow make these beautiful edges that we've got here. What I'm going to do to do that is, and first of all, going to come in and see if I can grab my top edges here, just on one of them, press control shift and B and then pull them in. And there we go. And then what I'm going to do is I'm going to turn this up, like so, and then bring back the shape of it. Like so. And there you go. That is how we're going to create those edges in. And now I'm going to do is just press controls. Go back, grab all of them. Like so. Like so, and there we go. And then we're just going to press control shift and B, hopefully. Remember, our choice, it does. Left click, and there we go. All right. So that's looking pretty nice. Now we're getting very close to how this look. You can see that the bottom ones though, are also rounded off. So we'll do the same thing on these, so we're just going to grab all of these ones. And I press control shift plus Noa con. So all do we'll just keep grabbing them going all the way around. So and so. And then what we're going to do is we're going to press Control Shift B again. But this time, we're going to change it a little bit. So I'm just going to pull them to there. And then what I'm going to do is change the shape and make them more rounded. Like so. And there we go. All right. So we've got this part now. Now what we need to do is we need to pull these parts in, and then these parts will be our glass. And from there, then we can start shaping the other parts out. What I'm going to do is I'm going to grab all of these now. So these parts going in, I think it's probably going to be better if I press Alt Shift and click Alt Shift click. Like so. So I would say it's probably going to be easier just to go round and grab them going like this because then we'll be able to select them much easier, especially when we've got our glass in. So I'm just going to spend a little bit of time now going around all of these with shifting clip. G in the mall. So One more left. Didn't take too long. And there we go. Let's right click and Mark scene. And from there now, what I can do is I can come in and simply just press L on each of these and grab them very, very easily, like so, like so. From here, then what I can do is and press to Altern without proportioning on. So AlterS now we can actually bring them in like so. And you can see, just how nice that actually looks. Alright, so I'm really happy with how that looks. I'm just wondering, If I want to bring these parts out because we can also do that as well. Anything can be done at the moment, to be honest. I think I will. I think I'll bring this part out down to here, and I think I can make it look pretty nice. So what I'm going to do now is I'm going to come in and I think I can press l Shift click, l Shift click. And then what I'll do is l Shift click Old Shift click. So I'm going to do that on everyone. I'm going to go around the top first. You're grabbing all of these, like so, And we can make this very ornate very, very easily, actually. We're going to go to this one, to this one, right click and Marco sin. Now let's go down to the bottom part. So we're going to grab all of these going all the way around. So the final one, right click Marcosne. Okay, so let's double tap the A now. And what we should be able to do now is come in, press the L button, and it selects it all. And the reason is because obviously, we haven't got the top, so I need to come in now, grab the top one shift click. Now, if it doesn't, just select the two. It's gonna be easy just to select the two. So we just select two. Like so. Like so. And like so, right click, mark a seam. Now, hopefully, I come in, should be able to press L, and it's still selecting the mall. So I'm kind of wondering why that is how it's getting through there. And the thing is it's selecting all of these coming down here. So I'm just wondering if I press control and I'll mark a seam on the top. Then if I come in, is it going to select the mall? Yes, it is. So, for some reason, they're actually getting through pretty much all of these parts. So if I select this, you can see it selecting it all. I'm just wondering where it's actually coming in because I'm actually interested in how it's actually getting through here, which bit isn't marked? And I can see if I select all this, it's coming through these parts here. So maybe it's these top parts. I'm just going to try one. So I'll select both of these right click marksme. And then what I'll do is I'll try it and come in and just select this part. You can see how it's selected in the same part. So, you know what? We're going to have to do this the hard way instead, because I do want to do this because I think it's going to look really, really nice, so I'm just going to go in and select them all, like so. We tried, didn't work. I'm not sure where it's going to go in. And I think, to be honest, it's going to be harder work. I'm just going to hide this out of the way just for now. I think it's going to be harder work to actually go in and work out where it is, where we've got that leak in our island. So instead of that, I'm just going to come in and select them all quickly. Like so. We can find it, of course. It's not a question of if we can find it. It's just time, and sometimes it's just not worth it. Especially when this is just going to take probably around a minute to do. It's not a lot of time. So I would suggest just doing that instead of trying to find that leak. Alright, so we're nearly already. So there we go down to here. And down to here. Alright, now we've done that. What we want to do is press Shift and D. And then what we're going to do is press P and selection. Okay, so we've got something like this right now. On the next one, then, we're going to pull these parts out just to make that really ornate feature on the top. And I think from there, we can actually build out the rest of it fairly easily. This is the only hard part. Alright, everyone. So hope you enjoyed that. I'll save out my work, and I'll see on the next one. Thanks a lot. Bye bye. 124. Using Chain geometry node to hang lantern: Welcome back everyone to Blendf modeling and um workshop, and this is where we left off. Alright, so now we should be left with this, and we should be able to grab these parts on the inside. Let's press control A or transforms. Set origin to geometry. Right, click shade smooth by angle. And then what I'm going to do is I'm going to come in and bring in a solidify. Let's then bring these out, and we can see this is what it looks like. Let's click and just shade flat jaws for now so we can see what we've actually got. We only want to pull these out a little bit. We don't want to mount too much. It is stylized, so you always pull them out a little bit more than what you think, actually. When it's something stylized, so we can actually make out what it looks like, but there you go. That you can see is looking very nice. Alright, let's put even thickness on. So. Let's press control lay on there then. And then what we're going to do now is just right click and shade Auto smooth. Same on this one, then, right click shade Auto smooth, and there we go. Now, let's start work on the bottom part. So what I'm going to do is now I'm going to press lth bring back this part here, and I can see the bottom part is relatively simple. So now I can actually come in, and I can move it over. Not going to worry about sides right now. The main thing, pull it over the wrong way. The main thing is that I'm just getting everything into kind of the shape that we need it. So what we'll do now is do the bottom part. So I'll do the bottom part. Again, we'll bring in a mesh, bring in a cylinder. Make sure the cylinders on eight. Now, it's not in the center. So all I'm going to do is grab this one, Cif D as the selected, Chi D, bring in a cylinder. It's on eight anyway, just in case you forgot. So let's put it down on to eight. Let's press Essen like so, and let's get it in some sort of place. So we want it really, really crunched up nearly to those parts like so. Then what I'm going to do is create this bot part. Now, I think we can bring this part in first, so slightly in, and then I and bring it in and then. And then S and bring it in. So that should be the bottom of our actual lantern up to you if you want to create something a little bit more on. It's very easy to do. You just press. You'd bring it out, like so. And then from there, we can add instoH loop, so control. Left click, right click. Grab the top up here. Let's put our portion editing on, press the S button, and then you should be able to bring something in and just make it a kind of a little bit of a tear drop. Right click, shade, auto, smooth, and there we go. Now, let's think about our top. So again, I'll bring in. I could actually use this as well. Let's press Atg. I could use this top instead rather than doing anything else. So what I'll do is I'll press Shift. And then I'll bring it out. So what I'm going to do is bring it out into place without proportional editing on. So S, bring it out like so. And then what I'll do is I'll press, bring it up into place like so, and then I'll press and bring it up wherever I want it. And then I'm going to bring in some edge loop. So Control I'll bring in some edge loops. Generally five is absolutely five. Let's click, right click, and then we'll go to the top of this now. And hopefully, we should be able to bring it in. So if I press S with proportional editing on, you can see that's how we're going to bring it in. And there we go. You can see it's looking pretty nice. But is it the right one? That's the question. I think it's not boding enough. So let's see if we've got a shop, let's try the shop. That's going the other way. So we know now it's going to be probably the root is going to do a better job. Just trying to bring it in. And is it? Is it going to do a better job? That's the question. Let's try the inverse square. Yeah, I think the inverse square actually is going to do the best job for us. Alright. Something like that. Now, if you're not happy with it still, just come in, grab this one, very, very gently, then, should be able to bring it in now to what you actually want? Go to come in this one as well. That the S born and bring it in. So. Alright, that's a nice line then follow in there. So now what we need to do is we need to come in and kind of level these off. So we want this to be either brought in, probably going to be easy if we just level this off, And I'm just wondering about this side here, actually. You know what I'm going to do? I'm going to split this off, first of all. So I'm going to split this off. So shifting click going all the way around. Now, we have got a bomb on here, and I do want that as well. So I'm just going to grab the bomb. I'm going to press y on there then. And then all I'm going to do simply now is just hide this out the way. So press. Hey, just to hide it out of the way. From there, then, let's put sorry, a top on here. So let's just press F. And then what we should be able to do now is come round to the side. And I'm just, you know, well, that's pulled out enough, so it's just the top that I actually need to do. So what I'm going to do is, I'm going to just grab the top here, press L here, and just bring this in a little bit just for now without portion on, bring it in a little bit, like so. Now, it's come in like that, which means it's alter the size. So instead of doing that, just minus the top up and press alterns and bring it in that way, and I think that's going to make it a little bit easier to work with. Now I'm going to do this. I'm going to come in and I'm going to grab each of these then. Like so. Each of these Going all the way around. And then what I'm going to do is just press control and B and pull them out. Now, drop back your number of segments. So drop them back to one or zero, whichever one it is, so they look like this. And from there, then what we can do, if we look on here, we can see how they're pulled out a little bit. That is what we actually want to do. So all I can do then is press enter, ln and then just pull them out, like so, and there we go, now let's right click, shade autos move, and there is our lantern. Now, let's come and think about this part. So first of all, though, we want to grab the center of here. So, I want to press S, bring it out to this point here, and then, pull it up, like so, and then I bring it in. Like so, and then bring it up. Now what we want to do is we want to actually get it to be the right kind of size. So what I'm going to do is I'm going to join all of this together now. I'm going to press Control J. I'll join it all Control J, join it all together. And you can see, did we lose the solidify? I'm not sure if I applied that, I think I did because everything's still there. Right, clk shade also smooth. Press the G born and there we go. And now I want to do is get the correct scale. So us going to make it a little bit smaller, like so. A little bit smaller still, like so, and there we go. Alright. So that is looking really nice. It actually looks better than my other one, which I'm glad about, because we should be improving all of this all the time. So yeah, I'm really happy with that. Now, let's bring in our chain. So what I'm going to do is, I'm just going to press Shift S again. Sta selected. Shift A, and what I'm going to bring in is a curve. We're going to bring in a path, and we're going to make this path a little bit smaller, like so. And then what I'm going to do is bring in my chain now. So let's go to asset manager. Let's go down to omg Nodes. Let's press the dot born in here, and then let's come over and put the chain node on top of that, and we'll end up with something like this, which makes absolutely no sense because it doesn't look like any chain I've ever seen before. But if we turn it round, you'll see that we can actually use this. So R Y, 90. Let's pull it up then into place. So all I'm going to do is shift, curse selections cursor put it in the center. And then what I'll do is pull it up. And I'm not worried yet about the length. I don't want to focus on the length. But now it's in this is a very, very simple jump node. This is one that most of you should actually be able to do quite easily. The other thing is I'm worried about this part. I'm just going to apply this lattice while I'm here. I did actually forget about that. So let's apply the lattice, so control, and let's delete this lattice out of the way. We don't need that in the scene. Alright, so now let's come back. Two, our geometry node. And as you can see, it's only a few nodes. So you can see that we've just got basically some points, and we've got some curves that actually going in there, so we've got a radius, another curve. So this one basically is one up, one sideways, and that's how that is working. It's based on the length of the curve, and I'll show you in a minute the best thing that we can do with this. But even this should be pretty easy to actually read once you actually get used to the geometry nodes. Let's now go back to modeling. And then what we're going to do is we're going to turn up the resolution. So you can see, as we turn that up, this turns up the resolution of each of these little points of chain. The other thing we can do then is we can change the chain distance so we can make them further apart. You can also hold the shift bottom as well to bring slow this down like so. And then finally, as well, we've got the chain radius, which is the size of the chain like so. We've also got the chain thickness, which makes it a lot lot thicker. And from there as well, we've got the chain stretch, which pulls them out like so. So you can use this in many, many different things. Now, what I'm going to do is I'm going to come up with the chain stretch just a little bit, and then I'm going to change the chain radius down, a tiny bit. And then finally, I'm going to change the chain distance down so They're actually going to fit into place really nicely, like so. So you can see now the fitting into place. Let's come down with the chain radius again now. Not the chain radius. The chain thickness. There we go. And let's make sure that they're actually still touching each other, like so. And there you go, that's looking pretty nice. And from here then, I can pull this up, put it into the top of this part here. And if I come in and level this up now with this one. So if I level it up, what I've got to be careful of is the chain here is it needs to be quite chunky or she not going to be able to see it. That's the point. So let's come in now, grab our chain. More we'll do is we'll change the chain radius. We'll make it much, much bigger. We'll then change the chain distance, so we'll bring it down or up. Like so, and we go win there. And then what we'll do is we'll change the chain thickness, make it much, much thicker. And there we go, now you can see that's looking much much better. From there, then, what we want to do is we can actually delete this. So but before I delete it, I might need to use my chain in something else. But rather than, you know, create this again. All I'm going to do is press Shift D and move my chain over to here, press the button, and we'll put it into our primitives like so. Alright. So now what we can do is we can come in and we can grab this one, this one, this one, press delete vertices. And there you go, that's what you're actually left with a beautiful chain. Okay, so on the next lesson, then, we'll just build this part out. Okay. I shouldn't be too hard. And then that is the first lamb actually down and we can move to the next one. All right, everyone. So I hope you enjoyed that. See you on the next one. Thanks a lot. Bye bye. 125. Modelling wood support for lantern: Welcome back, everyone to Blender Form modeling and Jump gon workshop, and this is where we left off. Let's create this actual stand for our actual light then. So all I'm going to do is I'll I'll put it in the center, first of all. So I'll just grab this one, press Shift D, first selected shift A. And then what I'll do is I'll bring in a cube. So let's bring in a cube. Let's bring it down. And then what I'll do is I'll put it round about the scale here. Also, I'm just going to move both of these across just so I've got it in the right place. I'm also going to pull them down a little bit. And the one thing is I'm just wondering whether this light needs to be a little bit bigger. So, you know what? I think we're going to make it a little bit bigger like so. Then what I'm going to do is just make sure that this is going to stick in place. Right in there, and you can see here that this might need to be a little bit higher. So let's not worry about that because what I tend to do when I'm doing chain is I'll have one facing this way, and then the one that's hanging into this kind of post here facing the other way because I think it looks much better than just like from here to here. So that's why I do that. It makes it look a little bit better I feel. Alright, so let's bring this down. Let's put it into place roughly around here. Let's then go in, and what we'll do is we'll grab the top, press one again, and we'll bring it up. Then what we'll do is we'll press the S borne. And what I'm going to do on this rather than just be flat like so. I'm just going to press control and bring down one more like so, and then I'm going to pull it out. So I'm always trying to bear whatever I do, and this is one reason that I'm going to make it a little bit bear just by going that little bit extra step further. From there, then what I'm going to do is I'm gonna press the ibonne and bring this in. And then what I'm going to do is press one, and I'm going to bring this up now two here, like so. Now, we can see that it's going to be maybe, maybe. I think it's actually the right chunkiness. I just need to pull it out a little bit, so I'm going to pull it out like so. Then I'm going to press control. Bring in some edge loops. Left click, right click. Rab this one. Press one, so I can see what I'm doing. Portion editing on, and then let's just press the S borne and hopefully, I should be able to bring it in and have that beautiful curve like so. Next of all, I think I want to pull it out just a tad. I'm going to press Alt Shift and click going around there. Control plus, Control plus, control plus. And then from there, what I'm able to do is press alternS without proportion editing on this time, and I should be able to pull it out a little bit, making it a little bit chunkier. I think that looks great. All right. And let's now add in this little band on here. So I'm going to come in, grab this one, Alt Shift and click. Control B, pull it out, like so. Then I'm going to press Enter lns and pull it out. And there we go. That's that part. And now let's start working on our top part. So I'm going to grab this part with face select. Shift and S selected. Shift A. Let's bring in a e. Let's make it much, much smaller then. So switch sticks on the outside of there. Let's press sens head. And make it quite chunky. So you can see here, this is the chunkiness that I'm actually looking for. You can see that this is not quite as tall as the other one. It's no problem. We can pull it all out once we've actually got this in place and seeing how it's all going to go together. But I think this needs to be a little bit bigger. So we'll see, we'll see. But let's pull it out to here, first of all. Let's get an idea where this is going to come then. So if we put it into here, then what we'll do is we'll move this down. So we'll put this in place like so. And then we go, that's looking pretty nice. And then what we'll do is now we'll come to this part, and we want to bevel this part off as you can see, we've got a beautiful bevel on there. Let's actually do that now. So what I'm going to do is I'll press control A transforms the origin to geometry. Come back to this one, grab these sides, press Control B. Then what I'm going to do is turn up this to maybe four, left click, and then we're just going to change the shape, so it's actually inwards like so. And from there, I think we can actually move this over. So let's move this over just a little bit. Like so. Now, the inside. So this top inside bit is relatively easy to do because we've got the shape now. So it means that we can come in, grab the top of it, press the button, and bring it in, like so. And then from there, what we can do is we can press, pull it out. Like so. Then I can right click shade Auto smooth. There we go. And then we just want this chunk award into here. So I'm just going to press Shift A, bring in a cube, press the S button, and then just put it into here. Where it's going to go, so it's going to go under here, and it might as well fix on top of here, and that's what the reason for that support is. So if I bring it out now, and then what I can do is I can rotate this round, so r y, rotate it round. Let's get it in place. And then what I'll do is we'll make it a bit thinner on this top bit. So put it on normal, make it a little bit thinner, and then we'll pull this out and pull it into place where we want it. So something like this is a nice support. And then I just want to pull this down now, just this bit down. And I also want to pull this back. So I'm going to pull this back a little bit, and I'm going to pull this down so it fits just on that part there. Like so. And I'm thinking now, just make it a little bit thinner. So S and Y, bit thinner, double tap the A. There we go, we can see that's looking really, really nice. Now, this part here, to me, this part, especially, looks as though it needs to come down a little bit. So we've got everything right. Just this part needs to be a little bit smaller. So I'm just going to press control plus going all the way up to there. I'm going to press one then, and all I'm going to do then is pull this down, like so, And then we go a thing that looks very nice now. It's about the right size that I actually want. Now, finally, what I want to do is I want to join all of this together and then bend this just slightly that way. So let's join all of this together with control J. Press control A or transform set origin to geometry. And then I just want to come out, grab this part here. I'm going to press one to go in side view. Grab my proportion it in, and I'm hoping that if I grab all of this, I should be able to just pull it out like so. Now, I don't want it pull in like that. I want it actually pull in a little bit different. Let's grab our sphere. No, not like that. Let's grab our sharp. And there we go. That's what I'm actually looking for. So you can see now we're pulling it kind of out, so it's actually pulling at an angle. And then we got a thing that just makes it look that little bit extra. As though it's like, you know, being a bit weathered and things like that. Alright. So from here then, let's actually come in and we'll add a bevel onto this. So again, control A, set origin, geometry, add in a bevel, so generate a bevel. And I'm also thinking, can I join all of this together now and add on my bevel on top of that. So first of all, let's come to the chain. Let's go to object. Let's come down to convert to mesh, and let's then join this to this. So Control J. Let's then finally join it to this. In fact, before we do that, let's just reset all the transforms. And then let's join it to this. So Control J, join it together. And then finally, we've lost our bevel on here now, as you can see. So again, we'll press Control A, Origins geometry. And then we're going to put this on No 0.3. And then what we're going to do is turn clamp overlap off. Should end up with something like that. Now, on this one, you can see, it's probably a little bit too high. You can see here. So let's put it on 0.1, turn it down a little bit. And now you can see it looks just much, much better on these parts here. Now, we could keep it separate. But I think, you know, we've got a little bevel on there, so it does look nice. It's just the fact of it's on this part. So let's try just one more up. No point, not not two. Well, let's just try that. You know what? I think that looks better. I'll keep it like that. Alright, so let's not apply that. What we'll do is just close that up. Then we'll come to our materials. At the moment, we've got a chain material on, which means it's all going to be our chain material, which is not something that we want. So let's let it load up on the material. So let's come down then and file and save. And then what I'll do is I'll come in and start this part first. So I'm going to come in, grab all of this part, like so. And then what I'm going to do is press U, Mark UV project. Click Okay. And I'm going to add in now wood. So we'll do the plank. So the planks, click a sign. And then what we'll do is the stone. So we'll come down to this part here. I'm going to grab all of this part, going all the way up to there, click plus down arrow stone. A sign. And then we'll come to this part with ship and click, click Control plus just to go up to the next part. Click the plus arrow down arrow, and we're looking for we're looking for iron dark, click a sign. There we go. And then finally, we've got this part here. We've got our chain. So we'll have a look at our chain in a minute. First of all, though, let's come into this part here. And what I'm going to do actually is I should be able to hide all of this out the way with H. And then should be able to come in to my chain. And hide all of this out the way with H. And then I should just be able to grab all of this, press U, Smart UV project, click Okay, and then click on In Dark we should end up with something like that. And finally, one more now, so click the plus, click the down. You're going to up the glass. So glass lip windows. And then all I'm going to do now is come into these parts here, I should be able to press Can I press L O? I can't press L because for some reason, all of these have now got a seam in them. What I'm going to do, I'm going to grab the whole thing. I'm going to press. You know what? I can't do that either, but it's going to be easier because if I've got all these seams in, what's going to happen is it's going to try and unwrap them I'm not sure, actually. We'll just go in and select them all. I actually put a seam in then. I don't know why I've actually marked all of these seams, but AH made a little mistake there. So what I'm going to do instead is I'll come in, wrap all of these, with shift click, control click. And then what we'll do is just press U unwrap and then click the sign on the glass like so let's go over then to our UV editing. And you can see that they've all been split up, and that is what I was worried about even though I've wrapped them all, they've all been split up. Now, the good thing is, because I've already grabbed them all, I can press control, and I can clear all the seams up there. Then I can press you on wrap. And now you'll see they're on wrap perfectly well. Now let's press A. And now all due will actually get this shrink in, so I'm just going to press the Sb. And then what I'm going to do is just put these into place. You can see that's still not fin, probably, so I'm going to press the Sb a little bit more. And then all I'm going to do is just grab some of them, drop them into place. You can see I've still got portioning on. Don't really want that on. Grab another couple. And put those into another place and then grab another couple. You know what, those two actually should be okay. So I'll just move these ones, like so, and there we go, we're actually done with this actual light. Now, let's actually save out our work. Let's save it out. Let's go to modeling. And then what we'll do now is we'll just put it on rendered view. Have a quick look at what that looks like. Dile tap the A, and there we go. That is looking pretty nice as you can see. Now, of course, we need to work on our emissions and things like that. I don't actually think the glass, have a look at the glass. Though the glass emission strengths at one point. One of the moment. The good thing is being as all of these have the glass on them, soever there's glass, once we change the emission, you will change the emission on all of them. Alright, so really, really happy with how that looks. And on the next lesson, we'll start on our second line. Alright, everyone. So I hope you enjoyed that. See on the next one. Thanks a lot. Bye bye. 126. Creating metal bars for lantern lighting: Welcome back, everyone to blend the four, Modeling and jump in workshop, and this is where we left off. All right. So now let's pull this just over here. Like so. Let's press M. And what we'll do is we'll put it in our primitives. We'll also press F two and call it light. I'll take that off, actually, because we've got caps on. So we'll call it standing light. And then we'll call the other one hanging light. So let's go to this one now, and then what we'll do is change this one, and we're going to go and open it up. And the one we want now is going to be this one here. So you can see this one. It's not as n, but it's complex in its actual own way. So I think what we'll do again is we'll bring in our cylinder. We'll also make it eight again, and we'll start from there because I think this is going to be roundabout pretty much the same. So what we'll do is we'll press Shift D, so selected, first of all, Shift A, let's bring in. So I always when I look at things like this, I always try and break them down into the components. So I can see it's got this part here. We can actually separate these two parts on here to bring all this kind of together, and the rest of this is relatively easy. So it's only this that's a difficult part to do, and that will be the part that I actually work on first. Alright, from there, then, what I'm going to do, press Shift A, bring in a cylinder. Let's move the cylinder to the side, so I've actually got something to work with. And the first thing we'll do is we'll create this band going over here. So also it wants to be quite tall. You can see it's quite chunky this the moment. So I'm going to bring it in. I'm going to press Essence head and get something about a shape that I actually want. So I've got to reference here. I could keep perfectly to the reference, but I want you guys to create your own things. What I'm going to do is I'm going to just gonna bring it to the side and you try and create your own in your own way. You might come up with something really elaborate, really nice looking. It's completely up to you. Alright, so what I'm going to do is I'm going to bring in some edge loops, first of all. So I'm going to press control. Now, these edge loops want to really go with what I'm actually creating here. So if you see if I bring three or five edge loops in, it means then that I'm going to be bringing in left click right click. Like five of these. Do I really want that or do I want to bring in three of them? I think because it's stylized and based on stylized and not realism so much, let's bring in just three. So I'm just going to press control, one, two, three, left click, right click. Then what I'll do is I'll grab the center one, put on proportions in and then bring this in. Now, you can see, because it's sharp, it's not coming in the right way. So what I want to do is I want it to be a little bit more smooth, like so. So now you can see it's quite smooth. In that way. Now, you can see, because we've not got that many edge loops in, it's made it, you know, even though it's smooth, it's not quite as smooth as it could be, but I think we can actually work with this. All right. The next thing then we want to do is bring these out. So we're going to bring these out. We also want to top on here as well. So I'll think what we'll do is bring out the top first. So the way that I'm going to do it is I'll just grab. I'm just hoping if I grab both of these, press control B, bring it in, should then be able to bring it in like so. So you can see now I can actually bring these in. I can give myself then a top and the bottom, and that will be the equal length from each other. You know what? I'm not going to do it that way because it's breaking this actual curve here. So I'm just going to do it the easy way. So I'm going to press left click, and then what I'm going to do is bring it up into place like so. I'm hoping that can I change the factor? Yes, it's the actual factor. So if I come back, Put this to where I want it. I've got at 0.644. Let's copy that then. Control C. Come down to the bond one. So now we're going to press Control, left click, right click, and then go with a factor, Control V. But this time it won't have the minus on. So if I get rid of the minus, press the enter borne it's going to put it exactly the same place as this one here. Alright, from there, then, what we want to do is we want to now think about bringing all of these parts out and actually level them off. So what I'm going to do before doing anything else is I'm going to come in to each of these, like so grabbing each of these. All the way around to the bag. And then what I'm going to do is I'm going to press Control P. I'm going to turn it all the way down, and then I'm going to get something that I'm happy with, which will be something like this. Again, the factory is important. In that, we want it to be round about the same depth as this part here. Alright, so now we've got the inside to do. So what I want to do is grab all of these and I want to come in and grab the inside, and I'm going to press control B and bring these out. But these ones are actually going to be a little bit thinner on the inside. So something like this makes them a little bit thinner, as you can see. Okay, so now what we want to do is we want to bring all of this out and then bring these out separately. So basically, I want to split all of this off and leave in things like this. So I'm going to leave these in. Some jaws going to come in, select my glass windows. Like so. Like so and come round to the back of it. And then this one here. Like so. And then all I'm going to do is just press P selection. Like so. Now, let's come back to these parts. And then what I'm going to do is I'm going to press tab. And now I want to do is I want to separate these parts out as well. I'm just going to grab all of these parts, and we're going to separate them out from the rest of this. And that's what I'm saying when I'm saying you look at a model, and you basically want to break it down and look how you're actually going to create it. That is how you work with things. And generally start the hardest part. Because once you've got that out of the way, the rest of it is easy. So P selection, separate them off. Now what we can do is we can come back to this. Press control A or transforms, set origin, two geometry, add in the modifier, and we're going to bring in a solidify. So if I come in now with solidify, let's pull it out. Let's actually put an object mode because we're really going to have a better idea of what we're looking at. And then what I can do is I can turn this out like so, and there we go. And then we can come to these ones. We're going to grab this one. In fact, we'll come to these ones. First of all, all transform origin of geometry. Then what we'll do is we'll join it not join, but we'll press control L, copy modifiers, and there we go. And now we can see, Oh, we've got a little bit of problem in that. They don't actually join up. Yeah, I know. Let's turn it down, first of all, so let's come back to these ones. Let's turn those down just a little bit. So bring them back, like so. And now we want to do is bring them out. So what I'm going to do, I've still got my slidifi on, so I'm going to turn it down a little bit more. Just to it's something that I'm happy with, something like that. It's definitely thinner than there. And then what I'm going to do now is I can come in. And bring all of these out now, and that should join them together. So if I press A now, come on, make sure you've got normal and then come down to individual origins, and you should be able to press S and y, taking proportionity and of S and Y and you should then be able to pull them all out together. Now, the reason we've done it that way is it means that you've still got control then over bringing them back now. So, for instance, if I want to bring them out or bring them back, you can see, I've still got some control over that now, and there you go. That is looking really nice already. Okay, so I'm happy with all of this. Now, the best thing as well is the way that we've done it means that we can actually pull these out even more now. So we'll do that next. What I'm going to do is I'm going to grab all of these parts, and then we're going to press Control J, join sorry, object, convert to mesh, and then press Control J and join them all together like so. What that means is now I can come to the top, for instance, and the bottom, and I can pull those out. So if I press the S born, I can pull them out slightly and bring them even nicer. I can also from here as well, because I've joined them all back up now, I could actually come in and bend them even more if I wanted to. Now, let's think about this top part. This top part I'm going to have from here. If I press one, What I can do now is I can simply just grab the top actually, press one, and then I can press and pull this up like so. And then what I'm going to do is I think I will grab this part here and pull it out. In fact, this part here, we'll pull this part out. So what I'm going to do turn normal off and put it on global, enter alterns and pull that part out a little bit like so, and there we go. And then what we'll do now is work on our top part. So I'm going to pull it up to here. So I'm going to press one, pull it up to here, and then I'm going to press. Pull it up, and then S. Pull it in. Like so. Then what I'm going to do is press control I'll bring in three edge loops. Left click, right click, grab this center one. Portion editing on. Let's put it onto sharp and let's press the S born and very, very gradually. Bring this part in. Like so and the sharp. I don't think it's going to do it's all t inverse square. Let's bring it in. And then we go. We've got a beautiful curve on the top of it. Now, let's create just the top part. I'll grab this part. Easy. Very easy to create that. Just press, bring it up. And then finally, level the top. So control B. Level the top top. There we go. Right click, shade auto, smooth. There is that bit. Nearly done. So on the rest of it. We've already got the chain that we need to put in. We just need to put this palm on. We need to make this small beam, and then we're done. Well, with the materials, of course. All right. Let's save that our work. And I'll see you on the next one, everyone. Thanks a lot. Bye bye. 127. Creating 2nd light variation, uv unwrapping from atlas, using magic uv to copy uv sh: Welcome back on to Plan four modeling and John China workshop, and this is where we left off. Okay, so now, let's come into this bom part. And with this bom part, I think what we'll do is we'll bring this in first. So if I bring this in like so, press one then, and then what I can do is I can start bringing this in so, press the S p, bring it in. And then the bon bring it in a little bit. Let's go underneath and just check where we are. You can see why I want to check it, because as I brought that in, you can see we've got a lot of crossover, which we don't really want. And we can also fix that quite easily and join all these together and then bring it in. By just coming up to tus mesh coming down to way it says cleanup, and then merge by distance. Then this up, and you'll see that we've joined all those together now, which means that we can now bring it in much much further in if we want to. Let's press so one. Let's press, pull it down, and then press the S born, like so. All right. I want a little bit of a bend on here then. So let's click right click. But this time, I'm just going to grab it from this edge here. I'm going to put my postulating on and then press the S born and bring it in. So, there we go. What a beautiful lamp. Okay, so that looks good. Let's actually now look at the size of it. I think, actually, you know, what I'm going to be happy with the size. We could actually make it a little bit more squat if you want to with S and, so you can pull it in now easy as anything to get that into the right place. And then what we'll do now is we'll just create this ship de, risa selected, simple wooden part on it. So S, bring it up into place, like so, pull it over to the middle. S and X, pull it out. Like, so. And then this is going to want to be going into the water. So I'm just going to press S&X and bring it a little bit further over. Like so. And then what I'm going to do this should be right in the center now. So what I'm going to do? I'm just thinking, do I need to do anything else for this? You know, well, I think it's a little bit too thick, so I'm just going to bring it in. And then what I'm going to do now is create this part. So I'm going to press tab to go into edit mode, A, 50. Bring it down without this on, so I'll bring it down, and then R and y, rotate it round, make it a little bit smaller. Then let's pull it back into place, and there we go. Finally, let's press and pull it in. And there we go. Alright, so that's that bit. Now, let's bring in our chain. So I'll grab my chain, Shift D, bring it over. Shift S, selections cursor, put it right in the center. Press one. And then all we're going to do is bring this up now. Now, on this chain, we can see that this one here is a lot thinner. Let's make this one a little bit thicker. Now, there's a few ways we can do that. I think what we'll do in this case is just press the S borne bring it up. Like so, and then I'll just put it into place. Now, again, I want it so that this part sticks right in the top here. So what I'm going to do is, I'm just going to come in and delete these three, maybe. So delete vertices, like so, and now you can see they're going the right way that I want them. So now what I can do is I can come in, grab my lamp, pull it over into place, like so. And there we go a thing that looks pretty good. I'm going to bring this up, put it into place like so. You might want to put a steel bit in here or something if you want to. Okay, so now, let's come in, and what we'll do is we'll grab all of these. We'll come then to object. We'll go down to convert and convert to mesh. And then what I'm going to do is I'm going to come now and join them all together with Control J. Control A or transform set origin to geometry. Adding a modifier, we're going to generate a bevel. We're going to put this on aught point, uh at two, like we did with the other one, and we're definitely going to come in and turn the clamp overlap off. And there we go. That is what we're left with. Now, if I think actually, you know what? I don't think I'm going to do anything else for this. I think it looks pretty nice. Let's right click and shade smooth. And there we go. Just looking at the bevel on top of there. If I put it to uh point tthree's have a look. Maybe on this one, it looks a little bit bare with that on. Yeah, I'm going to leave that actually on. Okay, so now, let's just put that up. Let's come to our materials then. And at the moment, we've got just a chain material like we had on before. What I'm going to do is I'm going to break this down again exactly like we did before. Let's wait for it to load up with the materials. Let's come to this part first, grab them both. Loss. You know what? We'll just grab all of this rather than going through them again. Press Control L, and we'll copy the materials. Go back to it, and now we've got all of our materials on there. So now I can come in, grab both of these, press. Smart UV project, click, put it on planks of wood. And then I can come in and hide those out the way. Then what I'm going to do is my chain. I'm going to leave my chain for now the one that is. I'm s going to hide those out the way. Then we're going to do is press A, U, Smart UV project, click, and we're going to have the iron dot. A sign. And then finally, now we want to select every one of the so I'm going to see if I can actually select one. And then what I'll do is I'll select. I'll go to selection set similar by perimeter, and we can see we've selected all of those at the moment. Let's select each one of these, select again, similar perimeter. And now we should have selected them all, like so. From there, then, let's press you and wrap. Let's also then click on glass sign, glass slit. And now, I'll show you another little chick with UV editing. So we're going to actually come up, and we're going to put on one that says U V Magic, but let's come in, type in UV. And you should have one that says UV Magic. So click that on. Once that's clicked on, close that down. So, UV Magic is an inbuilt add on. And then what we're going to do is we first of all, going to unwrap one. So I'm going to press wrap. You know what? I need to select them all first. So I need to make sure that I've got a way of selecting all these before doing anything. So what I'm going to do, I'm going to come on over. I'm going to click on my vertex groups because these are vertexes, really, click the plus button and click a sign and then deselect. Now, should, if I put this onto object mode, you should be able to see now. If I collect select, you'll see it selects all of those again for me, and that is exactly what I want, because then it's going to make it really easy to select these rather than going around and selecting them all again. Let's click select deselect now, select one of them, and I'm going to click and unwrap. So from there then, I'm going to grab it, press the S button. And then what I'm going to do is put this into place. So we've got a little bit of kind of this part here, so you can see it's just coming through on this part here, if I put this back on material, you can see it's just coming through there. From there, then let's select all of these. Make sure you select this one last. In fact, you know what? We'll select this one here. We'll press, and then we'll go to copy, copy, and then copy default. And then what I'm going to do is select them all. So select them all, and then I'm going to go to. Copy. So we're going to paste, default, and there we go. Now you can see that all of these are exactly the same. From here, then, what you can do is you can go over to UV map, press the A bond, select them all, and what that means is every single time now you select one, you're going to select this, and you can just press G. So select it, press G, and you're just going to move them over into their own space. And you can see how easy this is to do now, like so, so like so, and we've got like eight to pick from, so we've got a fair amount to pick from as well, and you can just work your way around. And this is really, really an easy way just to you know, have randomized UVs. It's the quickest way I've found actually to do this sort of thing that we're trying to do here. So basically we want random pieces of glass on there without going over these dark spots and it looking silly. I J going to come round. I'm going to hide this out of the way. Ja, so I can get two of these, and I can see perfectly well we're around because you can see all of these are the same ones, and then we'll just work all the way in. All way round and just make sure that they're all different from each other. So really, really handy tip as well if you want to, you know, kind of pop UVs from one object to another, you've just got to make sure that all of the sites on the object are the same. If they're not the same, it tends not to work. It's not perfect. But it's good nonetheless. So on this one, I'm going to leave that one, and then I'm going to come on over here. You move these round. So like so, and then this one here. Let's move this one. And we nearly background to the start. In fact, we are background to the start. And then we go L nice that looks guys. Alright, let's put our render view one. Let's have a quick look at that. Double tap the A, and then you go a really, really nice light. Okay, so let's put it back on material. Let's go over to modeling. And now we'll actually press F two, and we'll put it hanging like this time. Hanging light. And then what we'll do is we'll press the N button, and we're going to drop it in our primitives. We're going to save out our work. And then all I'm going to do is just move this over here. From there, I'm going to press O TH, bring back my light. And then what we're going to do is bring in our final final light and our final primitives, actually. So it's just this one here, and this is a standing light. Now we can see the work that we've got to do. Again, we want to break this down. This is the most complex one. So before we do anything, we want to have a good look at this and break everything down. So we can see we've got a beautiful roof on here, a really nice top. We've got a really interesting window on here, and we're thinking like, how can we do that? You know? That's what we should be thinking. So we're going to do this though in easy way. At the moment, you can see this goes all the way through, it's gone inside on there, and the rest of it, every side is going to be the same. So we'll start with this part. And then we'll shape out this part, and then the rest of it is pretty easy. So, don't worry. It is a complex one, but we'll be able to actually get this done and dusted fairly quickly. All right, everyone. Thanks a lot. Bye bye. 128. Creating small floor light source: Welcome Microphone to blend the four modeling and jump in old workshop, and this is where we left. All right. So if you press one on our number pad. Let's come in now and let's think about this part here. So what I'm going to do? First of all, I'm just going to shift right click, drop my cursor in place just to get this right scale to start with. So shift. Let's bring in a cube, not a plane. Let's delete that other way. Let's press Shift D. Let's bring in a cube. Let's make it smaller. So we'll get it to be round about the right size first, so you can see here, if I pull it out round to there, that's near enough the right size. So what I'm going to do then is I'm going to come in. I'm going to press control and bring in a few edge loop. So maybe I'm looking on here before we do that, actually, let's just put it so we can actually see through it. I don't see through it like that. Can we see through it the other way? Yes, we can. That makes it a little easier. So we can see we've only got really two of these and one here. So I'm thinking I'm thinking what I'll do is I'll bring this in first, and then I'll create this bit. So the way that I'm going to do it is I'm going to press controller. I'm not going to worry about this middle section. So this section at the moment. What I'm going to do is bring this in. Now, it might make it more difficult to actually line these parts up as you can see. So I've just got to take that into account when I do this. In other words, I'm probably going to be better off coming in, grabbing this edge here. So shift and click, just to grab it all around and just making sure that they line up a little bit there with these parts here, like so. It's not really going to affect anything when I bring it in anyway. So l shift and click now in the center one. Make sure we've got on proportional editing, and then what we're going to do is S and bring it in and shape it the way that we want it. So something like that, I think, Yeah, that looks pretty nice. All right. From here then, I can actually now come in, put this on object mode. And what I can do is I can bring it out to this side, right click and shade to smooth. Okay, so I want to actually focus now on creating these parts here then, as you can see. So these parts on here. So the way that I'm going to do it is I think I'll put one in the center, so control. Left click right click, and then I'll do the same on these one. So Control, left click, right click. From there, then what I'll do is, I think I will level this out. At shifting click, press one, and I'm going to level these out so Control B, and I should be able to pull these out to where I actually want it. If I pull it out to here, you can see that we should be able to from there, create kind of this kind of circle part on all of these, because now level the more, you can see we look like this. All right. So now let's get our top bit, so I can just press control. Bring in my top, so left click, right click, drop that in the center. Then on the bottom one, Control. Left click, right click, bring that into the center. And now I want to do is I actually want to round these parts off. So these two parts off, I want these solid and these rounded off. So all I'm going to do to do that is, first of all, I'll come into the top, and I'll just test it on these one here. I'll press Control Shift and B and bring them out, rotate it up, like so. Left click, and then all I'm going to do is change the shape. Like so, and you can see now we've got that edging that we actually wanted. So now we've got the right edging that can press controls head and come round them to each of these. Like so, just go in, grab each of these top ones. Press one on the number pad, and what we're going to do then is just control shift and B and pull them out. Like so. Like so. All right, happy with that. Now then I've nearly enough got all of these parts in. But what I can do is now, I can actually split these off once I've actually extruded them back. And from there, we can actually create this part. So before we do that, though, let's actually come in, and what we'll do is we'll actually create that little bit of an insert. I'm going to pull it out a little bit because then I can actually get behind it properly. I'm going to come in nut the bottom one, just all the way down to there. So, like so. And then from there I can press. In fact, you know what? I'll press, bring it in. So. Now, have we going to crossovers on there, you can see we've got a little bit of a crossover on this part. So what I'm going to do now is I should be able to come in, clean up, and let's merge by distance, turn it up one, and there we go. Now we've merged all of those together, making it really easy now to bring that back. Okay, from there, then I want to now bring those back in for my actual windows, and then I can actually work on these parts on the inside. So this part on here. So what I'm going to do is I'm going to press, er, alternate, Turn off portion edit in and bring it back, so altern bring it back like so, something like that. Press the tab, right click, shade auto smooth, and we should be left with something like this. Now, let's work on the outside. So I'm going to grab the outside, so shift and click. We can see that we're not grabbing all of those. So all I'm going to do is just come in, shift and click, going all the way around. L so. Like so and so. And then the last one. And like so. Now, with these, it's going to be easier if we just press Shift D, just to duplicate them, P to separate them off, and then we'll end up with something like this. And the reason I want to do that, just in case anything goes wrong with them. So if I press control A now, all transforms, right click, set origin, to geometry, let's come in them, add in a modifier, generate and a solidify, and let's pull that solidify out. And this is the problem that I was talking about. You can see here, we've got a bed of a join in here, and that's why I actually did what I did. So what I'm going to do to fix that is, I'll come in, I'll press A to grab the mole, and what I'm going to do now is make sure they join. So mesh, come down, clean up. And merge by distance. And there you go, now you can see that's actually fixed, and now they're looking pretty nice. Now what I should be able to do is I should be able to bring them out, wherever I want them right click and we'll shade flat, so we can actually see how far they are out, L so. And then what I'm going to do now is the inside. So the inside pieces. So these on the inside now should be able to split these off as well because I think it will make it easier to actually work with Like so, and then I'm going to press P selection, split them off. Come back to them then and now I'm going to press Shift H, hide everything else out the way just for now. You know what? Probably not the right way to actually go about this because I need to see this. So I'll do is I'll grab this, and then I'll press Shift H, hide everything else out the way. There we go. Now, let's press control law. You can see here that we've not got one going to the top. And the reason is because this isn't joined together. So let's try something fast first. Let's right click. And what we'll do is we'll triangulate and then right click and what we'll do is tries to quads. That's not going to work because then we've still got this mess up here. You can see if I press control law. I can't actually do that. So what I'm going to do instead is, I'll just bring it over, and I want to kind of join these parts in together. So what I'm going to do is I think, I will do it the easy way. So I'm just going to grab all of these. I'll press delete. And what we're going to do is we're going to delete faces. No, we're not. We're going to delete only faces. So only faces, and we should be left with these. And then all I'm going to do now is I should be able to come in shift and click, shift click Shift click Shift click, and then just minus off the top one. So minus off the top one, so, right click then, and then you should be able to come down bridge edge loops. Like so. That's not going to work because We're trying to do them all at the same time. So we're doing one at a time. So come in. Ok shift click, minus it off. Bridge edge Loops. There we go. Ok shift click minus it off, Bridge edge Loops. Ok shift click. Let's try minus it off, and then shift. There we go. Ok shift click minus it off. Shift R, and there we go. Now, finally, we should be able to press Control law. Left click, right click and Hale Lua, there we go. Left click, right click. On Cro, left click, right click, Otro law. Left click, right click. Okay, so now what we need to think about is this inside then. So do we want them all together? I think it looks bad like that. So I'm just going to grab this, this, and this, as you can see. Same for this one then, this, this one, and this one and this one. Otot this one and this one. Ontart this one and this one, and there we go. Now, let's bevel them up again. So Control B, turn it up, and we can see we've got another problem. And the other problem might be caused by as not having they're either not joined together, or we've got two together here, or the actual normals are facing the wrong way. So let's look first of all, face orientation, and there we go. There is our problem. So let's press A, shift n, spin them all around, like so, and let's try that once more. We'll try on one of them rather than selecting all. So control B. There we go. It's perfect. Okay, so let's turn that off. Let's come in. Shift click Shift click, O Shift click, and then come in to each of these Like so. Like, so, so, so. There we go. Now, let's press Control B, pull down the bevels and let's bring them out to the size that we want them, which will be something like this. Now, from here, before we do anything else, I just want to extrude these out. Before I do that, though, I definitely definitely want to mark my seams on just these parts because I want to split these glass parts off. So I'm going to right click. I'm going to come down to where it says, mark seams. And then what I'm going to do is hide or split all of these glass parts off because it's going to make it much easier in the future to actually come in. And separate this glass. I just need to remember that I've actually separated them and not to join them together before I've got my materials on. Then I'm going to press P selection, and now there they are, they're separated. Now I should be able to grab these, press A. Control and we'll clear the seams now because we don't need those on. And then from there then, I should also be able to press control A or transform origin to geometry and have some control over how these come out. So if I go to solidify, I should then be able to pull these out the other way, right click and not shade smooth, shade flat. So press ol tag, bring back everything, and there we go, that is how you make something like this with accuracy and something that looks really, really good, as you can see. Now, the next thing that we want on is these pieces of wood. Sou on the next lesson, we'll actually work on these pieces of wood because you can see at the moment. This isn't going to work out at the moment because we actually can't put a edge down here. So that's something that we have to actually think about. So I want to think about that while we get to the next lesson. All right, everyone. So I hope you enjoyed that. I'll see you on the next one. Thanks a lot. Bye bye. M. 129. Continuing to add detail to light lantern: Welcome back everyone to Benfor Modeling and Jomon of workshop. Alright. So, as I said, we've got this part now. So what I'm going to do, first of all, is I recommend you do this. If you're working on something you're not sure how to do, make a copy of it. So I'm going to pass ship, enter P selection and separate that off. So now, I've got a copy of this. So first of all, I'm going to hide these parts out of the way. I'm going to hide one of these parts then, sorry, one of these parts out of the way, hide one of these parts out of the way, and it should then be left with this. Okay, so what I'm going to do is, I'm going to show you a little technique. So we'll go Shift click on all of these edges. And the thing is, we can't bring these out straight. That's the problem we have in. But what I'm going to do instead is, I'm just going to grab all of these going up. I'm going to press control B, like so, and bring them in, and I want these now to be kind of straight and out. What I'm going to do is I'm going to press, er, tones and I should now be able to pull these out to where we actually want them. So something like this. And then what I want to do is put an edge love straight down the center. So straight down the center of each one, like so, straight down the center of this one. And finally, this one. Then what I want to do now is I want to come to this part, and then shift and click. And what I'm going to do is I'm going to press right click dissolve edges. And that then is going to give me the corner that I actually want. Shift click, right click, dissolve edges, and there you go. Now you've got a nice corner based on what you actually want. That is what I want, don't want this corner flattening off basically. So now I'm going to do is, I'm going to see do two at a time. So right click right click and dissolve edges. And there we go. And let's do the same thing on this one. Dissolve edges. And then finally, this one. And dissolve. Where is it dissolve edges. There we go. All right. So there we go. That's what we actually wanted. Now we've got this. We can actually come in and actually delete the other one because now we can put on some wood on here. The one thing is the one thing is that I think what I want to do is I want to separate these out. And I'm just thinking like, I want to make these a little bit bigger. So what I want to do is I want to come in, ship click and go all the way around these, so we're grabbing them, going all the way around like so and I'm actually going to separate them off. Like, so, like so, right click, mark a seam. And then I should be able to come into the center of here, press the lbton and then I should be able to delete, delete and faces. Let's delete faces out the way. And then finally, what I want to do is I want to bring these out now and put a top on them. So what I'm going to do now is just come into the tops of them. I know it's a lot of messing around, but you'll see actually what I'm trying to do here. I'm going to come in, grab all of the tops. Like so. And then come in, grab the bombs, like so, and then delete bases like so. And we're going to fill those bases in perhaps or we might just put them at the bomb. Now, if we press tab, press al tag and bring back our part, this is what we're actually looking at. And you can see what I want to do is I basically want to bring these out a little bit to make them look a little bit more like wood. At the moment, they're not very thick. So what I'm going to do is I'm going to come to them, control A or transform, set origin to geometry, add in a modifier, and we want to generate a solidify. And now we can see that we've actually got a little bit of thickness if we pull them the other way. So let's pull them the other way. Like so. And there we go. That is what we're looking for. Now you can see we've got thickness. And now when I straighten these up, you will see that these look pretty nice. So if I go to offset even, that is what I'm actually looking for. Right click, and what we'll do is shade flat. There you go. That's perfectly what I'm looking for. Maybe they're a little bit thick. So let's pull it back, hold in the shift born, pull it back a little bit. We now we've got that nice ridge, and that's what I want. Alright, so I don't think actually, we need to fill in these because what I think we can do is we can get a top on here and a bottom on here and not worry about it. Now, let's put the bomb on first because the bottom will be the easiest part. What I'm going to do is, I'm just going to grab all of these contra selecting them all. So shifty, and then all I'll do is I'll press the S born to pull it out, so I'll press elite, and I'll go to limited dissolve just to make it a flat plane, something a little bit easier to work on. Just then I'm going to pull it up. I'm going to press E and Z, pull it down. In place. So, there we go. Alright, so that's that bit done. Now I want to do is think about the top. And you can see on the top here, these are flat. That makes life much, much easier because it means what I can do is I can actually flatten these off using the bevel, which makes it very, very easy. So let's come into the top again. Or we can actually use the bottom for this. So I'll actually grab the bottom. I'll press your D and I'll press one, and then all I'll do is just Bring it up into place just under there, so it fits like so. And then what I'm going to do is I'm going to pull it up. So if I press one now, you can see how big do you actually want it. Again, I'm not going to worry about scale too much right now. I just want to pull this up. And get it roughly into the place that I want it. So if I bring in now some edge loops, so control, let's bring in some edge loops, left click, right click. And then all I'm going to do is I think I'll split these two off. So if I press, in fact, we'll split them both off separately, so P selection, and then come to this one, L L, P, selection. So. Alright, now I can grab both of these, right click and shades move by angle, and that flattens those out. Now, let's bring this one up a little bit. And let's grab all of these parts now. I'm just going to grab all of these parts, not this one. Let's minus that one off. And let's press one. And what we're going to do is we'll just pull it up, and then we're just going to press son's head, and hopefully, I should be able to stretch these out like so. Now, you can see, I didn't grab my windows in there. So I'm gonna go back. I'm gonna grab my windows. Then I'm going to press one Esnsd and now I can actually stretch that out. And for some reason, One of my windows isn't actually stretching. Let me just see if I've got it on. I've got it on individual origins. That's the reason why. So let's go back, put this on medium point, press one, S and Z, and now we stretch it all out and now we've got how we want it. All right. So now, finally, let's pull this into place underneath here, making sure these goes in. Let's pull this one then into place. Let's also right click and set origin geometry, and now we've got a better idea of what we're doing. Okay, so I'm going to actually now come in, grab the top of here, and I'm hoping that the shop, let's try the shop, should do it. So what I'm going to do now is press the S borne, and it's definitely not going that way. So it's definitely the other way. Let's try the sphere. And there we go, let's pull it out a little bit. And I'm just wondering if I actually want to do it this way, try the root. You see that it starts to bend up at the top. But what I'm thinking is I will bring all of this in, first of all, on smooth. So if I bring this in now on smooth like so. So bring it in something like that. And now I want to work on bringing this part in, so I'm going to press Oh, ****, click. Let's put this on too sharp. Let's press one, and let's play around now of getting this in the way that we want it. So you can see, not really going to work like that. So you know what I'm going to do. I'm just going to go back, and I'm going to come back before doing that. So before adding all of these edge loops, you know why, I'm just gonna put it back. I'll come in, press a limited dissolve. And then instead of doing that well, do this, I won't be so clever, I'll pull it up. Without portioning on. Then I'll bring it in. Like so. And then what I'll do now is bring in my edge loops and do it that way because I think that's going to be much, much easier. So now, we'll grab this. Now we should be able to pull it in with one of these, let's see which one it's going to be. This one here is looking promising. Like so. And then I think I'll take that off and just free hand this now, so I'm going to bring this one in. I'm going to bring this one in a little bit. Like, this one in. There we go. That's a nice smooth arch that we're actually looking for. Alright, I'm happy with that. Now, let's think about our bevels on here then. So what don't we go to do? These need splitting off. So again, I think on this one, we should grab this one. Press make sure they split off from the rest, which is what it is. Press shift and D and then press P selection and split it off, like so. From there, then we'll grab one of them, hide them out of the way. Grab the other one. And from here then, we should now be able to level this. So press control B should now be able to bevel it off. Like so. Now, I'm just wondering whether they're a little bit too thick. I want them to kind of be a little bit thicker than these end parts on here. So this is looking quite nice like. So. And what we'll do now we'll actually work on this on the next one because it's a fairly complex bit to bring these out and bring them up and all of that other stuff that we need to actually do. The other thing is we might not be able to use those parts that we just created. So we'll see. We'll see anyway. I'll explain everything as we go along, but it's fairly complex to get this one done. All right, everyone. So I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 130. Breaking up mesh to create small wood tiles for lantern, using proportional scaling : Welcome back everyone to Blend four Modeling and Jump china workshop, and this is where we left the art. Alright, so what I want to do then is come into Edge let. I want to grab these edges now. And then what I want to do is I want to make these actually carry on a little bit longer than what they are at the moment. What I'm going to do is just press and enter, and then I want to be our normal. I want to also be on individual origins. And then what I want to do is press G and x, and then we should be able to pull them down, like so. And then finally, we should be able to then lift them up into place. Just make sure that they carry on that actual smoothness. Alright, so that's looking pretty good. Now what we want to do is we want to split these off now, so I'm going to come in. Split these off. Going all the way to the top. Like so. So I'm just going to press P selection. I'm going to grab them this part. I'm going to press delete. And then we're going to press lt H and bring back the part that we had before. And this is what we should be left with. Now we want to do is we actually want to press control A transforms the origin to geometry. And then I'm just going to make these now a little bit bigger with, of course, a solidify. I'm going to bring my solidify in, and then I'm going to increase the thickness, going the other way. All right. So if you're finding that you having to increase the thickness way way too much. Now, you can see here as well. Let's right click and shave flat. And there we go, that's what we've got. If you having to increase it too much, then we're going to go in and bevel the other one. So I think that is a little bit too thick. I think something like this is much, much bare. What I'm going to do now is just come to this part, and I'll come to each of these edges. So chip click. Put it back on global. And then what we're going to do is just level off these parts. So just these corners, going all the way down there they are. Press Control B, and you're just going to level them off back into there, and there you go, we should end up with something like this. Now, from here, then, what we want to do is we want to split off each of these wooden parts. Before we do that, though, let's add in a few edge loop. So three edge loops on each one. So control, three. And then control. Three. And then control three. Like so. Like so. Now we want to do is we want to split each of these, so now we can come up to each of these. Like so, and then we can right click. And I'm wondering why actually we've got that on. Let's just try that again. So, let's see if we can go round. There we go. That's better. That's exactly what we want. So right click, and then we can mark a seam. Now, from here, let's just hide these out the way. Come back to these parts then. And what I want to do now is split these off. So I'm going to press Alt ship click. Like so. Like so. We can actually you could actually delete these out of the way these parts if you really want to. Right, click, macacme. You know what? Think I might actually, do we actually need these parts in here? I don't actually think I do. So, you know, well, I'm just going to delete them out of the way and make this simple for myself. So like so, delete bases, elite bases, all of these delete bases, like so. All right, so this is what we should be left with. Now what we want to do is just split these parts off, go in all the way down. Like so. So it's every other one. Like so. Like so, and then I want to just press y, split them off. And now you press G, you can see, they're all split off. And then finally, what we want to do now is we want to first of all, solidify these and then level them off. So I'm gonna press tab. All tag, bring back everything. Come back to these Control A, A transform, set origin, geometry, and then all I'm going to do now. I've still got solidify on here, which means I've got complete control, and now I'm going to have control over these as well. So generate difi right click, age flat. And then what I'm going to do is pull these out. So you can see now, this is what it's done at the moment. Let's first of all, add in let's pull them out, first of all. So we'll do that first. So we'll pull them out. This way, and you can see that there. You're going to poke through there, but that's okay because it means I've still got control over this part here. So I'm going to make them that thick, I think, something like this. I think that looks good. I can drop it down. We've done all this as well to put them all into place. But for now, that's looking good. And then what I'm going to do is add another modifier and a bevel, and I'm going to turn that down on my bevel. Let's put that one up. Turn it down to 0.3. Try that. And there we go. And now let's apply then this solidifies, so I'm going to click a little down arrow. Let apply. And now on these, I can come in and what I can do is go to mesh transform, and let's go to randomize, and let's turn this down quite a bit. So let's turn it down to 0.1. You can see here because we've got a lot of parts in here that it's kind of breaking them, and sometimes that will happen. So the best thing I'm going to do, I think, is to actually get rid. Yeah, if I get rid of these parts, it's not going to have the same effect. I'm just wondering the best way to do this. Might be even two not have all of these in or bring it down far enough. So I think what I'll do first. I'm just wondering the best way to do this. At the moment we've got that bevel on. That's fine. I'm just going to have a look at these because I want to make them a bit more rough. So if I come into one, let's just see what happens when I go to random and pull this out. Let's see what happens there. You know what? That might actually do it, so I'm just going to come in, press the G Key. Just move these out a little bit. Making them a little bit uneven. So let's have a look at that. And there we go, that's looking. That's looking pretty good. Now, let's come in and do the same thing on these. These Like, so, and there we go, that's looking much, much better now. Like so now I can right click shade smooth. Yeah. And I think I'm much happy with these. I think I'm just going to move this one a little bit down. Like so. And then finally, now, let's come to this. Let's apply solidify because I'm happy with the thickness. Now press Control A, right click shade auto smooth. And then what I'll do now is join both of these together with Control J. And then it'll inherit that bevel on there as well. And then finally, now I can look and possibly possibly bring these down a little bit into place. So. There we go. All right. So that's been a lot of work. Let's also look Shadesmooth bangle. And Jos going to turn this up a little bit. Now, if it's not working, it's because of the fact it might have sharp edges on there. You know what? I'm just wondering to move by angle. Let's turn this down all the way. That's not going to do it either. You see here. I've got a little bit of a problem. Let's not keep sharp edges. Turn that off. There we go. That's what I'm looking for. So we're not going to keep the sharp edges. Let's try putting that on 30 now. Yes, and that's what we're looking for. All right. So we got rid of that now. Now, let's think about our top. So what I'm going to do, I've got this in the center, let's press Shift S coaster selected. Let's press one, and what we're going to do is bring in a cube. So we'll bring in a little cube or a big cube. In this case. Let's put it to the top, bring it in a little bit. Press S and Z. Let's make our top. So let's just make sure everything is in there, let's make it a little bit smaller. So so it goes on the top. And then what we're going to do now is press the i bond on the top of here. So the insert, and then we're going to pull it up. And then we're going to press S, pull it out a little bit without this proportion editing and then press E and then press S and pull it into place, like so. All right, press Control A or transform origin to geometry. Grab this one, grab this one, press Control J. That then we'll apply the bevel on top of there. And now we're on to the final stage, which is the bottom of here. So we can see at the moment, we've got just this part here, so we need to put in this part under here, and then finally this part in here. So what I'll do is, I think I'll press one. I'll press shift A. I'll bring in another e. So let's press shift A. Bring it a cube, make it smaller, press the S born. So we're going to bring it down to here, so, press Send. And then just pull it up into place. So we're just going to put it under there. So we're going to create this part here first. So I'm going to press S bon, and then I'm going to grab this part and you can see it goes in slightly. So I'm just going to grab this face, press the S born, and pull it in. There we go. And then from there, what I'm going to do is I'm going to press the born. And bring this part in. So you can see we've brought that part in. And now we just want to create this part going down to here. So, what I'm going to do is, I'm just going to press one. I'm going to press and pull it down, like so. And then from there, then I'll split this off, first of all, so shift and click, grab the top of it. Sorry, the bottom of it, press P selection, split that off. So. And now I can do is I can press control, you'll transform set origin to geometry. Go in and let's press control, bringing some edge loops, five generally, just so you've got one in the center. And then let's come into the center one. And let's put it on too. Let's try to sphere first, see how that comes in. Yes. And that's the one that I actually want. So nice and smooth going up there. Let's just make sure now that this is in place. Like so. Right click, Shade Auto Smooth. And now on the next lesson, let's finish it off with this beautiful bottom. Let's save that our work. And you should be proud if you've got this far of creating something like this because it's quite a complex model, actually. All right, everyone. So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 131. Adding final frame work to lantern: Welcome Macro on to Blender for modeling and jump you know workshop, and this is where we left off. Alright, so let's grab this part now. Let's press Shift S. Sa selected. Let's press shift A, and we'll bring in another cube. Then what I'll do is I'll bring this cube down, so I'll put it into some sort of place. So I'm going to want it I think something like this, just for now, but then I want to bring in these blocks as well. So what I'm going to do is, I'm just going to press S. Pull it down into the place that I want it, so something like this. And then what I'll do now is I basically want to bring out some cubes on here. So the way that I'm going to do this, I'll mainly easy for myself, actually. So what I'll do is I'll press Control, left click, right click, control, left click, right click Holt shifting click, and then Control B and pull these out and there's your cube. And there's also a piece of wood on here as well. It's going to make it easy to do that part as well. But then what I'm going to do is I'm going to grab these three parts now. So these three parts here. So I'm going to press the i bond to insert them in jaws to tab so something like this. And then what we'll do is we'll press and pull them like so. And now we'll actually finish with these wooden parts. So if I grab these three, like so. And then what I'm going to do is press shift. And then we're going to press E and Z, pull them up, like so, and then grab all of them. So grab them all like so. Now, you can see at the moment, If I press Shift H, these are actually joined together. So let's just hide that out the way. Come back to this one. You can see they're actually joined together. We don't actually want that at all. We don't actually split these off. So shift click Shift click. Shift select Shift select Shift select y. Now press l TH, bring them back. And now we should be able to split these off. So first of all, I'm going to come to these ones. I'm going to make sure I'm on normal. Make sure I'm on individual origins, and then I'm going to press S and a here. Can we do it S and X? No, they're all going to go the same way, so we don't really want that. So what we're going to do instead is, Instead of doing that, we can come in. Shift click Shift click Shift click ln S. Let's bring them in. Like so. And now, can I actually pull them out separately. So if I press S and y, you can see we're going to pull these out. So what I'm going to do instead is, I'll just grab these two S and y, pull them out into place, grab these two and just do it the old fashioned way and pull them out into place. Like so. And then finally, I just want to pull them all up. So I'm going to press S. S and S, pull them up, drop them into place, and there we go. Alright. Now, let's press Salt and H. Bring back our part, and there we go. Now, let's bring this part up a little bit, just so it's fitting in a little bit nicer. And then finally, now, let's do this bond bit here. So we're going to come in. Grab this bond part. So let's just control select all of these parts. And then what we'll do is we'll press the S bond, just to pull it out, and then finally, we're going to press and pull it down, and there we go. Alright, guys. So we're nearly done with this. So we've got a bevel on here at the moment. We've got lots and lots of different things on here. So what I mainly want to do is now, I want to go through it and actually hide the parts out the way that are done. So you can see this part's all done. This part is basically done, it just needs to bevel on it. This has got to solidify on. So let's just apply that. So apply solidify, hide it out of the way. This part has got to solidify as well. So apply it, hide it out of the way. This part, solidify, apply it, hide it out of the way. This is just the glass, and this is that tag. Now what we want to do is grab it all. Press control A or transforms that origin to geometry. And then what we want to do now is grab this one last because that's got the bevel on and then press control, join it all together. Now, just make sure you're actually going to bevel on there. You can see that a lot of this is not actually beveled, right click shade, smooth by angle. And then all we're going to do now is just come down and turn off again the clamp overlap. Turn that off, and there we go. We've got a beautiful bevel on all of this now. Now, I'm really really happy with how that looks. I think it looks absolutely perfect what we're looking for. I'm just thinking maybe this bot part just wants to come out a little bit more. And also, we're going to need a sharp on this part. So all I'm going to do, I'm going to grab this bottom part. Like so I'm going to press altern put out a little bit. I'm hoping that it keeps flat as it kept flat. It looks like it's risen up a little bit, so let's actually overlook. Altern Bring it out like so, and then bring the bottom part out, so alter. Like so. And then what we'll do is we'll put a sharp going along here, right click and mark a sharp. Now, we can see that it's bent a little bit. But I actually like that. I actually like the fact that it's bent a little bit. And if you want. Instead of doing that, you could have just pressed S and pulled it out, so you're not getting this slight bowing effect on that, but I think it looks nice. But what we're doing. And yeah, that's all done. So now I want to do is I want to grab one of these. So I'm going to grab this. Press Control L, and we're going to copy not copy modifice. Control L. We're going to link materials. Let's go then to our materials. Let's now get all of our materials on when this actually works. Let's this one, let it load up. There we go. Let's come to this one then, and we can see this is what we've got. So now let's work our way along. So this part here can see it's met. Let's actually come in, grab it all, Mart UV project, click Okay, and then we'll go to our materials on dark, a sign. Hiding out of the way. This one is all going to be wood. So let's come in grabbing all of these pieces of wood. All the way up. And we can come in as well and kind of box select it. Probably go away we're doing that control plus, and then you can actually come in and grab. Yeah, I didn't really work too well. There are quicker ways. We could have got into wireframe, done in many, many different ways, but. Hey, let's press. And then what we'll do is put planks on, click a sign. Now, we can see on these parts here that we do have a little bit of an issue on these. You can see we've got to join there, for instance, and I want to fix things like that straightaway. So what I'm going to do is, I'm just going to grab these four parts. So not that one. Let's grab this one. This one. Shift H, hide everything else out of the way. And then what I'm going to do now is add in some seams. So we'll just add in some seams here, then this will unrote very nicely. So Jos going to come down, do the bottom of here. So you know what else? We can actually come in control mark a seam. We can actually come in and delete this now the way. We're not going to need it anymore. And then we can actually really move around here. So I'm also going to press shift age, hide everything else out of the way. It's going to make it much, much easier then. And then what I'm going to do is now mark seam on the edges. Now we can there's another way of doing this as well. So what we can do is we can come over, select, and you'll see that you've got select sharp edges. You can actually do it that way as well. So right click, Mark seam. There we go. Alright, now we can do is we can press A, wrap there you go. Now you've got a really, really nice wrap on those. Everything looks really nice. And now we can move on. So if we come now, we can press lth, hide all of these things, and I will do it the proper way this time, so I'm just going to press one. I'm going to go into wire frame. And then all I'm going to do is press B and just come down to this bottom one. Control plus, hide it out the way, put it back on material, and there we go, same plus that. Okay, the one thing is, what do I want to make this color? I'm going to make it the same color as the wall. So I'm going to grab this. I'm going to add in another one. I'm going to Add in another one. Like so. Click the Down. Click on Wall. Like so. Click a sign. Click U. Smart UV project, click Okay, and then just make sure then that we're happy with that going all the way around. And I think I am. And then we've got these parts here. These parts will be wood. So we're going to come in. We'll grab all of these. Like so. Like so. Then we're going to put. Smart UV project. Click Okay. Put it onto planks, lick a sign. There we go. That's looking good. And now we've got the inside bits of here. Now, we can see at the moment. These should be wood, I think. So let's come in. Now, we might have a problem with these parts. They're not going the right way because of, we're going to wrap them. So, Smart UV project, click okay. And then what we'll do is we'll put them on. Thanks. They a sign. There we go, You know what? I'm not going to worry though about the way the woods facing because it's going to be pretty difficult to do something about that. And then what we're going to do is we're going to come into these parts now. These are okay on metal. So these parts here just need re wrapping, and then we can leave them as the metal. So, Smart UV project, click okay. And then what we can do is we can hide all of these parts now out of the way. So all of these And we should, when we do this, you'll be left with our windows. So we hide those out of the way, and there is all our windows. And now, what we'll do is we need to unwrap these. So if I come in and I unwrap this one, we'll try this, press, and what we'll do is unwrap. We'll go then to UV editing. You can see this is how it's unwrapped. We'll also In fact, won't do that, what we'll do is we'll press S. We'll bring it down. And then what we'll do is we'll come on over now to our materials. Click glass, click a sign, and there we go. Now we can put them into place, we'll want them. So I'm just going to drop it into place like so. I'm also going to put this on global. And then what I'm going to do now is I'm going to press. I'm going to go down to copy, and I'm going to copy and default. And then what I'm going to do is grab all of these because they're all the same, so you can see they've got the same amount of meshing. We should be able to go to copy, paste, default, and there we go. Now, again, press A over here, and then what you should be able to do now is come to each one individually and move them around. So as you can see, though, we need to put these onto Like, so and onto glass windows, click a sign. Now, we can see didn't work because sometimes that's going to happen. You can see here, it's just a mess. And yeah, that sometimes happens. So what we're going to do is we're just going to unwrap them separately instead of doing that. Like so we're going to click on wrap. And then what we're going to do is press the S one. We're just going to grab them separately now, put them in place. Like so. So I'm pressing L. And sometimes, you need to grab them from the edge to actually make sure that they're separated. Don't grab them from the other one because then you'll end up grabbing two. And it's a little bit of work, but it should be with the effort. So we're just going to press L, G, and then L G. So. All right, let's hide those out the way. And now what we'll do is we'll grab all of these, so I'm just going to come in and grabbing all of these. Not that one, so shift L instead, deselect it, and then L. And then what we'll do is pressure you and unwrap. And there we go. Alright, let's assign the glass to each one of these. Like so let's make them a little bit smaller. Like so. Then all I'm going to do now is hopefully be able to grab each one of these. And you can see that have grabbed one was very close to grabbing another one. I'm going to drop these into place, let's grab this one first. So I want to finish those before the end of this lesson. I want to hide it. I want to move it. Like so. Like so and at least one thing by the end of this lesson. This will all be done, which means basically now apart from the grass, a little bit of trees. We're on the home straight, guys. We've got everything that we needed to create actually done. All right. So there we go. Now I'm going to save about my work, and on the next one, I'll get this fully finished. And yeah, that'll be looking really, really nice. Alright, everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 132. Starting modeling on final wizard round tower structure: Welcome back everyone to blend of por Modeling and Jomon workshop. Now, I put my wall on here, so you can see, I've got my wall on here. Now, on the original we had stone, but I'm not sure. I think it actually looks fair with the actual wall on there. So what I'm going to do, though, first of all, is I'm going to come in. And I'm going on wrote both of these. So Smart UV project, click. Let's drop off planks on there, then, so we're just going to click a sign. So just make sure they're all going the right way. And then what we're going to do now is come to this one. So we're going to add in our stone now. We're going to add in our stone to each of these as well. So all of this is going to be stone. Smart UV project, click Okay, add in stone, click a sign. And then finally, we've just got these ones left, which we're going to come in. We grab all of these Smart UV project, click, planks, click a sign. And there we go. Alright, so that's looking pretty nice. Now, the one thing I would say, is maybe with these, we might want to break it up a little bit. So I'm just going to press altage bring back everything. And what I'm looking for now is if I want to change these to this wood instead. So if I double tap the A, you can see this is what it looks like. I'm thinking I'll change this wood to this one here. So what I'm going to do is I'm just going to press altage bring back everything. And then I'm just going to come in to each of these. In fact, you know what? I'll hide these out the way first. It'll make it much, much easier. So hide them out of the way. Press one. And then what we'll do is now, we'll just go to what's this called port shade in Wireframe. Wireframe. There we go. We'll go to wire frame, we'll press B. And grab all of these, all of these. Sometimes when you're doing the courses, you actually forget the words sometimes. It's very hard to talk for 24 hours straight about something and not forget something. So yeah, let's go back to material. And what we'll do is we'll click a sign on these planks. No, we won't, we'll click plus down arrow, and we're looking for window a window wood. This one here, click a sign. Let's press tab and see here these aren't wrap properly for some reason. So let's try that again, U, Smart UV project. Click Okay. And now they've all wrapped properly. So it's a good job. We actually check that anyway. And now, finally, We should. You can see on these, we have js looking at the thickness of these. So we can see that's the thickness of these. You know, well, that's going to be okay. Let's put it on rendered view. Let it load up. And you can see system is out of memory. So what we'll do is we'll put it on object mode. We'll go to save file, save. We'll come back to modeling. And then what we'll do instead is, we'll just reload our scene. So file, save once more, file open let's open it. Let it open up, exactly the same scene. There'll be a lot of things that need loading in now. And now we should be able to come in and just click on render view. And there you go. What a surprise. I actually works. So, alright. So that's what we've actually got. That's looking pretty. Nice. Now, I think I'm just looking on here. Yeah, you know what? I think I'm happy with that. If you're not happy with this part here, we can actually straighten these up as well. So I'm thinking, shall we straighten this part up. Let's actually have a look before we do anything else on actually straightening these parts up. So all I'm going to do is I'm going to grab all of these. And then what I'm going to do is I'm going to put it onto individual origins and then press S and X, and it should be able to straighten those up like so. So S and X, straighten them up and there you go. Now, let's straighten this one up as well because I think they looked actually not right. I wasn't happy with them. So S and y, Let's straighten those up, S and y. And there we go. Now, let's have a look at what that looks like. Yeah, I think it just looks bad like that. It really does. Alright, so we've got everything now that we actually need, and it's all looking really, really nice as you can see. So now what we want to do is we want to I think we'll actually come and start work on this part here. So I think round the back here. And then what we'll do is I'm just wondering whether to start on the tower first, maybe the tower. Let's start on the tower. Let's get the last hard part out of the way. Now, with this tower for this one, it's pretty much exactly the same as this. We've got a lot of parts in here that are also the same. But what we want to do first is we want to actually shape this tower. At the moment, I think it's a little bit too thin. So what I'm going to do is, I'm just going to press the S p, bring it down a little bit. And then what I'm going to do is look at the height now. So how high do you want it? If I bring it down, does that actually look bare? Does it look bare up there, so it's up to you really where you want to put it, but I think rounda there is a really good composition. So something like this, it's a little bit lower than what it was. Next of all, then we need to think where is it actually going to come up to. Now, I think that it should come up to round about this part, and then drop down and we build from there, 'cause I think we can build everything up or there. What I'm going to do is, I'm just gonna grab the bottom of it now. And I'm going to pull that up. To round about this place around here. Now, the next thing is we want to actually shape this. So next of all, we need to ask the question. Is it actually wide enough. Is this actually wide enough at the moment? I think it is. I just think that this part up here should be going in a little bit. What I'm going to do is I'm going to come in, bring in an edge loop, and I'm going to bring it down to roundabout here just so it's level with this point here. And from there then, I think I can actually bow this in. So what I'm going to do is now, I'm going to bring in some edge loop, so left click, right click, bring in some edge loop, I brought in seven, and then'm going to come to this one here, so shift and click. And then what I want to do is I want to put my proportional editing on, and I want to bring it in now. So I'm going to bring it in very, very gradually. Like so. You can see now that's making a huge difference on how our tower actually looks. So yeah, a thing that looks good. And then what I'm going to do is now I want to bring this part out a little bit. So I'm going to go back and before I do that. So before I bring this bit in, I'm just going to hide this bit out of the way because I want to keep this relatively straight. Can I keep it straight if I now bring this part in? So I'm going to press the SP, I'm going to bring it in. And then what I'm going to do is press tag let's have looked, and that did nothing. So what I'm going to do is I'm going to pull this out. Turn this off, press the S button, like so. And I think that looks a little bit there. Maybe maybe bring this one in a little bit, maybe bring this one in a little bit. So, yeah, I think that looks bad. Looks like now, we can get kind of a flat piece on here. And yeah, we can have some ridges around here. So now, before we do anything else, let's actually use this part here. So what I'm going to do is I'm going to grab all of this bath is pretty much the same as this one. So I'm going to grab all of this. I'm also going to make sure that I grab the inside of this as well because at the moment, if I press G, we have got the inside. Let me just see. Yeah, there is an inside, so we actually managed to grab all of it. Let's press shift then. Let's pull it over into place. And then what we'll do now is we want to put on top of here. So we can basely at this point, Yeah, can we? Let's just grab it all. In fact, we won't grab it all, what we'll do is we'll come to the top of it. Sorry for me wnguys. Let's grab the top of it. Shift S, cursor selected, and then we'll grab all of this. And then what I'm going to do is press Control A all transforms, right click, stat origin to geometry. Shift S. And then what I'm going to do is selections, cursor. And that then should move it all. Now, you can see that this needs to be much, much smaller. So let's make it much much smaller. Let's bring it down into place. You also see because I brought it in like that, which meant I'm on individual origins. Let's bring it out medium point. Let's bring it down into place. Let's come in now to our tower. And what I'm going to do is press control plus, control plus, delete bass. So delete those other the way. Press the tapon, and now let's see if we can get this into the place that I want it. So you can see still too wide now. Some jo is going to make it a little bit smaller. And the problem we've got is we don't want to go too small. And the reason is, If we go too small. We're going to lose the actual scale of this, as you can see. So you can see at the moment, this is the scale. We're starting to lose some of the scale, and what it might mean is that we might need to just bring in another actual roof. So we could keep everything on here, but just bring in our roof. So I think that's what we'll do. Well, first of all, though, get it to the scale that we actually want it. I'm thinking. Maybe something like this. We've also got some parts under here, which we can also use. So we'll get our roof into this scale. We'll have a look at what that looks like now. So I think we're going to press S and's head and pull it up a bit. So I think that scale now is perfect. I really think that is. The one thing is, yes, it's going to be straight round there. That's going to look good to think like this. Once we've got the wood in. So let's bring the wood in now. What I'm going to do is I'm going to grab both of these. I'm going to press Shift D just to duplicate them. I'm going to press Shift S then selection to cursor, bring those in. I'm gonna press the S b to bring them down, like so, and then I'm going to put these into place under there. So under there, press the S button. So S, bring them in. Like, so let's get them so the roofs actually on there. And then what I'll do now is grab them all, and I'm going to go to individual origins, so individual origins. And then I'm going to press sens head and pull them out and make them a little bit thicker, like so, and put them back into place. And now you can see, hopefully that they're looking round about the same as these, a little bit smaller, of course, and I'll also rotate them around just so they don't look the same. There we go. All right. That's looking. Pretty good. I think I can work with that. So now what we need if we look from over here, we just need our roof on now because I'm not sure. It's kind of a little bit small, as you can see. Are they too small? That is the question. I think they are. I'm being too picky. Let's have a look on our rendered view, and we'll decide from there. The e. Let's have a look round from here. You know what? I think I'm being a bit too picky. I think I'm going to leave those like so. Just looking from back here. Yeah, I think I'm being a little bit too picky on this. So what I'm going to do then is I'm going to go with it up to you whether you want to create a new roof. I don't think most of you will, by the way. But anyway, let's grab this one. And then what we'll do is we'll also grab this one. And we'll also I think, grab these as well. So we'll grab these as well. We're going to press then shift, and we'll bring these over into place. But what I want to do is I want to put one of these on first, and I've selected the one that is straight on. So if I put this in press one and C, no, it's not. It's not actually straight on. I'm wondering if we have got one that's straight on, let's try three or control three. And I'm just wondering, we haven't really got one straight on. So let's not worry about that, though. Let's actually put it in place first, so I'm going to I think, let's even press Alt. There we go. Okay, now we can put it straight on. So now we want to do is shift S elections cursor. And then what I want to do is bring it out and drop this into place. Now, of course, this is much smaller this one here. I want to bring it here, I want to press the S bone and bring it down into place, like so, and then I'm just going to pull it out and make sure it all fits. So pull it out. Like, so. And I'm just wondering if I want to make it a little bit bigger, so S, bring it out a little bit more. Yeah, and I think that's looking good. And then what I'm going to do is I'm going to bring this one here. I'm going to come into these, so you can see all of these are selected. Just select yours, if not, I'm just wondering. Yes, we have, so that's good. So I can just press shift. I can then bring it down, and I can actually support this under here, by pressing the S born, pulling it out a little bit, r and Z, spinning it round. There we go. All right, so far so good. So now we can see this is what we've got. We can see now, it comes down to there. And then what we need is another one of these. And we're going to put that one. Down around here. So I'm going to press Shift again. I'm going to pull it down into place, and I'm looking to put it round about in between those lights. So and then I'm going to press Arden's d. Move it round again. There we go. Let's press Arden's d. Move it back a little bit, and there we go, that's in there nicely now. Everything's in there beautifully. Double tap the A. And this is what we should be left with. Okay, so this is coming along really fast. So let's come in and go to file and go to save, and I'll see you on the next and go on. Thanks a lot. Bye bye. 133. Adding detail to tower: Welcome Microphone to Blend four Modeling and Jumio workshop, and this is where we left it off. Okay, so let's now sort out this one here. So if we grab a quick calculator, so you can grab a calculator, and what you're going to do is then you're going to put 360 divided by something like 45, and then you give you eight. So you can work out from here. Let's say you divided it by 50. If it's like point something. You know then that you can't actually move this by that amount. So that's how you can work it out when you've got a full circle like this. What I'm going to do is I'm going to actually do it 45, so I'm going to put this here and then I'm going to put my little little sideways V and put it on three D cursor, and then' going to press shift and then R 45, and then just work my way around that we've do many times before. So Z 45, and then shifty Z 45 work my way around, like so. All the way back to the scar. And then one more, 45, and there we go. All right. So there we go. That was as easy as that. Double tap the A and make sure that you're happy with that. And I'm just wondering if I should bring this in a little bit, so just this one, bring it in a little bit. I'll put it turn my sideways v onto individual origins again, press the S board, bring it in a tad. And then what I'll do is probably just pull it up a little bit onto there. Maybe bring it in a little bit more Just so they're right at the edge there, so as you can see, right at the edge, so, and now they're all fitting much, much better. Alright, so that's that bit done. Now we want to do is we want to think about our bottom part. So what I'm going to do, first of all, I've got the main part in what I want then is one of these. Now, if I go over the top, you can see that they're all at pretty much a bad angle for us, but we can still come in and work with them. So what I'm going to do is I'm going to press L on this. I'm going to press L on this and L on this. And then what I'm going to do is press Shift D and then just bring it out into place like. So and then I'm going to go over the top. And what I'm going to do is I'm just going to try and position it along this line going down there. So I'm going to press art and Z and just position it with medium point on. So rt and Z holding the Shift born and then just positioning it straight so we can zoom in, and we can see that is nearly perfect. It's a little bit out on this end. You can see just a tiny bit. So I'll said, Let's position it out. So. All right. Now we've got that. We can press P selection. And then what I can do is I can press control A, all transform, set origin to geometry, and then shift in this and selection to cursor, keep offset. And now I can do is I can pull this out and into the place where I want it. So I'm just going to pull it out over to here. And then I'm going to position this I think in something, something like this. And I'm just wondering if I want this part on here. So this part on here, is it actually supporting anything? Do we actually need it? Probably not. So what I'm going to do is just delete that off out the way. And then what I'm going to do press delete and vertices. And then finally, we'll do is, I'll bring this then into place because it's way too low down on there. So I'm going to bring it into place, which will be just round about here, I'm going to put some stones down there. Alright, so we've got this now into place. So what we can do now is again, position this all the way around. Let's do it 40 this time, so it's a little bit closer together, not the same as these ones up here. So all I'll do then is they'll press the little side raise again, three D cursor, and then shift D and then RZ -40. And then shift D Z -40, and then just keep working my way around. So shift D Z -40. All the way back round to this part here. Z -40. And then one more, maybe we'll get one more so shift be Z -40, and there we go. Now, let's grab them all and join them together. Like so control J, join them all together. And what I'm seeing now, how far do I have to pull them over, get this in? So if I pull them, you can see here if I press Z and pull it to there. So is that one still going to be in place? And you can see, no, it's not. So what that means is I'm just going to put them back to where it was. And then going to come in to this one here, so just press shift H, grab this one, and all I'm going to do then is delete it out the way. So delete vertices out the way, ltH double tap the, and there we go. And now I'm going to do instead is, I'm just going to grab this part here. So just this part here, press L shift D. And then what we'll do is we'll rotate it round. So press a little sideways again, go to individual origins, y 180 spin it round, and then just pull it over here into place just into there, like so. And now it looks like it's actually being supported from there. Okay. So now what I want to do is, I want to think about my windows in here. And basically, I want the window. So one window to be here and one window to be down here, and maybe you could put another window in here if you really want to. The thing is I'm looking again to make it as interesting as possible. So I'm looking from this angle. And if you look from this angle, it's already kind of interesting. It's just when we look from this angle on here. You can see, we've got a lot of interesting things here, but if we come round here, we really need something on this point here. So that's why I'm doing it. Let's first of all come in, and what we'll do is we'll delete this out the way, and then I'll delete these out the way. And then what I'll do is I'll come in and grab my window. So my window is which one is it? I'm going to use this one here. So we'll use this one. We'll press Shift D. We'll press, 180 and spin it around. And then what we'll do is we'll bring this into place. We want it. So I'm going to put press Control one. Should then be able to put it near up in the center. Now, we're not going to have it in the center, so there's no point trying to position it in the center. All you want to do, is get the height where you want it first. I'm thinking something around that height looks absolutely fine. And then I'll press the little sideways v again. So a little sideways v again, three D cursor. And then what I'm going to do is **** R and D and rotate this around to where I actually want it. So I know we can see through there the moment the window. I'm not going to worry about that, but what I'm going to do as well. I'm going to press a little sideways v again, individual origins now and then press the S born I'm going to make it just a little bit smaller because I think that looks a little bit fair and pull it up. Now what I'll do is I'll press D. I'll bring it down. Do here. And then I'll press a little sideways v once more and three D cursor. And then I'm going to press art and Z and move it round to the other place where I want it, where I think it should be around here, like so. And then I'll press the little sideways v once more, individual origins, put it on normal. And then all I'm going to do is pull it out into place. I'm going to pull it out so it's all sticking out. Like, so, I can see I need to pull it out further further, and you can see now it's not actually going to fit in there properly because I'm going to actually have to rotate it. So and x let's rotate it a little bit. Then let's try putting it back into place. You don't want to go through this. And now we've got it into the right rotation. We should be able to press control A, all transforms, origin to geometry. And now let's see if we can actually come in and bring in a deform. And we want to bring in where is it simple deform. Let's put it on bend, and the one we want is going to be on the Z. And then what we're going to do is pull it back. So and you can see now that's fitting in really nicely. All right. Now, I'm wondering if I should come in and bring in a few more edge loops in this bon part, left click, right click. And yes, I think we should. That is looking pretty nice. And the best thing is, as well, is we can actually copy that on this one. So all I'm going to do, I'm going to press r and x pull it out, like so. And then what I'm going to do is press control or transform, set origin to geometry. Grab this one. So this one here, just my window. Press Control L, and we're going to copy modifiers like so. And from there then, I should now be able to pull this out. Like, so. And I'm just wondering if I can actually bend that still. So you can see here, I'm not going to bend the way I want it. It needs to actually come out this way as well. So to do that, I'll just apply my simple deform, and then I'll add in another modifier, simple deform again, so simple deform on the bend, and that's the way that I want it, but obviously not bent that much, so I want to bring it back, bring it back. Like, so. You know what? That's not what? What is doing? We don't want to bend it like that, actually. No, we don't. We want to bend it on the x. And there we go. Let's see, on the Ztaminr' the way I want it. Let's actually bring in some major loops on here as well. So control. Left click right click. And it's because it's already bent the fuel. So, you know what I'm gonna do? I'm going to leave that one out of the way. I'm going to leave that one out of the way. I'm going to bring in another window, and I'm going to do that again. So I'm gonna press Shift D. I'm gonna press Shift S selection to cursor. And then what I'm going to do is press R Z hundred eight to spin it around, and then I'm going to pull it down into the place where this one is. And the first thing I'm going to do is when I've popped it out is I'm going to press the S one to get it round about the same size as this one. I'm going to pull it up then to where I want it. Then what I'm going to do is press a little sideways V, three D cursor, dead. Move it round. So I'll keep moving it round to where I want it, which will will be somewhere around here. And then from there, then, I should be able to now bend it and still pull it into place. So well, never got that. So what I'm going to do I'll first of all come in, control, bring in some edge loops. And then what I'll do is add modify deform, and we'll go to simple deform, bend. And then we want it on the y, I think, not the Z. There we go. Bend it into place. It's all bending very nicely. And now, if I click on the little sideways V again, individual origins, should now be able to put it back into place, and there we go. And I'm wondering if I just want to bend it this way as well, you know what? I'm just going to press R and Y or is it going to be R and x? There we go. Holding the shift born. Is that actually bending it the right way? X. Yes, it is. And there we go. Now you can see that's fitting in perfectly. All right. So finally, then, let's save our work. Let's look at what we've achieved. And I think on the next lesson then. We are nearly ready. There we go. From there, it looks pretty nice. And from the next lesson then, we're nearly ready. We'll put on our stone bits first. We'll put on the supports and things like that, and then we can actually bring in the wall on here, b You can see, guys, this is looking amazing, really, really happy with how this looks. All right, everyone. So I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 134. Working on base overhang for tower: Welcome back to everyone to blend the for modeling and Jomo workshop, and that's where we left off. Okay, so what I want to do now? I'm just wondering if I want to put anything else on here before I carry on. But I think I'm just going to leave that for now. And what I'm going to do is come to the bottom part of here, and I want to make these actual stones. So I'm thinking perhaps the best way I want to create these because I want them to go, you know, kind of around here and be different sizes and things like that. I think you know what? We'll just grab this one, we'll press shift D. We'll put it onto global. We'll just pull it down just for now. And at the moment, you can see if I bring this up, I can actually have something like this. Now what I'm going to do is I should be able to split this off, so LP selection, come back to it, and then I'm going to press A, right click and subdivide, right click and maybe subdivide again. Something like this, I think should be absolutely fine. And then shift H let's hide it all the way from everything else. So object mode, shift H, hide it out the way and then we'll just get rid of the top. And the bottom, like so, delete and bases. Now, rather than go all the way around there, we don't really want to do that. So I'm going to press ltH once more just before I start. And what I'm going to do is I'm going to put a seam in this one here. So l shift and click, Mark seam in there, and then shift click, Mark seam in there and mark seam. And then I'm going to get rid of these. So l shift click, l Shift click, and then we're going to dissolve edges like so. And this is going to be the base now for for my actual stone work. Now I'm going to do is, I'm just going to come in. I'm going to pres shift H, hide everything else out of the way, come back to it then. And now we know we can get rid of these stones on here. We don't have to do these because no one will ever see them. Now we can actually come in, and we're just going to pick our stones then. So we want them all different sizes like so, like so, like so, and they want to be fairly chunky because it's quite a big thing that it's holding up. It's going to be supported by a few things, but I'm just going to come in and split them all off. Like, so, like so. Like so, right click, Mark. All right. So now we want to do let's split them up. In fact, you know what? Before we do that, I think it's going to be easier actually if we press Altag bring them back, press Control A, all transforms, right click Sargent geometry, pull them up into the place where I want them. And then what I'm going to do first of all, I think of better if we actually solidify it. So if we come in, add a modifier, we'll go to generate, and we'll bring in a solidify. Because if we don't solidify it first, and we actually split them up, we're going to have a problem then. With the fact that they're going to be stuck out in a weird kind of angle, and we don't really want that. So we're going to put it in like so. That looks pretty nice. They look round about the right size to me, fairly chunky stone blocks. Let's then come in and press Control eight on that one. And now you can see this is what we've ended up with. Now, what I want to do now is just come in to the ones I've already done because I've messed up. I should have done this after, would have been easier. But I'm not going to worry about it, and I'm just going to come in and grab all the ones I've just done. Like so, right click and Marco scene. Now, from here, what I should be able to do now. It's come into every other one. Like so. Like so. Like so. Like so. And so, press the y button. And then what is now, I'll fill in all of these. But before I do that, I might as well, let's see what they look like if I press delete and limited dissolve. Is that going to make them any better? And I'm just wondering, If I also should try and get rid of these parts. I think it will, so I'll just press delete limited dissolve and then just bring it up something much much higher. And then you'll actually delete all of those. Just make sure they're all gone now, so you can see now we've gotten none of those parts in, and I think that's gonna look much, much better than where it was. Alright, from here, then, we need to actually come in and add in faces. So we're just going to select them all with A. And then what I'm going to do is I'm going to come to mesh. Clean up and little holes, like so. And then we're going to press right click and shade smooth by angle. And finally, I'm going to press control ale transforms their origin geometry. Bring in then a material. So Smart UV project click Okay, and then bring in instead of this, we want stone. Let's bring in our stone like so. And finally, finally, let's bring in our trusty bevel, like so. Let's turn up the segments, and let's now bring them back, make them into a stone like so. And that looks rey nice. Now, I'm just also having a look at these stones. And I'm just going to go to them, and I'm just going to increase them up a little bit. You know what? I think that actually looks bad. So I'm just going to put the 0.4 because I didn't do that before. 0.4. Like so, and I'm also going to do the same with these. So 0.4 because I think it looks a little bit better than now I had them. So yeah, that looks much, much better than how I had them, as you can see. Now, the other thing is on here, we have got a bevel on. This is metal actually. So you know what? I'll leave those. This stone now is done, except for the fact that I need to come in and obviously move them up and down and make them a little bit uneven. So what I'll do first of all, I'll see if I can just do it with my randomize, but let's bring them down. Do not 0.2, something like that. And you can see, that's done a pretty good job of what I want. And the thing is on these stones here, we really don't want to actually have it where they're too different, because it's the central structure of something. You don't really want them all over the place at all. So we don't want to come in with a randomized. What we can do though instead is we can again do it once more, so we can go to transform, randomize, and turn it down all the way down, maybe not 0.1. Let's have a sev look at that. And I think actually that's done the job. As there. Yeah, I think that's looking good. Okay, so now we want to do is we want some more stones on the bottom here. And I'm just wondering, do I actually want now? Do I want to create the bottom here first? Let's bring in this part. What I'm going to do is I'm going to press it D. I'm going to bring it down then under here, like so, and you can see now this is the shape of it. Now, what I'm thinking is, First of all, I want to bring it in. So I want to bring it into something like here. Double tap the A. And from there, I think I've got enough room now for this one. And on my original, I'll put another piece of stone here, then another piece of wood. But I think on this one, actually, I don't want to do that. What I'm going to do now is grab the bottom bit of this. So I'm gonna grab this one. I want to press shift. And then I'm going to bring it down. You know what? I don't actually need that. I'm just gonna press delete faces. I'm gonna grab this one now. I'm just going to put it there for now. And then what I'm going to do is I'm I'm just gonna split it off as well, because it's gonna make my life easy. So split it off. Controlle transforms the origin to geometry. And then what I'm going to do now press shift H, and now I can go over the top of it. Let's put it on object mode just so I can see what I'm doing. And what I want to do is I really want this to be planks instead. So planks of wood. So basically, I want to join all of these together. Now, the easiest way to do that, is not actually to go each one and press J. It's actually probably just going to come in, delete only faces, and then come in. And what we'll do is we'll press ship and click, and then minus off one of these. Now, if we want them to go this way, we need to minus of this one and this one, and then right click, and all you're going to do is bridge edge loops, and there you go, you've got them the way that you want them. Now, they need to be quite thick because it's a fairly, fairly big tower this, so we need a lot of support under here. So what we're going to do now, I'm wondering whether we want to make them a little bit bowed underneath. No one's really going to see them, so you know what? I'm not going to bother with that. So right click. Market scene like so. Now we can split them off. So I'm going to come in every other one, split them off with y. And if you really, really want to, you should be able to come in now and bow them off, like so. So if you come in, you can both these off, like so. You can't I don't think you can both these off, or you can actually. So you can bow them off with subdivisions. What do I mean by Bow off? I mean that we can actually come and both them a little bit. Once we've actually put them in place. So put them in place like so. Control law and control law, like so. So basically, I changed my mind. Is what I'm saying. Let's press A. Let's press and pull it down, like so. And then we'll press Control A again. I'll transform, set origins geometry, add in a modifier, bring in a boolean, put it onto 0.3 or pre Let's actually bring that up to 0.4, like so. And then we're looking underneath here and we just want to bow these off a little bit. So I'm just going to come in a mesh transform, randomize, turn it down. No 0.1, and there they go, they're a little bit bowed up now. Shades smooth by angle, and that's looking pretty nice. So tag, bring back everything, and now let's fix these in place under here. Like so. And then finally, I think we need another support going this way and this way, and then to support it underneath here is what I'm saying. So basically, a cross coming under here will be enough to support it. And from that cross, then we can actually put in the little supports that we actually need. So what am I going to do to do that? I'm going to grab my piece of wood that we've used many, many times before, bring it over here, and then I'm going to pre I'm going to come actually to this press Shift. Kursta selected my piece of wood, Shifts and selection Cursor. Finally, spin it round. So RY 90 and on the next less and then we'll get this into place. It's already near enough in place. It's looking pretty good there. All right, everyone. So I hope you enjoyed that. I'll see you in the next one. Thanks a lot. Bye bye. 135. Adding Structural Support for tower: Welcome back everyone to Blend phone Modeling and John China Workshop. And this we left off. Okay, so now, let's bring in these parts. What don't we do is press S and X, and I'll bring it in. And what I also want to do is make these a little bit thicker thing. So definitely definitely a little bit thicker on this way. So I'm going to press S and Y and pull them out, like so. I'm also going to bring them down slightly like so. And this is obvious to go Bevelon. And then what I'm going to do is now rotate it round. So shifty z 180. Not Z hundred 80. I won't do anything. I 90, spin it round into place, like so, and there we go. And then what I'll do is I'll just pull this one up just very slightly. Like so. Now we want to actually put the support in from here and from here. So, what I'm going to do, first of all, I'll press Shift A. I'll bring in a cube. I'll make the cube smaller. And then what I'll do is I'll put it into place here, like so. And from this cube, now, I should be able to actually make I'm going to make it a little bit smaller even than that. Like, so yeah, something like this, and I'll put in a major support under here I think. So what I'll do now is I'll press 50. I'll bring it up. And then I'll press S and y. And I want one coming from here and one coming from the other side. So, the first thing I'm going to do just get this into place. I'm gonna grab the top of it. Put it into place as a support, as you can see. And then what I'll do is I'll grab the side of it, and I'll press S and X and pull it down, like so. And then I want the other support to be in here. So rather than, you know, make another one of these. I don't really want to do that. What I want to do is control layer or transforms right click origin two, three D cursor, and then shift D. And I should be able to then press R, Z 90 and put it to go the other way, like so, and that is what I want. And then I want a piece of wood coming up here now, support this. Okay, grab this one. Shift D. Bring it in a little bit. So S, bring it in just so it's passed there, as you can see. And then we can put that down, make it a little bit thinner. Put it down into place, got the top of it. Then just pull it into place like so. Then you can see that's looking supported very nicely. And then I'm just wondering, do I need any other I think we should put definitely another support in this way and in this way. And then a major support in this part. So major support is in a piece of. I'm just wondering if it looks like it's supported enough. That's my issue right now. I think we should have another one of these going in here. Yeah, we'll do it that way. So what we'll do is we'll grab this one. We'll press Shift D, and we'll just move it to the side. Like so. And then what I'll do is I'll press S and y and pull it into place. And then I'll grab this one, I'll press Shift D and move it over. And then what I'll do is I'll pull it back into place. Like so, pull it down. Just making sure that it's in there. So in this part, pull it back. Like, so. And from there, then, I can grab another one of these then, press shift and pull that into place. Like so. And I will make I think I'll make these parts stone. What I want to do first though is make sure that it's actually in the stone, and then one it's right at the edge. We don't really want that. All we'll do then is look through the press tab. Now I've got control of that. So once I've grabbed it now, I can actually pull this out and fit this into there, like so. And now what I want to do is I just want to do the same thing pretty much on the other one. So all I'm going to do I could grab both of these and rotate them around and put it along there. That might work, so I compress Control J and then right click and surgen, three D cursor, and then Shift D, and then RZ 90. Is that actually going to work? It's going to work in a fashion, but I just need to pull it over now and put it into place where it's going to go and you can see that then has made it quite easy to do that. Alright, that then, Is enough of the supports on there. Now I want to do is the major supports on here again. So I can use this one I think. So shift D, bring it down. I'll bring it down in something like that. And then what I'm going to do is I'm going to bring in some edge loops. So control, bring in some edge loops, like so. Grab the bomb of it then, and I want to pull this bomb out now with portional editing on. So S, let's bring it in. Not with that one. We'll try it with the sharp instead. Yes, and there we go. That is what I want. Like so. And then finally a bit of stone in the bottom of here. So I'm just going to take that off now. I'm going to press to pull it down. And then all I'm going to do now is press shift and clip, enter alters, and pull that out now into place. Just make sure that it is coming down far enough. So just go in, make sure you grab the center and just pull it into the ground because you don't want any bits like this covering it up, so just pull it into the ground like so. From there, then we can just bring it across. So shift, bring it across to this one, like so. And then from there we can bring it across to this one. Like so, and just put it in the middle. There we go. All right. So we're pretty much done with this now. Now we want to do is we want to split off some of the parts. So we want these as stone, but we want them to look a little bit like these stone blocks here, and we want these as wood, obviously. So what I want to do is I want to come in. I want to grab all three of these. And then what I want to do is split these off. So I'm just going to press P selection, split those off. And then we're going to join these together. So Control J. And then what I'm going to do is I'm going to also split these off. So I'm just going to come grab all of these bonbons. Now, to grab the bob ones, I just need to press or come underneath will be easiest actually to grab each of these. Press control plus Control plus control plus. Press P selection, split them off. Turn this off for just a second. And now we're going to do is join these together. So Control J. Press the tab button A, and we just want to fill these in now, so mesh, clean up, fill holes, and that's those. Now, we should be done except these. We'll do the same things on these then. So Control J. Tab A and just mesh. Clean up holes, because obviously, the holes in there won't be filled. So now we have these blocks and these blocks, which we can join together with Control J. And now we have the wood wood, this wood, this wood, this wood, and just grab all of this wood. You can see we've got some levels on some of these already. That is good. We want to grab that one last. And then what we want to do is press Control J, and join all these together. Press Control A all transforms the origin then, two geometry. And let's see if I press G and move that all away, everything moves with it, which it should. Alright, so that's that bit done. Now, let's work on this stone. So all they want to do with the stone base is press Control A, or transform set origins geometry. And then grab my stone over here, press Control and L. And what we're don to do is copy modifiers. And there we go. There is the stone already in. Right click Shades move by angle. Right, click on these, shades move by angle. And there we go. Now, finally, do we want some warp in on these? I think there's going to be some warp in, especially on these ones. So I'm going to come in, Control bring in some edge loop, same on these, Control. Control. Control, like so. And then I'm just going to grab just these ones. And I'm going to go over to mesh, transform and come down to randomize. And I'm just going to pop that down to something not as ludicrous, maybe not even that, maybe not 0.1. There we go. All right. So let's look at our materials now and see where we are with that, and let's have a look at how this is panning out. We'll let this load up with the materials. Double tap the e, and we can see got a lot of problems here on the underneath and on there. But I'm just looking at how that's all going to come together. And yeah, I think that. I think that's enough. So let's come in. And all we'll do is we'll grab this part, press A, u, Smart UV Pj, click Okay, and then we'll bring in our material, which will be our planks. Bring that in. There we go. That's that. And what I want to do is, I want to really be able to see under there. I've got my scene lights on. And I'm thinking, let's press shift date and bring in a Let's just bring in I think we'll bring in a sun. Let's bring in a sun and see if that's actually going to brighten it up. Is that go to brighten it up with my scene lights on? Let's have a look. Not really. Not really. That's not going to work. So let's try. Let's try a lamp instead. So light, and we'll try a point light. No. If we brightens to $5,000. Not going to work either. So let's leave that all the way. So basically, I want to let's see if I put on my Oh, it's because there we go. Seen lights. Let's try that now again. So light point light. Is that Yeah, there we go. We're getting some brightness there. Let's put it on $5,000. And there we go. We've got something, but it's in there. There we go. Look at that. Now we can actually see in there as long as it's not blindness. So let's put it on 200. And there we go. Now we can actually see in there. All right, so that's looking good. Let's pull it out a little bit and we can see exactly what the issues are with our little light. Let's put it this way a little bit. There we go. All right, so we can see that we need to do this wood's fine. It's just this wood underneath. So let's grab all of our wood, press U. Smart U V project, click. And let's sorry, a sign on there. So that's looking good. And now let's come to our rocks. Press A. Smart UV project click. And instead of the wood, let's put it onto stone. Like so, and there we go. Double tap the A. And then we've got just this one here, as you can see. So I'm just going to join to these. So I'm going to press Control and J. And then I'm going to come to this part, and I'm going to unwrap it, Smart UV project. Look. And there we go. Double tap the A. And the power of lights. And that is looking pretty nice. Now, I'm just checking these now just to making sure everything is going into place. I'm happy without that looks. And from here, I can actually get rid of my light now. Finally, then, what we can do is on the next lesson is, we can bring our material into our wall here. And then, guys, then we're on the final bit of the building, and this one is actually really easy in comparison to what else we've been doing. I'm just going to have a look round. Before I go and just make sure everything is on there. And once we've done that, we can actually bring in our actual lights and start lighting this scene up a little bit. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one. Thanks a lot. Bye bye. 136. Adding window and framework to wall of wizard building: Welcome back to Benifor modeling and Jumping workshop. And this is where I left it off because I was just standing to look round admiring how beautiful this actually was. So let's now come around to the other side. And what I'm going to do with my scene is I'm going to grab this and I want to mark a scene. Now, I've got to be really, really careful on this part when I'm marking a seam because it is quite a big part going all the way down to this part. The other thing is, I'm just wondering if I should have one more of these pieces on here to kind of support a bit better. I'm just going to quickly give that a try. So I'm just going to press shift and bring it up to there. And then what I'm going to do is make this a little bit smaller, like so, and drop it into place. And I'm just looking now. You know what? A thing that actually looks bare. Now what I'm going to do is just bring this up a little bit, and all the deforms and everything like that will go along with it. But just make sure it's just in place. Yeah, and a thing that looks bare. The last thing to do then is art and Z and rotate it round. So it's just looking a little bit more distributed than the other one. And there we go. Now, what that means is now that I've only really got, if you look at this, I've only really got I can put an edge loop in here. So basically, if I go in and put this on, I won't melt see in it until I put object mode on. I can put an edge loop in here. So if I bring it up, that's one edge loop. I can then come down to this part. I've got one edge loop in there, one edge loop in there, which means I can split off now this. So if I go in, right click and I'll mark a scene then I'll go into this one. So ship click Shift click, right click Marko sin. And there we go. Now this is actually split now. Now, the one thing is, have I got one in the center of there because I really don't want. W one in the center. Don't think I have. So what I want to do now is hide my scene as well as hide my seam as well as possible. So I think the best place to put it is probably going to be somewhere around here. So what I'm going to do is, I'm gonna come in. I'm going to press old shift and click. Like, so right click and mark a seam. And the reason why I want to mark it there, if I turn this off if we're looking from this point of view over here. We don't want to be able to see the wall. You can see from here, it's still relatively hard to see. It's like the best place where you can mark a sam. Now, you might want to think about marking it down here, which means that most of it most of it is hidden in the wall. That might also be something that we need to think about. So, you know what? I'm just going to move it over one. I'm going to right click going all the way up, macro seam. And then I'm just going to hide this one out the way. So right click and we'll clear our seam. Now, let's actually go in and unwrap this. So I'm just going to press and I should be able to unwrap it absolutely fine. Now, let's go over to our UV editing. And here it is, this is how it's unwrapped. And what we're also going to do is we're going to doom in with a little dot bum, and we're going to change it over to be our wool so wall like so. And now, what we're going to do is put this on material, and there we go, we've got a big, nasty sceam down there, and that's what I'm talking about. So what we're going to do now is we'll come to this part first. So this part here, Like so. And we can see it's because it's that way round, so I'm going to press A, r, 90, spin it round, and then just put it into place. Now that seam should be hidden behind there, which is great. We'll come to this part now. We'll do it a little bit of time, guys. So we'll come to this part. We'll go L, and then A and r and 90 and spin that one round. Like so. And then we'll come to this one now. So L A, 90, spin it round. And then what I'm going to do is, I'm just going to put it into that dirty bit on there, and it's under there, so I want it the other way round. I want it down here. So I'm going to press R 180, spin it round, and now it's down this bit. And now for the main bit. So let's see if I grab this, if I press A, 90, spin it round, and I get it so that the seam is barely visible. You can see there, it's slightly slightly visible. Now, what I want to do is, I want to save out my work, and I want to put it on rendered view, and C, I how visible it is, basically. That's what we're looking for. And if I zoom into this, I can barely see. We can just make it out. If we're really close to it over there, you can see it's just there. But actually, it's very, very hard to see. If we're definitely over here, we're definitely not going to be able to see that sceam, but that is what we're looking for. Okay, so now we've done that. Let's go back to material. We're going to go back to modeling, and now we've got our last bit to actually do. So what I'm going to do is I'm going to bring over my trustee, this one here, so we're going to press shift, and then I'm going to come back over here. I'll grab this point to you. You know what? I won't grab that point there. I'll grab this point right on there. Shift D, Kura selected. Then grab this one again and Shift D and selection to Cursor. Let's bring that into place. Okay, so let's think about how we're going to do this. So definitely we're going to need a point coming down here. And we're going to need some little points, which I'm thinking I'm thinking actually the best thing to. So where did we put these ones here? We're going to use some of these as well. So I'm just going to come in. And this one's been to bent, so I'm just going to use this one over here. So I'll just grab all three of these. I'll press Shift D. Pull them up. I'll press P selection, grab them, and then control A all transforms, right click origin to geometry, R Z 90, And I'm going to use these over this side, just to make it a little bit more interesting. Alright, so let's grab this part first. So where are those parts gone 1 second? Let's pull them out. There we go. And let's pull this one in first. So I'm going to press Control three just to go into the side view. And then what I'm going to do is I'm going to put this into place. So I want it somewhere around here, but it actually cuts this bit up. Now, the other thing is, We could we could. Instead of doing this, we could bring it so far down and then bring it across. What we could also do is join these, so just these two, so you can see it goes all the way around there. We can first of all, split these up and then join these together. That might make it much easier, or instead of doing that, let's come in and actually grab this wall, so delete and faces. Now we've got this wall here. If I come in, drop this down a little bit to there, let's say, then I can have my wall under here. So basically, I can come in, grab both of these parts, press and x, and I should then, not x, y, B two, pull those back into place. So right into this corner over here, making sure it's going in there, like so, and now because that is all one wall, what it means is I can bring in another edge loop if I want to, like so, which is going to make this much, much easier to actually deal with. So now I'm going to do. Now I've got that into place. I'm going to pull this one back into place. Under here, making sure it's tucked in to that part there. And then what I'm going to do now is, I think I'll pull it up a little bit. So can I get away with jaws pulling it up into place. And then also can I get away with pulling it back a little bit like so. And yes, I think the answer. Yes, I can. Then what I'm going to do is I'm going to come down to the bottom in face let and just pull it up a little bit for now. Next of all, then, I want a window. So I'm going to grab one of these. So I'm going to grab this window. And you know, I'll grab this one at the same time. So I'm gonna press 50. I'm going to bring them over. I'm gonna spin them around. So s d -90, spin them around. And then what I'm going to do is press Control three again. And let's put this window in place first where it's going to go. So I'm going to put a window around here. Though not at the same level as this one, for sure. Maybe even maybe even a little bit lower. I'm thinking actually, I'll put it around here. And then what we'll do is I'll press sift. And I'll just drag it across, and I'm going to put a window in there. And finally, then I'm going to put this window right around here. So I'm going to press G and drop it into place just under there. So instead of I know where it wants to be now. But instead of doing that, I'll just press shift selections cursor, control three, and then just bring it down to where I want it, which will be just under there, like so, and then going to pull it back into place. And this then is going to make it much, much easier to deal with. I'm also thinking, do I want to make this a little bit bigger? I think I do. I'm going to put it under there. And then what I'm going to do now is drag both of these back into place. Like, so, and there we go, all my windows now are set out. Now, the one thing I'm thinking is, if I pull this acros, do I want this to go under? So, in other words, I'm going to grab this? I'm going to press, let's just see. Yeah, it's car Babylon, so that's good. I'm going to press Control A, transom set origin, two geometry, shift and D, and then just bring it down and I want it into place under here. So let's press R. You can see as well the problem is, I did cut this, will that matter? I don't think you'll matter on this one. So all I'll do is press R and x and 90. And let's pull it into place over here. So if I press S and X, no S and y, let's pull it into place over here. Like so. And then I'm thinking that I'll pull it back behind there. Like so. And then this is what I've got these for as well, because these can be used to be pulled down and make this interesting. The other thing is, you can see my windows now, probably going to have to be lifted up a little bit, and definitely definitely this window should I pull it to the side. I think I should. So I think it should be something more like that. And I think that's looking much better. From there, then, let's grab this one. I'll press shift, and I'll drag it up and put that one into place like so. So it's just in the corner of this. That's all looking pretty nice. And I'm wondering if I should put a piece in there. I think I should. So we're going to press Shift D, x 90. And let's bring this into place, so send put it into place into here, then pull it up and in. And you can see here we do have a little bit of a problem. I'm going to have to pull it all the way back into there. In that, we've still got this bit kind of creeping over there from here. And I don't really want that part creeping over there. So what I'm going to do with that part is, I'm going to press Control three, and I'll quickly just grab this part. Mesh, sect, and I'm going to cut it just around there, so I'm just going to cut it here, and then we're going to come to clear it in, like so. And then we go, that's that bit done Double tap the A. There we go, and I think that looks much, much better. Now, let's just deal with this part before finishing so I can pull it out a little bit this way. And then I can pull it back a little bit, like so. And then what I can do now is I can come to this bottom part, pull it up and into places like so, and there we go. That is that they're done. And then on the next lesson, then we can get this, I think, near enough, finished off. Alright, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 137. Continuing with decorative wood framework: Welcome back everyone to Lena for modeling and John Chinad workshop, and this is where he left off. Okay, so now, let's grab. I'm thinking we'll grab another part. You know what, we'll make this easier on ourselves. We'll just grab this one, we'll press shift D. And then what we'll do is press Shift S and selections cursor and just bring that over, like so. Now I want to do is I want to make this much much chunkier going down towards this part. What I'm going to do is, I'm just going to come in. I go to grab the sides of it, like so, AlternS let's pull it out this way. Let's actually pull it into place first so we can see. Now, you can see at the moment that's probably going to be a little bit too chunky. So AlterS Hold in the ship born, bring it down, then put it into place, like so, and then pull it back. Like so. And then what I'll do is I'll put this into place on here, going up. Then from there, I want to put in one of these pieces just to give it a test. So what I'm going to do I want another part coming down here. So I'm going to grab this one, Shift D, bring it down to let's say down to here. And then what I'll do is now, I'll grab this one. So I'm just going to split these up, P selection, LP selection, split them up, grab them all, press Control A, A transform set origin, two geometries. Control three. And then G, put it into place. Over here, we might need to make all of these bigger as well. So let's just put it into place. Like so. And I'm just wondering if that's going to fit in there nicely like so, and then what I'll do is I'll just pull this part up now, so pull this part all the way up just so it drops into there and then grab this one and pull it into the floor. So. Yes, I think Dad is going to do it like so. I think we need one more piece in here, which we can use this one on or this one. I have a lot. That's the one that's been altered. And we need another one going underneath. So let's do the underneath one first. Let's move these down to where they want to be. So if I just pulled them down, they're going to be roughly somewhere around there. So let's just put them there. Then we'll do is I'll grab this one, I press D and drag it over. I want to go all the way into this part here as you can see, go into there, there we go. We're also going to need one under here as well. We can also see our roof. So our roof part here is actually sticking through here, which we don't want. So I should be able to just point another edge loop. So if I press control, bring in another edge loop, so bring that up there. And then what I should be able to do now is just grab this part here and press delete and faces and delete that off. Now, don't worry about this because we're going to put another piece of wood under there. So shift, bring it up. And that's going to go right under there like so. That's looking good. And now, kind of the final bits. I think we'll pull sideways v here and a sideways v here, and then we'll get this part, so this part into place. So this part here, I'm just going to pull it out, so shift D. What I'm going to do is I'm going to pull it all the way over now to this part here. S and y. Pull it over into place. S and y make it a little bit smaller. Into place like so. Now, the one thing is, I need to pull these up both of them just so they fit in there like so. And now, what I want to do is put these in one, maybe even one, two, three, maybe a few of them. Let's just see if a press control three, let's get them into place first, so they're going to be the right height. That's going to be the right height. Let's put one here. And one over here. And then another one, so we'll press shift D or rotate this one round. So three. Let's have three head 180, just so it looks different from this other one. And then what I'm going to do now is grab all three of these and I should be able to put them back into place. Like so. And then finally, let's bring these down now. So if I grab this one, this one and this one of the bottom, should be able to then pd them into the floor. Like so. And there we go. All right. That's looking good. Now, let's think Do we want anything to be supported here? And I think the answer is probably yes. So what I'll do is I'll grab this one. I'm going to press Shift D, and bring it over. And that means that if I put this in here, then this support is going to have to go underneath it, and then it'll be supported correctly. So S and pull it down. Into place, and a little bit more into place like so. There we go. And then what I'll do is I'll move this one over. So if I move this one over now, should fit into place, which means that we're going to move this one over. Finally move this one over and just spread them out a little bit evenly. Like so. Now, let's grab this one, and then what we're going to do is press shift D. And then r and y or R and xHd them out, like so, put them in place. And then I'm just going to put this on normal, and then S and X or Z S'll be able to pull it out and get it into the place where I want it. You can see here. Need to rotate it a little bit more so x bring it down into place, and finally then S and Z pull it out a little bit. And finally, then, let's just put this back into place, double tap the A, there we go, and now it's up to you whether you want one more in here as well. So if I pre shift and put it on to global, and then r z hundred and 80, spin it round. Let's see if it fits in. So control three. Here's that going to fit in? No, it's not. So x Over dope. Then an x Like, so. And then finally, then, let's pull it back into place into place into place. At the A and there we go. All right. So that's all done now. I'm thinking, do we want one more around here? Maybe. Maybe. Maybe we have too many in here. Let's move it across to the center, and let's move this one across to the center. I actually think that looks better than before. Yes, it does. Alright, let's put it on material, and let's have a look at what we've actually achieved. We also want to make sure that all of these have got levels on as well when this actually loads up. So let's load it up. Again, I can't really see too much at the moment. But what I can do is I can see which ones have bevels on. It looks like pretty much all of these have bevels on, and all of these have bevels on. So what I'm going to do now is just join all of these together. And then I'll be able to unwrap them quite easily. You can see that one there. This one here looks to have a little bit of problem in that there's too many of these on there. You know what I'm going to do? I'm going to do my little trick again what I did before, so we'll bring in a point light, bring it out. Then what we'll do is we'll put it very high and let's say 200. There we go. Now we can actually see what we're doing. You can see here the problems we have. So I'll come into this one. I'll press L selection, split it off. Should still have a bevel on it, which it has. Now, I'll just join all of these together so, so even on this one in here, this one, here, here. Like, there we go, that should be all of those now. This one's part of the year, so we don't need to do that. Press Control J then. Control A will transform s origin to geometry. And now I'll do it we'll actually add in some edge loops. So I'm going to grab all of these. Like so. So, this one's already got edge loops on. I'm just wondering about the bomb up here as well. I think they're going to need some, so we'll put some in here as well. And these on here. This one. These. Oh, this one. This one's already got one on. And then all I'm going to do is grab these ones now that I've actually grated. All of these grab them all. This one here hasn't going on. That's a shame, 'cause that means I have to go in again. Never, never mind. Okay. So like so. And then what we'll do is just come up to mesh, transform and randomize. And then we'll just turn that down. We'll turn it down to Naught point u one, something like that. And then finally, what we'll do is now we'll grab all of these, press U, Smart UVP J, click. And hopefully, hopefully now, they should look really, really nice, which they do. Okay, so now, let's get rid of this. And then what we'll do is we'll save out our work. On the next lesson, then, what we'll do is we'll check out what we've actually done. We'll bring in the rendered view. We'll have a look around the scene, making sure we've not missed anything. And then after that, we can actually start bringing our lights in. All right, everyone. So I hope you enjoyed that. I hope you're learning tons and tons. I hope you're really happy with the finished result nearly. You know, there's a lot more to go yet, actually. We're really, really bringing this thing to light, using the composite, using the grass. If you think it looks good now, just wait for the next few lessons because it's going to look even better. All right, everyone. Thanks a lot. Bye bye. 138. Tweaking assets whilst looking at render preview: Okay Welcome microphone to end for modeling and germy not workshop, and this is where we left off. Now, let's go round then to the front. So supposedly, we've finished everything on here, and this is where you should have a little note pad out and you should be taking some notes about what you've actually got missing so that you can actually go and put them in. Now, one thing I might have missing is a little piece of wood under here. I'm just going to see if I can put a little piece of wood under there without destroying my roof. So if you see, can I put a little piece under there. What I'm going to do is, I'm just going to pull it back slowly and see when as get a piece of wood just sat under there like so. Then what we're going to do is press in Z. I'm going to drop that down into place like so. Press the tab on double tap the A, and there you go, you can see it looks better than it did before. And that's the whole point. Now, again, do we want another piece of wood under this part as well? I think the answer is yes, so we'll come in again. Shift D Z 90. Pull it over, and then pull it into place under here. Pull it over this way. Obviously, we don't want it in there, then pull it down, double tap the A, and there we go. Now one thing about this is, as you can see, I need to pull it back past this pit. Like so. Double tap the A. There we go. I can see that's looking better as well. And they say at the moment, we're just going round and making sure that we've added in everything that we need to. So now, I bring this out. Like so 90. Let's pull it into this part here. I think this part. I'll actually unwrap it again. But before that, S and X, bring it in. Put it in. I. Do this part here. Let's pull it up, making sure it fits under and into place, and then I'll just rem wrap it. So Smart UV jet click, and there we go. You can see it's a lot more on the resolution, and that's because if we go over to our UV, let's just make that smaller, like so, back to modeling, and now it should be absolutely fine as you can see. So now, I'm just going to go round. Checking everything. Every little spot, guys. You you never want to really, you know, you know, render something out, and then you're like, Oh, I forgot that little bit. You know, you really don't want to do that. What you want to do is just make sure you're happy with everything. First of all, I'm checking my building. So all of my building is why I'm checking, going all the way around it, looking for any bits that I've actually missed. Very easy to miss parts. The d around there looks beautiful. Even if you want to put a piece of wood down there, you might want to do that. I don't think I do. But what I want to make sure it's things like this, for instance. Can we bring that up? So let's have a look. Should we bring that up a little bit more? The answer is yes. That looks better. All the way round here and round here. And there we go. Now what I'll do is I'll go down and check my walls, go check in all my walls. You can see we've still got some white ground under there. This is why we do it. If I press tab, you can see that what is this piece? Where is it coming from? But let's just grab this press shift, hide everything out of the way. And let's just double tap the A. Oh, that is my cobblestones. That is what's going on there. But is my cobblestones. You can see my cobblestones are coming up here as well, which we don't really want. I don't actually know why they're doing that. I think I moved the map actually by mistake. But what I want to do, though, is it's because I haven't come in and drop them down far enough. That's what it is. A. The actual train hasn't come up far enough. So I'm just going to press altage bring back everything, and this is where my cobblestones are coming up, as you can see. What I want to do is I want to go to the terrain. And what I want to do is I want to come in to my train, select a piece. Make sure proportionality on. Let's put it on smooth. We don't really want to do anything else with this. Let's see if we can start pulling it up. There we go. We can actually start pulling it up. So let's pull it up, but let's actually bring this out a little bit, and let's not go too far. Pull this bit up. Because we don't want to pull it up too far, so I'm just wondering how far I need to pull this up, so I'm just going to grab it over here. Stead of that. Let's see. And pull that up. The other thing is, you might want to come in. And as you see no white on here, you might just want to come in, grab your cobblestones and put the ground material on some dirt. Do we have any dt cobblestone dirt? There we go. Drop that on there, and then that'll get rid of those parts. Now, we need to check that. Dirt. But the other thing we can do with our dirt is we can bring it down to match this color a little bit more rather than being so dark. So let's actually go to my cobblestone dirt now before we do anything else. Let's press the little dot b. So we'll come to my cobblestone, and the one we want is the dirt. So if I come in, put it on cobblestone dirt. That then will give me access to it. And now I can actually have a look at what that's going to look like. So if I zoom out now, we can see it's just the simple texture this, and all I want to do is we just want to pull this up this way, and then we can kind of lighten it up, like so and now I can see it fits in much much better. Might make it a little bit darker. There we go. You can't even distinguish it, so that's fine. All right. So that's that bit. Back to modeling then. And again, you won't have seen that if you're not doing what I'm proposed to do here. You're going to look at every part of you've seen before we move on to the next part, which will be bringing in the lamps. All right. That's looking. Pretty nice. We're going to have some bit of grass on here. I'm just wondering about this part as well. So this part going around here. Let's look at that actually on the UV map. So I'm just going to click it all the way around to here. I'm going to then go to my UV editing. And you can see it's this way round, if I press dot. What happens if we turn it the other way, so 90 and then bring it into place on there. And you can see now that's looking much better because it needed a bit of dirt on there, because it's actually coming down to here. I'm also wondering if we grab the other part, so shift and click, The other part is here. Let's press L, 90 without proportionality on. So 90. Then let's put that part into the dirt as well. And there we go. That's look in tons tons bed because you're going to get some dirt on there. And I think now it's time for the last look, which I always do, which will be let's now get rid of our guy. We're not going to need, In fact, you know what, we're not gonna get rid of him. We'll just put him over there for now. And what we'll do then is just hide these out the way. So I'm just going to hide them out the way, like so. And then what I'm going to do is I'm just going to save out my work. I'm just going to then come in and make sure this is turned off, and I'm also going to hide these out the way as well. So hide those out the way, and then let's put it on our rendered view. And now we're going to have a look round on what it looks like rendered view. Now, bear in mind, guys, it may crash. So it may crash. So you mind one two. Before doing what I'm proposing, which is the sky, we're going to mess around with the sky. You might just make sure you've saved it out and make sure you've loaded it back up because while I want to do now, is you can see that just how beautiful this looks at the moment. But if we come over to the right hand side here, I've got our sky on. And what I want to do is I want to change the rotation. So the sun rotation here is what I want to bring round. Now as I bring that round, you'll see that I'll certainly be able to see more of the building, which also helps me kind of evaluate if it's looking really nice from certain angles. So like this angle here, for instance, you'll want different windows, I may okay with them all being the same. Another question. Look from the front, and then around the back, you're going to do the same thing again. You're also looking as well, if it was in shadow, what would it actually look like? And we can see the silhouette of this is beautiful. So everything is pretty nice. So let's now bring the sun back and bring it round to this side. And you can see now that is what it's going to look like from here with the sunlight on there. Not quite like that because we're going to do some work, needs grass and things like that. We have a good idea now and you can spot anything that's kind of, you know, not in the way, something that's mis. So always do that at the end of your work. And then at the end, just put your sun rotation back into a nice in a level. And I like that because it means that I've got some shun on here for this front view. So this would be my front view. I've got some darkness over here, and we've got some shadow down here. And I want some shadow down here because I'm going to point a light, you know, coming through there bouncing onto this part here. All right. So that's the final check done. And now I want to do is I want to come. I'm going to put this on object mode, and then I'm going to bring back everything. So bring back all of these parts, tate bring back all of these parts. Bring back all of these parts, and then file and save it out. All right, everyone. So I hope you enjoyed that. On the next one then, we're going to be bringing in our lamps, and we'll get those all into place. And once we've done that, we're moving on to the actual grass. So, the grass, the main part of it. And after that, we're moving on to compositing, and then we've finally finished the scene. All right, everyone. Sob you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 139. Placing Lightposts: Welcome back everyone Plan fall modeling and Jump you know workshop, and this is where we left the art. Alright. So what we want to do now is, first of all, get these to be the right scale. So I'm just going to move this one over. This one looks to be around about the right scale. However, if I come to this one here, you can see looking at my guy. It's way, way too big. So let's make it, much smaller. Somewhere around the right size. It's going to be something like this. And now from here, what we can do is we can jaws come out. We can grab all three of these, and I'm just going to make a duplication of them. So shift the, bring it over. And then the first one I'm going to put in is this one here, and this one's going to go around this door over here. So I'll grab this door. I'll press Shift S, cursor selected, grab my Shift S and selections cursor. And then what I'll do is press a little do just to zoom in, and then I'm going to put this over the top of here and I'm going to rotate it round as well. So z let's rotate it round. Let's put this then on to normal. And what we want to do is put this above the door like so. Now, I'm not sure if I want it above the door in this position. Like so. So if I put it in this position, that actually might be better if I pull it up than how I had it before. So I think, yeah, something like that that's looking pretty nice. Let's just make sure then it's centered like so. And that's looking pretty good. And then what we'll do is we'll have another one of these and we'll put it over here. So what don't we do is press 50. I'll drag it out. I'll press Alt and just to reset the rotation. And then all I'm going to do is press, 90 or -90 on this case, -90 L so, and I'm going to put this one then underneath here. And just put it into this part going back into this wall here, like so, and then maybe just enter it and pull it down a little bit. Like so. Double tap the A, and there we go. All right, so let's have a quick look at what they're going to look like, so put it on rendered view, let it load up. And there we go. Now, you can see that with the lamps, these are they're not very bright at all, and that's something that we're going to have to fix. We definitely want these to be a lot brighter than the rest of the glass and things like that. So what I'm going to do instead of just, you know, coming and altering these, I'm going to go back to modeling a minute. Let this load up. And then what I'll do is I'll come down to this one. Let's put it actually. Let's go to it first. And then what we'll do is we'll come to the glass. And what we want to do is we want to make a new glass, but we want to brighten it up a little bit. So what I'm going to do click the plus button, and I'm going to click New glass. It. So. And then what I'm going to do is click on the glass, click the Down arrow and click Copy Mateial. Click on the glass, click the Down arrow, and click Paste material. Now, before I actually What I want to do is I want to select all of the ones with the actual glass. I put this on material, you'll see that all the ones with the glass are going to be glass lit windows. So I'm just going to wait for this load up. Once it loads up then, then we're going to select it like so. So if I come down to glass lit, I can click select and it'll select all those and then go to glass lit and I can click a sign like so. And from there, then I can actually press the tab button minus off the glass lit, and it should still be with glass lit. So in other words, the one that we had before wasn't very lit very well, and we want it lit much, much bare. From here, then, because we've got this new material on, I can come down to where it saves emission and start turning that up like so, and now you can see we've got a much, much better light on there. Now what I need to do is, I'm just going to do this then on the others, and then I'll drag them across again. So all I'm going to do on this one is I'm going to come in over two material going up and change it from glass lit to glass lit windows to glass lit, like so, and then we'll do the same thing on here. Like so, we'll come to this one, and then we'll go to glass lit, like so, and then just work our way along. You know what? We'll just delete those two off. And instead of doing that, all we'll do is just drag these over, so shifty, drag them over, and then when I bring in a new one, I should be able to do that now. Let's sort these out now. So if I come to this one, what I should be able to do is just click the down, glass lit, and then come to this one. Same thing. Like so. Double tap the A, and there we go. Now, let's have a look at what that looks like. First of all, Do let's save our work, so we don't actually lose anything. Let's put it on rendered view. And let's late for it to load up. And from here, hopefully, now, yes, there we go. That's exactly what we're looking for. Alright, so that's looking much much better. You can see the scene looks amazing. So now let's bring in, I think we'll bring in another one. So let's put it on material view so we can actually see what we're doing. And then what we'll do is we'll bring in our post, first of all. So we'll bring in this post. I'm going to press D. And then what I'm going to do, I'll put a post over here. So, if I press seven, I should be able to press G then and move it over to the top. I'm wondering where I'm actually going to put this post because I've actually got a stone there. So I'm thinking should I put it up along here, so into the floor, like so, and then rotate it around a little bit. What I've got to be careful of is making sure that. First of all, you know, my guy is not going to bang his head on this or anything like that. So I've just got to take that into account. What I'm going to do is, I'm just going to put in the floor there. I'm going to come there, find my guy, and I want to measure if he's going to bang his head on that so you can see it's flat to the wall now, and pull him over here. Yeah, that looks actually a nice height. I think I'm actually happy with that looks. Yeah, I'm happy with out that looks. From here, then, let's bring in a another light. So what we'll do is we'll bring in this one. We'll pressure and I want to put this one right on top of my heel over here. Like so. So I'm going to have it on here. And from here as well, I'm wondering whether this one is a little bit too big. I think it is. So all I'm going to do is just make it a little bit smaller, pull it down then and put it into place and just make sure it's sat on the hill. So. Now I want to do is we want to actually have some lights going down here. So I'm going to grab this one. I'm going to press Shift. Pull it over here, Altar, just to rotate it round. And what I want to do is as well, I want to put the orientation round to the bottom of here because it is making it hard. So Altag bring everything back, grab the bottom of it. Shift S, cursor selected, and then right click and set my origin two, three D cursor like so. And now it's just going to be much much easier to move this around. So now what I want to do is I want to basically put this somewhere where it's going to light up the way down here, and I also want to make sure that I'm going to rotate it round. So I would say that's probably somewhere around here. So if I bring this here, put it in, like so, is my guy going to bang his head again? I think he will on there. So, you know what? Let's pull it over, do the side a little bit, pull it up. Like so. And what I'm looking for now is, do I have enough room or is this, do I need to do a little bit more work and just pull this back a little bit to allow this actual post to be on there. Be ideally, I think I'd like my post. Around here. So can I fit it anywhere along here, so have a look. Actually, you know what? That I think is now fitting in much, much better like so. And then all I'm going to do then is rotate it. So I'm just going to rotate it around like so, double tap the A, and there we go, that is looking nice. That's exactly what one. And then I think one more over here down sort of kind of down here, I think. Or we put it over the other side. I think actually, I'm happy? If you look at this, you can see It looks nice going up there. I just need one more thing down here, so I'm just going to press shift, and then bring it over. Press Z hundred 80, spin it round. So RZ, 180 spin it round, seven to go over the top, and then we want it is somewhere around here, I think. Like so. Then I'm just going to pull it down into place. Maybe up a bit. Like so. And then, pull it round. And I think you know what? I'll pull it down a little bit more. I'm just going to have that actual I'm going to have it out like that. Then I'm just going to pull it in. Like, so. And there we go. Now, we can see we've got a nice drop off on there. The other thing is I want it following kind of this path. So s let's rotate it. Just make sure it's level with it, double tap the A. And there we go in that thing that looks really good. And now what we need to think about is where else would we need it lit? So we have you know these three different ones. I think we would have another light maybe around here. So let's actually bring in another light and shift D, bring it up. Let's spin it around. So RZ 90 or R z -90. Like, let's press G, bring it in some sort of place. Like so. And let's put it into the side of here, or into the top of this bit, that might also be away. So if I press so one, I can line it up now, put it into place like so, and let's just pull it back, but it's actually stuck in the wood. And double tap the A and make sure that it's in. I think it should come a little bit more this way. So I pull it this way, like so, double tap the A. And then we go that looks. That's exactly what I want. Okay, so now we also forgot about our flag, so I need to do our flag after we've put these lights in. So we're working our way round now. We're definitely going to want another one somewhere around here. So one of these, we're going to grab shift and we're just going to bring it over. We're going to press Altnar to spin it round, and then I'm going to put my first one in roundabout in here, I think, and then Rs hundred 80, spin it round. And from there, you can see that it's spinning round from this point here. You know what? I'm going to make this easy for myself. I'm going to grab this one, shift D, and then, spin it round and then RZ hundred 80. Spin it round that way, and then decide where I'm going to want it. So I'm going to pg it into here. Into the floor around this part, so like so. And then I'm thinking, it's a little bit low if it comes to here. I think this one should be either a little bit higher or put it around here, because we've got quite a lot of light around there now. You can see going up here, there's quite a lot of light. I think there's enough light on this bit. So what I'll do is I'll just put it around here, press seven, pull it out, and then Z turn it around a little bit. So. And then what I'll do is I'll put another one round here. So shift put it around here, and then R and Z. Spin it around like so, put it against the wall a little bit. Double tap the A. And there we go. So let's have one more look then. What we've actually done on this bit. I'll move this one out the way just so we have a clear view of it. And then what we'll also do is save out our work. So save it out. Put it on to turn these interlocking links off. Let's then put this on rendered view, and let's see what we're looking at right now. Okay, let's let it load up. And hopefully, hopefully that should look pretty good, especially when we've got our grass on there. So you can see now we've got plenty of lights going around, plenty of lights coming around here. And as we move around here, now, it's getting a little bit dark, but you can see just what we're doing. Alright, so I'm really happy with that. Let's put it back on material. And then we'll turn the two interlocking links on. And on the next one, we'll get these lights finished off, and then we'll get on with our flag. And from there, then we can actually bring in our grass. And then it should look like an amazing scene. We've also got a light to put down there. So we've got a light on there, a flag, the rest of the lights in place, and then our grass. And once we've got our grass, and we can really see this scene come together. All right, everyone. So hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 140. Placing smaller light sources and attaching them to the wizzard structure: Welcome back, everyone to blend the four modeling and Jumpton workshop, and this is where we left off. Alright. So now let's focus on the lights going up the stairs. So what I'm going to do is I'm going to grab this one. I'm going to bring it around. I'm going to put this on the object mode, so it's a little bit easier to actually work with. And then what I'm going to do is, I think we'll put one maybe around here. So going up around here, so let's press said 90, and I can press three, and I can kind of put this in place. So I'm just looking how we'll put this one in place and this one here. So it goes into the. So I'm just wondering how I want this one in. So let's put it around here. And if I pull it back. You're just wondering if it should be going in something like this. And I think, actually, that's probably going to be how we're going to do it. Let's bring it down a little bit and see if that actually fits in there. And there we go. Yeah, that looks pretty nice like so. And then what I'll do is wondering if I want one more around here or here somewhere around the door. So I think I want one more maybe maybe just around here, and then one over the door just to light the wave. So let's have a look at that. So shift D, we'll bring it over. We'll spin it around. So red let's put it round. Let's make sure that's on normal. And then what we'll do is we'll pull this into place hidden again a little bit by the idea. I do like that a lot. And then art and Z I wouldn't put it straight into the walls. By the way, not straight in the walls. I would always use some wood, if we can. And then put this around here. Like so. And then with the final one, I'm going to put it over here, so shifty, not the final one, but the final one for the stairs. I can see here I've got some shading issues, so I'm just going to grab those, and I'm going to shade smooth bingles and just sort those out. And then we going to do is come back to this, altar, spin it back around. I'm going to press three then. And then what I'm going to do is put it above the door. Like so. And then pull it back. Into place like so, and there we go. I think that looks really, really nice. And now I want probably one this side, or at least one this side. It needs to light up this, and then one at the top of here. So let's bring this around again. So shift D. Let's press Alt and R if it's not spun round, and then R dead 90, spin it round. Now, I just don't like the fat there's one this side, and then there's one going to be, you know, kind of the other side as well. I'm not sure about that. What I'm going to do is, I'm just going to see if I can put it this side, put it in anywhere, this side. You can see the problem I've got is is it going to go in the wall? I don't really want that. I want it coming down there. But then I don't want it too far into where they're actually going to walk. Actually, I think that's going to look good. And you're going to pull it over a little bit. Making sure it's not sticking in my wall anywhere, and then shifting bring it up and then alternating it round. And then this one might be able to go on there. Let's see where we can put this one. I go to pull it round. I'm going to press seven, go over the top and then match this kind of bend like so, and then G, and let's have a look where we can actually put this in place. We can see if we put it there. Kind of going to be hanging on the fence. I don't really want that. I'm looking where else I can put it. Cut guess, put it there. Under there, like so. I could always move the wood up. That's not a problem doing that. Jo wondering, You know what? That looks actually quite nice. It does look quite nice there, so I just move it over. And maybe a little bit more. Like so. Yeah. And that's looking pretty good. Let's pull it down a little bit. So, there we go. And then what I want to do is I want obviously, let's have a look at this one. So I've got this going around here. I'm going to want one under here. I think I'll put one under here. So I'll just grab this one, shift. And then what I'll do is press tar and then adds 90, spin it around, and then control one just to go to the back and where I want it is somewhere around here coming back under this, and what that's going to do is going to light up the inside of here, and that's exactly what I want. Lighten up all that work that we've done on the inside of here. Like, so and then we'll grab this one again and we'll put it, not this one. Sorry, the little ones that we have. So these two little hanging ones, You know, what we go a little having in one. So I think what I'll do is, I'll come in, press tag, and I'm going to grab all of these. So all of these parts. Make sure you grab me edge select. Just to make sure you grab everything. And also, if you're struggling to grab something, just go into y frame, press B, and then just grab them all like so, and grab them all here. And then just make sure you press control part just to make sure then that you've grabbed everything that you need. And then I'm just going to press Shift D. I'm going to pull it over with global, so pull it over. Like, so I'm then going to press P selection, grab it again, Control or transform set origin to geometry. And then what I'm going to do with this is I'm going to take it over here. And put it into my lights ride around these hanging lights here. So if I pull it over. I should be able to press. Dot, then, Zoom into it. Then we're going to put it hanging on here. So if I press control one, I should then be able to get it into the place that I want it, and then pull it up. And then finally if I press one, I should then one on the pad. And because I can't see through there, so let's press three. There we go. Let's put it straight on. Like so. Then we go let's put it on the other side now. So shift bring it over to the other side. Like so. All right. That's looking pretty nice. Now what we need to think about is do we want one on the back? Do we want one round here? I think we should have at least one around here, for sure. So let's grab this one again. Let's press Shift D, and let's bring it over. And whereabouts do we want it? I think, probably along here, not on the top of there. We're looking at where we actually lighten things up. That's the thing. So I think on top of that, as well, no one would be able to reach it as well. That's the other thing. So where do we want it? At least here they can probably reach out the window and reach this. So that's why I'm thinking of putting it back here. Like so, and they just can't open the window enough, but I don't think they would care about that. So that's that one. And now I think we need just one more. And I'm just wondering where to put that one. Maybe maybe on here. I think on here, they could also light it out the window from there. But let's have a look at that one as well. It might not look right there. So we'll just see. So what I'm going to do? I'm going to press seven again. I'm going to rotate it then Z. And then what I'm going to do is go on to normal, pull it back. And let's see if it's going to look silly in this place here. Like, so let's double tap the A. You know what? I don't think it does. I think it actually adds something to it. Yeah, I think that looks pretty nice. Now I'm going to do is I'm going to save out my work. I'm going to go file, Dave. We've got one more lights put in, actually. So let's actually put that in. So we're gonna grab this one here. I'm gonna press shift D. And this one is going to be in the center in the center of here. I just where people walk around here, and we're going to put it on top of stone. So what I want to do is I want to make it probably a little bit smaller than this one. So I'm just going to press S. And then what I'm going to do, I think, is I'll press S and Z and just make it a little bit more squat, 'cause it is around here. Finally, what I want to do is I want it to sit on some type of stone. I just don't want it in the middle of the courtyard like that. So what I'm going to do is, I'm just going to grab this rock that I'll put over here. Press shifty, bring it over, and I'm hoping that I didn't actually, I didn't actually do that, which means that now let's bring the rock down, like so, and you can see how easy it is to flatten that rock. And that that makes it really, really easy to war with. So if I bring this over now, you can see we can pick a different rock and get a really nice, beautiful rock that we want. That's really nice and flat. So I'm just going to there we go. That one there. That one looks about right. And what I can do then is just put this in the center. So I'm just going to put it in the center, so I'm going to spin it around. So I Let's sq spin it around a little bit. And I'm also going to take this off and put it on global. Grab this one now, put it in place and then just rotate it. So I'm just going to rotate it on the g to plan it up a little bit. And then from there, I can put this on top of this rock. Like I'm just making sure it's on there. Double tap the. And there we go, I think that actually looks nice. Now, think also what I'll do is I'll press it D and I'll bring in one more rock. And what I'll do is I'll turn this back up. Like so, turn it to a different rock. You can find another nice rock. Something that's going to suit it, that might actually suit it. Let's press S, pull it in. Like so. And there we go. And then I think I'll have one more rock. So I'm just going to press D and I'm going to put one more rock here and might be able to get away with actually just spinning this one round without them looking too similar. Just looking at that. And I think actually that's That's looking what I want. Now, now we've got everything in there. Let's save out our work. And I will check now to see what everything looks like. So again, let's come in, though make it a little bit easier on our computer. Let's hide these out the way. Hide these out of the way. And then what we'll do is we'll come in now and put this on. We'll turn off these two into lock in holes and then turn on our render. And let's see what this looks like. Alright, if it is slow moving around, remember, you can always save it out and then reload it. So I'm thinking that I'm just looking now, where else would we need a light? So you can see here this is what it looks like. I'm just going to bring it round. This is all down here. This is beautiful. All of this is really nice. We've got lights leading up, and you can see it really stands out when they're actually in the darkness. You could have a night scene here as well, all going up there, and then a couple of different lights here, and this is on the courtyard. Then I'm s going round. And this really, really lights up well now. And I think, yes, I think that's absolutely perfect. The one light I think we're missing then, It's just a light over this part here, I think. I think we just need one more light. Maybe maybe come in from there, and I think that's it. Alright, we'll do that then on the next lesson. And then after that, we'll actually create our flag. So we need our flag on there, and then we're onto our grass. Alright, everyone, so hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 141. Simulating Cloth Flags in Blender: Welcome back everyone to blend the form modeling and jump in a workshop, and this is where we left it off. Now what I want to do is just put on my two interlocking links. I'm going to put my light then, so I'm going to grab this pressure deep and I'm going to bring it over. And I'm just wondering then if I want to put it there and up into here. Like so can I actually fit that in? Will it look right? That's my question. It's sticking out of there. I don't think I really like that. And I think, You know what? I think Because of the angle of all of these, I think it actually has to go, you know, roundabout here into this wall, actually. So what I'm going to do is press Rs head. I don't generally like sticking them in walls like this. And I also think if I put it in the wall, maybe, Maybe just maybe. I'm wondering if I bring it up like that. Like so and then just go over the top of seven and then put it at the same angle as this. So I'll say, same angle as that. And then just pull it back actually into place. Maybe back a little bit further, double tap the A. And I'm just wondering if I should put a piece of wood that's actually going to go up there or if it's going to be fine like that. You know what? I think let's have a look on rendered view. And you can see now. Yeah, you know what? That's looking quite nice there. I wanted a different angle because I didn't want it straight on this one's kind of straight on as well. So I'm looking to actually make it more interesting, as you can see. Now, the one thing I haven't done yet is the one inside, and I think we need to put one of them inside before we carry on. So I'm just going to grab this one. You could, of course, you know, have one of these over here as well. But I think we can go completely crazy with lights, and we just have to be crazy about that. We just have to think about that before doing anything else. What I'm going to do is just hide all these out the way. And then we're going to press one. I'm going to press shift. And then we're going to drop this over here near the door. So I'm actually going to go in, press the dot born to zoom into it, and then we'll move around and actually put this near the door. All right, so I think maybe on there, and then put it into place like so, and then what we'll do is pick it up. There we go. I think that looks fine. And when we've done our flag, we're going to actually have some light pouring out of here. So supposedly from this light. And you could, of course, have them on here as well. You can put light for everyone actually, but just don't go overboard with them. Remember to make things interesting. So I'm going to put some light coming through here and hopefully a light shaft onto the water here. So that's what I'm going to do after my flight. So let's now come to our actual flag. And what I'm going to do, first of all, I'll create the part where it's actually going to be on. I think that's the main thing we should do. But let's come in, and what we'll do is we'll grab this part here. So let's grab this space. Let's press shift desk, sta selected. Let's press tab, and then what we're going to do is bring in a cube. Let's press the S button and bring it in. I just want to sit that on top of that like so. And then what I want to do is bring it up to where this is going to ten. So if I pull it up to here, it's not going to be that tall, but I think it should come up to something like that. And then from there, then what we'll do is we'll bring out control like so, and then I'll press Control B. And then on this day, I'll press control law. Like so. And then what I'll do is, I'll just bring out an edge loop for these. No edge loop, sorry. I'll just bring them out with troot so enter alternate, bring them out slightly. Like so. And then on the top, then, I'll put now. So I'll grab the top. I'll press shift desk curse to selected. I'll bring in a cylinder, so bring the cylinder. Let's put it on 24, like we always do. Let's press the S board and bring it down. And this will be then just the start of the flagpole. Like so. I'm going to press dot just so I can get in there a little bit easier, and then all I'm going to do is make a simple flight poll with I, bring it in. And then, pull it up. Like so. Now, we can see that that is probably going to be way way too thick at the moment, so let's make it thinner. So shift and click alterns and bring it in. And it's up to you whether you want to have it kind of, you know, tapering at the bottom I think you know how to do that now. I think I'm definitely going to have it tapering up at the top. So I'm going to do is press control, bring in a few edge loops. I'm going to check now thethickness of it, so double tap the A. Move your curtain now. You know what? I think that's actually a good thickness for it. I just think now I need to pull it up a little bit. So I'm going to actually I'm thinking, yeah, I'll just pull it all up, like so. And then from there, then I'll just add in a couple more edge loops. Left click, right, click. I'll grab the top of it then. And before I do the top, what I want to do is just pull it out with maybe shot. We'll do it. Let's see if I can actually do it with the shot. We'll bring it in. So. And then we go a thing that looks pretty good. And then finally, let's make the top of it now. So all I'm going to do is press enter S, pull it out, and then, pull it up, and then I insert, and then, and then let's put a little kind of top on the f. So finally, then let's grab the whole thing and shade smooth, double tap the A, and there we go a thing that's going to be good for our flag. All right. So now let's actually create our flag. So I'm going to come back to this. Control transform set origin to geometry. Let's do the same thing on here as well. Control transform set origin to geometry. Adding a modifier on this part, we'll bring in a bevel. We'll set this to point at at three, like we've done with everyone else. And then back to here, Shift S Kurt selected. Now I want to do is press one. And now, I just want to measure up my flag. So I'm going to bring in a plane. I'm going to spin my plane round so RX 90. I'm going to press the S button and bring it in. L so Like, so. And then I'm going to put it where I actually want my flag. So somewhere around here is where I want my flag. Then what I'm going to do is I'm going to measure my flag out now. Let's put this on global just for now. I'm going to measure my flag out. I'm going to pull it out to the length that I actually want it. And I think that will be a good length. One thing I think is it's just not quite wide enough. Like so. All right. That looks all great at the moment. Now we need to do is we need to bring in some subdivisions. Now, before we do that, let's just press control A A transforms, right, click Set origins geometry, and now press control. You know what? Instead of doing that, I'll just press subdivide. I'll do that again. I'll click on the face, right click, subdivide, subdivide, subdivide, subdivide and one more subdivision, and I think that we'll do it. And then finally, what we want to do before doing anything else? We want to grab both of these little points here. We want to come in and we want to bring those in like so. So even if we have to move the whole thing across, we want to make sure that these parts are brought in. And no only that, they're also brought up a little bit. If they're not coming up, just put it from medium point and an essence, and just bring them up a little bit, and it's just going to make that look much, much better. From there, then what we want to do is we want to now grab this edge. So this edge here, and we want to press Alt Shift and click and grab the whole thing, and then we're going to come over to the right hand side, and we want to actually have this as a vertex group. But if we come in, click the plus button, and we want to call this pin. And basically, this is where we're going to pin this to the flag to stop the flight kind of floating off over here. And what we're going to do is click a sign. Now, always check just to make sure that it's actually working. So if I deselect it, click select, there is my pin group. Alright, so that's that bit done. And now what we want to do is we want to go to layout, and this is where we want to work in layout because this actually has our timeline. And because this is going to be animated, we actually need to have our timeline there so we can move it backwards and forwards. Now, the next thing we're going to do is we're going to come in. And this sometimes is a bit fiddly, so don't worry if you don't get it right the first time. And what we want to do is we're going to generate is we're going to generate. I'm not sure if it's there, actually let's have a look. There we go. So it's on this one here, and the one we want is clot, and we're gonna click that on. Now if I press space bar, you'll see that it drops straight down. Let's put it over then. Like so. And then what we're going to do instead is we're going to come down now, and we should have one that is our pin group. So is it under shape? There we go. So under shape, we've got one that says pin, and now I'm going to press face bar, you can see it drops down. Now, the other thing you can see is, first of all, if I go back, is that I don't doesn't really look like a flag at the moment. So let's come in, and what we'll do is we'll use our nol. So if we press one to go straight in, we'll come to this point here, and what we'll do is we'll just cut a little bit away. Like, so, and then I'll cut it down, coming to here. Like so. And then press enter. Like so. And then from there, what we'll do is, I think I'll just move this one. So I cut it at the wrong place. So I'm just going to move this one to here right click and I'll merge vertices at the last like so. And then what I'm going to do is, I'm just going to cut all of this out. So because now I'm not great selected. It just means after doing and you see instead, just to make sure I grab it all, so you can see them going right up to there. Then I'll come in and make sure I've not missed any or gone over the parts I shouldn't have done, like so. If you do, just press middle mouse. There you go. There we go. There we go, and then all of this. Then I'm just going to right click, press delete and faces, and we should end up with something like that. All right, that's good enough, actually for what we need. So now what we do is if we press space bar, we can see all comes together like so. Now, we need some wind on here because at the moment, We don't actually have anything that's going to control it, so we're definitely gonna need some wind kind of make it flat in the wind because at the moment, just drop straight down. We don't really want it like that. Also, we want to right click and shade smooth. Now you can see it's looking tons tons bare, and let's just pull this over here back to one and bring in our wind. Okay, so the way we're going to bring in some wind is, we're just going to press Shift A, and we're going to go down, and you've got one that says force field, and the one you one is going to be wind. Just bring that in and then rotate it around. So rotate it by 90 degrees, pull it back into place. And then what you want to do is pull this little arrow out. And what that's going to do is it's going to increase the strength. Now, I press space bar, and you can see nothing happens at the moment. What we want to do then, And the reason nothing is happening right now is because we just want to set this. So the actual gravity. So if we come all the way down, we've got something that says field weights, open that up.'s take your gravity down to a 0.3 something like that. Then what happens is when we press space bar, you can see this happens, come back to your win now, reset this down. So back to your win now, and what you're going to do is you're going to set the strength of something like 3,000. And then what you're going to do is press space bar. And now you can see Nearly there. Not quite there. You can see it's blowing around in the wind, but not quite to what we want, which means that we can go down and now set our gravity down a little bit lower. So let's try not 0.1. And let's try that again. Let's press the space bar. And what we want in is that flapping motion that we're getting there is just kind of crossing over at the moment, which means that we're going to set this down a little bit lower, I think, so let's set it down even lower, so not 0.3, something like that. Turn it up. And there we go, now we're starting to get somewhere. That is what we want. That's exactly what we want. And now, what else we want to do is, I'm just wondering whether we need self collisions on. Now, the good thing about this every single time that we go through here, it's going to be pretty much exactly the same, which means we can pause it anywhere now, bring it back. And actually have it to where we actually want it. So you can see here, it actually looks as though it's, you know, flapping in the wind. We can actually bring it down as well, all the way back to here, and then you can just pick wherever you want it. I actually think that looks pretty nice. Now, the other thing you can do is you can come back to your flag, and what you want to do is we want self let's have a look. So let's come down. I'm just looking at collisions. There we go. Collisions and we want self collisions on. So let's just set that on, and now it's should. Sometimes it works, sometimes it doesn't. I do mess around with this. We just want to change the friction. But what happens is, let's turn this down. Let's put it back. Let's try now. You can see now, because I've turned that down, It actually is looking a little bit bare as you can see. Now, the other thing is, let's turn it up a little bit. That's a tiny bit, and let's see what happens now. Yeah, sometimes it does just crumpling in on itself. I don't like that. And you can see now, because it's not trying to actually, you know, self collide with itself. It does make a bit of a mess sometimes. People just when I see people, other people use it, click it on, and it just works, and for me, it always makes a mess of it. I actually find it be not to have it set on. So just so you know that, try it now. Let's see what this is going to look like. There we go. That's looking pretty nice. And the other thing as well as if you're not happy with it, you can also put up this. So at the moment, we get into 250 frames, and then it's ending, and then of course, it's restarting. So just put this up to 500 and then it'll just carry on past that 250 frames like so. Sometimes you have to restart it. And the other thing is as well, is don't forget. I think this is also set to 250. I look at that in one moment. So let's see it gets 250 and see if it ends. If it does, we just have to change it in here as well. And there we go. It's actually doing that. So let's actually have a look at our frame rate. And to change the frame rate, we're just going to have to come down and there's one under cash, and we can change this then to 500 like so. Alright, so now I'm hoping that that's changed that. Let's put it back to zero. And then we should be able to now see what happens. It should be pretty much the same as what it was in the beginning, but now it should just carry on past that frame rate, and now you can see there's beautiful roles, and that's what we're actually looking for. And there you go, it's actually going to go through the 250. Now, you can see, also, because we haven't got self collisions on exactly what's happening there. But for something like this flag, You might just want to get away with doing it like that. You can see how it came there. So I'm just going to press pause. I'm going to bring it back then to where I want it, which will be something like that. And if I look from here now, that looks like it's gusting in the wind. And that, for me, to be honest, is fine with me. I'm going to go up then and save out my work. And on the next one, what we'll do is we'll actually turn this then into mesh. And that is our flight actually done. All right, everyone. So I hope you enjoyed that one. I'll see you on the next one. Thanks a lot. Bye bye. 142. Enhancing Scene Lighting with Additional Sources: Welcome back if you want to Blender for modeling and jump in a workshop. Now, one thing I have forgot to tell you guys is the fact that if you want to file and you save this out. So we save it out normally, you can actually if you want to put this, let's say you want to send it to a friend, or you want to send it to another computer or something like that. You must make sure that you come down, and what you want to do is put this external data on. So what this does is it will pack everything into the actual file. So now I want to come and save it, everything is now saved out, and that means that all of the materials, all of the textures, everything you've done will basically be exactly the same. So you must make sure you do that. The other thing is as well, just don't forget when you do pack everything in there, it's going to be a much larger file than what it was originally. Because what you'll find is if you don't pack things and you send them through to another user or you send them through to another computer, you're going to end up with pink materials. And that basically means it doesn't know where the materials are or the textures are and things like that. So that's why we actually do that. All right, saying that, then, what we want to do now is to make sure you're happy with it first. Come to object and what you want to do. Convert to mesh. All right. We'll see now we've actually applied that. And then what we want to do now is we want to come in, and we really want to grab all of our edges. So let's see if I'm come in, select and I want to select sharp edges, and you're seeing that's what it's doing. That's not what I want. I don't know why it's selecting them like that. So what I'm going to do instead is, I'm just going to come in shift and click, l shift click old shift click and just grab all my edges going around there like so, right click then, and just mark a scene. And the reason I'm doing that is because then I want to reset all those transforms, set origin to geometry. Delete my wind out the way. I'm not going to need that in there anymore. And then I'm going to come over, add in a modifier, and we're just going to add in A. Solidify bring in a solidify, like so. And then just right click, make sure shades moves on. Sometimes sometimes it'll end up like this. Let's try shades move in that way. And I think what's happened here by press tab. Yeah, it's added in these shops. So what I'm going to do is Brits press A, right click. And instead, I'm going to clear all the shops, and there we go, that's nice and smooth. Now, the other thing I want to do is probably want to add in a shop going along this edge here. So what I'm going to do. You know what? In fact, before I do that. Let's apply this. Now, just make sure that it's not too thick. You want it relatively thick but not too thick. So let's actually overlook if we bring this down. So bring it down, bring it down. Something like that, I think is absolutely fine. It does need to be, you know, have some thickness to it, especially if you're going to send it into a real engine or something like that. Now I'm going to do is I'm going to put even thickness on. Apply that then, right click and shade smooth by angle. I'm going to turn off this and hopefully turn this down or up. There we go. And now I'm just going to see if there's any shops in there, and there is some shops in here, and you can see this has really been messed up for some reason. So let's go back and it was putting even thickness on. So I'm just going to apply it now again. And then what I'm going to do now is right click, Shade Smooth. Here we go. That is exactly what I want, like so. And all I did as I've turned off, keep sharp edges, turn it up a little bit, and now I've got a beautiful flag. Now, let's see if we can go to our asset manager, come down to our materials, and the one we want is our purple cloth. And what I'm going to do is, I'm just going to drop that on there, like so. And then what I'm going to do is I need to unwrap this now. So what I'm going to do is we'll just press A, Smart view, but, click Okay. Let's then put this onto our rendered view and have a look at that. See what it looks like once it actually loads up. So let everything load up first, and then we'll see what it looks like. Doesn't look promising at the moment, which I knew it wouldn't. So what I'm going to do now is just make sure that it's all being unwrapped properly. So you can see if I come into this, grab this edge. It's going to go up to here, and what I should be able to do from there is press and wrap. And now you can see it's looking much much better. Albeit, it's going the wrong way at the moment. And then going to come around to the back and do the same thing when unwrap like so. And then what I'm going to do, you can see these little side edges. They don't matter. Don't worry about them. So now we're going to do is go to our UV editing. I'm going to press dot to doom in, and I'm going to come round to the other side. So I'm going to do the other side. And I'll do this side at the same time, actually. Then what we're going to do is just press one, and then we're going to press A 90, spin it round, and there you go, now you can see how much bar that's actually looking. Finally, then, we can actually make it bigger if we need to or make it smaller, whichever is going to fit. And I think this now fits really nicely in there. And the other thing you can do if you really want to is you can rotate it as well. So you can rotate them around, and then those will kind of follow the angle of the actual flag like soap. Okay, so now we've done that bit. Let's go back to modeling. And now, let's come in, put it on material again. And then what I'm going to do now is sort these parts out. So these are going to be metal. So what I'm going to do, I'm just going to come straight in to material, bring in my planks. So let's look at planks plus plus and then we're going to click the down arrow, and we're going to look for iron. So the iron, not iron doc. I think is it iron do? I actually have a look at if it is. Sign doc. So there we go. And then what I'm going to do is I'm going to come in now. I'm going to unwrap the whole thing. So, Smart UV project, click. And then I'm just going to now come in, assign everything to the iron dock and then just come into these parts, and we'll just sign those to planks and that then is that part done. So. And then finally this part, let's press control A or transform set origin to geometry. Ha A to grab everything. And then you Smart UV project, click down arrow, and we're looking for iron again. It's this one here. Double tap the A, and there we go. Now, let's just have a quick quick look at what that looks like. Always say that I'll work again. And then we'll actually look on our rendered view. I think it's going to look very, very nice. I'll just let it load up. And there we go. All right. That is looking really, really nice. I'm happy with that. And now let's think about our actual light that's going to come under here and bounce light off here. I think that's what we should move on to next. So I'm going to put it on object mode for now. And once I've done that, actually, I'm going to tidy up my scene before bringing in the grass, I think. So I think we'll do all of that next because we've pretty much got everything else done. Alright, so the light that we're going to be using on here will be a area light. So we'll use an area light on here. I do think it's like of the best light to actually use. So we'll actually try and bring one of those in. So what I'm going to do? And we'll just come to my bridge, press shift desk, Krista selected. And then what I'm going to do is I'm bring in an area light. So Come down to where sees light, and the one you want is the area light like so. And then if I just pull this up, for now, you can see this is kind of the angle that's at. We want it kind of come out like this. So coming down and out. So it actually bounces light off of our actual lake here. Then what we want to do is also, we want to make sure that it we can keep it the same size. You can make it a little bit bigger if you want, but don't go too much on the scale. What are we going to do then is set the power first of all to 7,000 do? Like, so I'm going to mess around with the color once it's actually in there. But the one thing I do want to do is I want to change the let's have a look at this. So let's just make sure I'm on cycles. Let's come back to it. I was looking on my other reference, and actually, it's not an area light. It's a spot light. So let's put it on spot light. I was looking for these options down here. Couldn't see them thinking, where is this spot light? Anyway, so 7,000 watts. Let's click off the softll off. Let's put the radius up to something like 0.58. Let's put that up. And then let's put the Let's put the spot size. So this spot size is going to change how big or how small it is, and then we've got the blend in between them. So how strong is this light going to be around here. And if you pull that down, you kind of get this beautiful gradient on there. Alright, next of all, then, what I'm going to do is, I'm going to pull it into place where I actually want it. So I'm going to pull it through here. So it's actually pointing as you can see through here and then what I'm going to do is press art and head and just move it around. And then what I want to do is I want to pull it out just to make sure it's in front of this wall here. If I press a little dot one you can see here, it is in front of there, and now it's just a case of playing around with it. So playing around with it and seeing what we can actually get. So what I'm going to do is I'm going to put this on rendered view. Let it load up. And again, if it's really, really slow loading up, don't forget what we can do is we can just come in and save it out and then reload it, and that's going to make it much faster. We'll do that now. So all I'm going to do is just file, Dave, and then file and then just reopen it like so, let it re open, and then we'll put it on rendered view now. So let that load up. And there we go. All right. So now I want to do first of all, we want to make sure it's the right color. So obviously, this color is not going to do it justice. So what I want to do is I want to come in and turn the color. Something else like something warm, I would say, something like this. The other good thing as you can see when it actually loads up here, you can actually see kind of in that water, and that's exactly what we want. And what we're also going to do is just press Arns head and move it around, so we've got some nice, nice shadows there. Now, you can see if I come to this edge over here that the light is coming through here, so let's pull it up a little bit. And we're going to get much, much better light on there. And I'm also looking at. Can I actually pull it over and split that light off like so and then rotate it round. Let's have a look at what we get if we do it that way. But let's look from here. And there you go, you can see that's what we're actually going to get from there, and that's looking pretty nice. Now, the thing is, you can see, We can mess around now with the blend. So if a mess around with the blend, you can see we can tone it down or we can really bring it up at the edges. Let's tone it down a little bit. And the other thing is we've got a radius, where we can actually bring it all the way down or bring it up and light up the whole place in there if you want to. So I'm just going to go round. You can see this is way way too bright at the moment. And the problem is, if I bring this down to 1,000 instead, you'll see that we lose that light there, but it actually comes on there. So I don't really want to do that. So what I want to do is put that back to 7,000 to light all of this. And then what I want to do is bring where is it the radius down like so. And then what I want to do now is and if you see the softball and see what that does. It's actually lighting it, but not lightening it there. We don't want that on either. That's why I'm saying that. And let's look at bringing this radius. Down something that's usable like so, because what we don't want is big light in there shining through like so. So I'm just going to mess around with it a little bit. Like so. And then what I'm going to do is just pull it up. Like so and drop it into place. All right, that is looking now it nice. I'm just looking at the light. I'm going to put it on 20,000 instead and see what we get through there. You can see that's probably a little bit too bright. And the thing is, it's going to be hidden. If I zoom into it, you'll see that it's going to be hidden so you can see on here. It doesn't look right. So I'm wondering, actually, if this is the right light to use because I do want a spot light light coming through there. But the problem is I don't really want it lighting like that. So I want a little bit of light in there. So you know what we'll do on the next lesson. I think what we'll do is we'll bring in two lights. We'll use two lights on this. One to light it up in there, so we've actually got some decent light in there, and then the other one to be the actual spotlight. Alright, every want, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 143. Fine-Tuning Point Light Sources in Blender: Welcome everyone to Blender por Modeling and Jomono workshop. So this is where we left off, and I wasn't very happy with it. But what I decided to do in the background is just do a little bit more testing. And I think actually what we want to do is just simply turn this to an area light. Now, this is going to be easier to use now. Let's put this on something like $5,000 instead and see what we get now. Now we can see we've got a better light contrast coming through there. Although it's still way way too bright. The other problem we have is it's coming and shining all through here. We don't really want that. So what we can do, though, is put the spread down to let's say something like 50, and that then's going to bring it down and kind of shine it just where we actually want it around there. The other thing is, let's drop this down a little bit to 2000, so 2000 like so, and now we can see we've got a nice light shining on this side. Now, I would say that we're probably also need. Yeah, I'd say, bring it down even more thing that's still a little bit overkill. I'm also going to change the color a little bit, so I'm going to bring the color to be a little bit more yellow, like so. And then what I'm going to do is just bring it down to 1,000 like so, and just pop that down and we've got a little bit of light shining on there. And I'm also trying to figure it if we can actually move it and pull the light over this side. That's where the actual lamps come from and then rotate it round. So rotate it Like, so and there we go. Now, I'm looking at the light underneath here. I'm looking if we're going to be under here. You know what? That's looking pretty good, guys. And you thinking whether I want to rotate it a little bit more. Like so. I think I'm happy with that. I'm just going to now try putting it on 500. Putting it down a little bit. And I think now we just need to light it inside of here. You can see what's happening. It's actually getting caught like kind of on here, if I move around, and actually find the light. Let's go in there. I see here, it's getting caught kind of in this bit here. So, majority of the light is coming here. And if I move around slowly, you can see what's happening. But we are shining shining all of that. I think what I need to do, put one more light in here. To brighten up this in here as well. So what I'm going to do is, I'm just going to press shift de coast selected. Shift A, and what I'll bring in, I think I'll bring in another light, which will be a point light. Let's bring in a point light. Then what we'll do is we want to have it a similar color. So let's put it on a yellow color. And then let's bring it up a little bit and just light it up a little bit more in here because we want basal illusion that, this is lighting up in here. And then from here, all of this light is spilling out over into this part here as you can see. And that is looking quite nice. Like so. Now, because the lighting is so important, we need to actually make sure that we really, really do you get this right. So I'm looking at how that lights spilling over there. And I think let's just come back to the spread. Let's just turn the spread up a little bit. Or down a little bit. Let's have lucky if I put this all the way down, bring it up. Slightly. Like so. And then if I come in now and also come in and turn this down to maybe 300, let's try that. I think that's going to be enough light spilling out there. So what I'm doing now is looking around. And the other thing is with the area light, what you can also do if you click on it is you can change it from square to disc, and you'll see that you get a completely different kind of lighting experience off there. I'm just making sure this is coming through there. You know what? I think that's absolutely fine now. I'm Check in everything else on there. All right. Now, there's only so far you can actually push this really, without actually coming in and kind of rendering it out. Once you render it out, you're going to have a much, much better idea of what we're actually looking at. The one thing I'm doing is I'm just moving around and seeing this light on here. I'm not sure whether I actually want that in there. And so what I'm going to do is, I'm just going to bring down this light now, so this sides. I'm going to bring it down slowly, slowly, slowly. Bring it down a little bit. Maybe even a little bit smaller than that. Just to kind of hide it a little bit. So you can see now it's coming each side of this and you can see now that's looking a lot better than it was. Let's turn it down even more. And I'm thinking that that is looking about right what I'm actually wanting. I'm actually looking in here as well. And I think I'm going to have to mess around with this light once we actually render it and see what that comes out like, because we're going to be going, you know, kind of from this view. We've got some light spilling out there, as you can see, and we're also going to be coming from this view. But now we can see we've got light in there bouncing, really bouncing up of there, and I'm not so sure about that. So let's now leave that for the time being, I think. Just wondering if there's any other way I can actually light this in that way. Yeah, you can see that still lit on the water. So the water is the thing that's causing it. Just wondering. If I should like use you can see we've got it's really, really nice how that comes out. It's just the shine that I want to actually take away from there, so I'm just going to pull it back even further. And I know I seem to be taking a little bit of time with this, but I really believe like we need to get this right. So what I'm going to do is I'm going to hide this bridge out the way. I'm going to come in, and I'm going to grab my light, and I'm going to put on a point light instead. And the other thing I'm going to do is I'm then going to bring this out. So I'm going to bring it out, so, what I'm going to do is I'm going to turn on the soft ball off. So turn that on, and then I'm going to make it a little bit brighter. So let's bring out the brightness. And I think now this is starting to look. Much, much bere. We've not got that, you know, such a beam of light on there and it looks more realistic. Now, press oltge bring back. There we go. That is what I'm looking for. So we can see now it's much more spread out double tap the A, much more realistic coming from there. Yeah, I think that's much much bare actually. I'm just going to bring it out a little bit more and see what else I can do with it. There we go. That is what I'm looking for. Now that's the perfect light. Yes, that's looking much much better. It looks like lights actually spilling out of here now onto the floor down there. All right. Finally, we got there. So we basically have got two lights in there now. And if I go in there, I'll put it on material motor so we can see what we're doing. Let this load up, and then we'll just go over what we're doing. And then what we'll do on the next one is we'll bring in our actual grass onto this part here. So you can see now that's what we've got. You can see it's shining through there, which is wonderful. And now let's hide this out the way and just go over what we've done. So if I come in and hide this and this and maybe even this, you can see that we've got two lights in here. One of them then is our point light. So this is the point light which is doing the most of the work. This is then shining a light onto here, as you can see. And then if I hide that out of the way, we've got one more light, which is this light here. Now, what I'm going to do with this actual other point light is, I'm just going to for now. I think I'll find it over here. And what I'll do is I'll just take it off, and then I'll press tag, bring back everything and then take it off again. And I just want to look and see what it looks like in rendered view because I might not actually need that point light. I'm going to let this load up then, and then we'll just have a quick look round, and we might be able to get away without that in there. So let's have a look. Because there was two lights colliding against each other and I think that was causing issues. Yeah, and I think actually this looks bad like this. So without this actual second point light. Yeah, so sorry to mess around, everyone. It's important that we get the lights, correct? I'm going to let that out away now. Making sure is that one? There it is. Just looking round here now. Just making sure that's lit. Yes, and that's pretty much what we want now. And from here, we could actually put one more light just to, you know, kind of light this up a little bit more. Well, the problem is that then we're going to get another reflection off of here. I'm not sure whether I want that or not. Alright, so let's put it on object. Molding off of that. That's done. Let's press file and save it out of the way. And then on the next one, we will be starting finally finally with our grass. All right, everyone. So you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 144. Organizing Blender Projects for Efficiency: Welcome back, everyone to blend the P Modeling and John M you know workshop, and this is where we left off. Now, I think the most important thing should before we bring our grass in is to tidy up our entire scene. I think that's really important because then we've brought our grass in, everything should be nice and tidy. So what I'm going to do is first of all, I'm going to come in. Now, the problem you have is that some things like these, you will see if I press a little dot born are under Ivy leaves. Now, I'm just going to see if I can grab all three of these and press M and put them in their own. You can see I can't put them in their own collection. Now, let's see if and come up. And make a new collection. I'm just wondering if there is a collection called IV. There is a collection called IV, which is all of these. If I can actually put all of these leaves into my IV. So if I drop those in there, are they going to all disappear? That is the thing that I'm looking for. And the reason I'm looking for that is because I don't actually want these to disappear because they're in a collection. If we click on there and we go over to here, you can see that our collection is these, so we've got IV three in our collection. But what I want to do is want to make sure that when I hide all of these other the way. So hide in these, it's not then. Going to be hiding anything else. Now, what I tend to do with things like this is, I will come and I will put them underneath the ground of here like soap, so I'll drop them all underneath the ground of there like soap. Now, the other thing is that once they're hidden away, you can even put them inside there if you want to, but just somewhere underneath where no camera is going to be able to see them, and there we go, double tap the eight, and they're done out of the way. So now we don't need to worry about our IV, and it means I can hide all my IV, you know, if I want to. Now, the next thing is, I want to actually come in and grab all of these. Now, in my primitives, I'm certain that if I turn these off, you can see many, many things get hdden away. We don't actually want that. So what we're going to do is we're going to make one that's called working. So I'm just going to come in. Chip select all of these primitives. And what we're going to do is press M, and we're going to put them in a new collection called working. So. And then what I'm going to do now is come in, grab all of these, press M, and put them then in my primitives. And now I know that those are all going to be hidden away. So if I hide all of these now, you can see it's not hiding anything in my scene. Then what I'm going to do is obviously turn it off on the rendered view as well, and now they are hidden out of the way. The primitives, I'm then going to move all the way down right down, hopefully, to the bottom. So let's see, there we go. I moved them all the way down, to the bottom. I've actually got a load of other stuff in there as well. We'll move those down the bottom when we actually come to them. All right. So now what we got? Let's see what we've got. So we've got ground plane. Let's see what that is. So we've got our stairs. We've got all of our fences. So let's now start putting these in some sort of order. So what I'm going to do is I'm going to press M and I'll call this stairs. Like so, and we'll call it stairs terrain. And then I know what that is. So stairs and rain, click Enter. And then all I'm going to do is hide these out the way. We're gonna keep hiding them out the way as I actually work on them, so stairs, terrain, hide them out of the way. Now, let's come to our fence. So what I'm going to do is grab all of these three, and then we're going to put M and put them in a new collection and click fence. And don't worry if you feel like you've got too many collections. We are going to hide a lot of these out the way. They're gonna get deleted off as well. Now I'm going to do is I'm going to come up. We've done all those. Let's now come in to our terrain. So let's look where our terrain is. So our terrain is in there, so you might as well keep that in there, hide it out of the way. We've got one that is actual water. We can hide that out of the way. And now let's come to our light. So anything that is a light like these, like these, and like these, and all like these, we'll be able to find any of that we've missed, so don't worry about that. We'll bring them in and put them in their own place. So go to grab all of these. And then what I'm going to do is press new collection, and we'll put them in lamps, not like we'll put them in lamps like so and click Okay. And then what we can do is now we can put that up and we can see one that says lamps and we're going to hide those out of the way. Now we've got one that says bridge hopefully. So if I press a little dot one, we can see we've got one that says bridge. Now, what is in here? Is it just going to be bridge? So you can see all of that is in here. And that's fair enough. We can keep all of that in our bridge like so. So what I'm going to do is I'm going to come in. Put that up and hide my bridge out of the way. Alright. Now, these IV ones, I really want them hidden out of the way as well, so I'm just going to come in and just make sure that they're hidden. So if I press a little dot one, let's find it. Here you go. You can see them here. So if I now hide each of these out of the way, we're not going to need to show those. As long as they're still showing, that's absolutely fine. Alright, so now our main IV we can hide out the way. Now, let's look at our roofs. So we should have all of these in roofs. We've press a little do we can see. We've got all of our roofs here, all of these. Let's just make sure there's nothing else selected. So if I press G now, I can see all that is is our roofs. Now, I'm thinking that probably, probably, we should grab all of these in here as well. So, in other words, these little tops in here. All I'm going to do is press. I'm going to come into this one, press. I'm going to come around then and press. Like, so. And then what I'm going to do as well is, I'm just going to come in to these parts that have missed, so you can see here, this one, this top here, like so, this one here, like so. And then I'm just going to make sure that they're all in roofs. So we do have one that's called roofs. Let's put them all in there. And then from there, then, Let's hide those out of the way. And now we can see what we've got left. So these parts here, this part here, this part here as well. These tops. You can see are in wood. I think what I'll do is, I'll split these off. So you can see all of this is wood. I'm going to press L P selection. Come to this one then, and then L P selection. Then I'll grab this and this and this and this and this one and put those in roofs as well. And there they go all hidden out the way. Let's make a new one for this. So all I'm going to do is grab all of these parts, press M, and I'm going to put in a new collection, and we'll call it flag. So. And then what I'm going to do is come down. Hide my flag out of the way. Now, the next one is going to be wood, hopefully. So if I come over to this one, you should see that we've got one that says wood, and I'm kind of hoping that this is all of these parts here. So if I come in, is it going to be all my wood? This is the main thing that we need to see. So let's see if there's anything in there that shouldn't be. If I press G, all of that should be the wood, basically. So let's hope it is. Okay. Well, let's Let's now come up and see what we've missed. So let's close that up, hide that one out of the way. Alright, so we can see now. We've got some roofs missing to start with. We've got some doors and things like that. So let's now put this in roof. So roof. Like, so let's put this in its own. I don't think we have one that says chimney, so we'll make a new collection called chimney. So, press enter, and then we'll go down and we'll hide our chimney out of the way. And then we've got these parts here. These are also our roofs. So we're going to put those in as well. So M. And you can see, as you get start to get down here, it starts to get easier. All right. So this one as well is also roofs. And now we'll come to our walls. So all of these should be in something called walls. So what I'm going to do is just grab all of my walls first. I'll come up and look for walls. Let's just grab one of them. Press the little dot born and let's see all of these then should be walls, like so. And if I press the G button, There we go. We can see exactly now what we've got missing some go to right click and drop those in place, and I'm just going to put that up, hide them out the way. All right. So now we've got our staircase. Now, we do have one that says stairs. I don't think we have one. Do we have one that says staircases Little Darb staircase. There we go. And then we have the other one, which is not our staircase. So I'm looking at this one and this one. These are the This can all go together, basically, so let's put it together. Like so. All right. This one can go in roof. So M, roofs. There we go. This one can go in cobbles, so cobbles. Like so. And then what we'll do is we'll find couples on here. All the way. Now we want is light. So we've got this one here. That is our light. So we'll press M, make a new collection, lights. And don't worry about collections getting too big at the moment. All we want to do is just make sure that everything is in a collection. Now, I'm a human at the moment. We'll need him, so I'm hoping, is he in his own one? Yes, he is. So human reference. Let's put that there. Let's also turn off the rendered view because we don't want to actually render this out. Next of all, then, we've got stones, and we are going to need our stones because we're going to be putting more stones around here. So, let's put it in stones. Like so, the coke. And then, again, we come down and we hide it out the way. So pull it up, hide it out the way. Now we've got our doors and windows. So I'm just going to see if this is in its own one, so let's doors is here. We can click on all of those, and you can see that's that one. So let's close it up, hide it out the way. This one is part of a roof. So M, go for roofs, like so. And then we've got our windows. So if you click on one of them, and go over here, it should be in windows. So grab all of your windows. There you go. You can see all of those are in windows. And then all I'm going to do is close that up and hide them out the way. Now we get into the nitty gritty of things. So we can click on all of these parts, and these are going to be under walls. So you can see all of these parts. I'm even going to put this part on the walls as well, and this part here under walls. And then all I'm going to do is just make sure that they're in walls. So press M and just look for walls, then this one here, hide them out the way. This one should be in walls as well. And then we've got what else we got. This one should be in walls. And we'll also put these in walls as well. And now we've got lights. So these lamps, let's put those in. So I'm going to press M. Put it under. Let's have a look. I've got working primitives, lamps, this one here. And then finally, we've just got our pretty much our wood left. Except our lights. Let's put these in lamps as well. So lamps. There we go. And I'm just making sure everything else, I can go in wood. So I'm just going to press M. I'm going to come down and make sure it's in wood, like so. Alright, nothing left in the scene. What does that mean then? So now that means I can come down and you should see that I've got one left. So, what is this thing? This is called an empty. And sometimes when you're building, you're going to end up with a lot of empties and it basically means that there's nothing there. It's just an empty shell of something. So all we can do quickly is just delete it off. We don't need it in there. Next of all, now you can see any of these without a little tick at the side, have nothing in them. So you know what we can do with those. We can actually come in and just press delete and delete them all lot. Got all of these here, small buildings, and all of those things, delete them off, like so, roof wood, delete, alcove, delete, working, delete, and this is what you should be left with. Now, if we come in, and turn all of these on now, not the primitives, everything else. You can see now that everything is tidd up. Everything is in the right order, and then we're good to go on the next lesson. Finally, on our actual grass. I'm just going to take one more look now. So what I'm going to do is I'm going to save it out, and then'm going to take one more look, making sure I've not missed anything. And there we go. I'm just going to have a quick look round. P my lighting, got all those lights in and just making sure that I've got no big holes or glaring holes, we have actually missed something. And you know what? I don't think I have. I think it's looking ready to go now with our grass. So on the next lesson, we're going to first of all, just make sure this is good enough to actually put grass on, in other words, Is it low enough to apology? Can we lower it a bit further down all that sort of good stuff 'cause grass is pretty heavy when you first bring it in. But I'm going to show you how to bring it in the right way. Alright, everyone, so hope you enjoyed that. I'll see you in the next one. Thanks a lot. Bye bye. 145. Adjusting Meadow Parameters with Geometry Nodes: Welcome back everyone to land for Modeling and John chino workshop, and this is where we left off. All right. So now we want to do is work on this terrain. Now, we will see when we go to our material mode. Let this load up. And what we want to do is we want to bring this down even further if we can. In other words, we want to bring the amount of topology down on here without destroying any of this work that we've actually done because that then is going to make it easier to add in our grass and things like that. Now, the first thing we can do is we can probably pretty much get rid of a lot of this empty space under here. We're simply not going to need it. We could either just cut it across or something like that. Now, before I do that, what I'm going to do though is actually bring it down using my scalp tool. Now, the best way to do this really is just to hide everything except your terrain, which is this one here, and I'm going to move this terrain right to the top to make it really easy to hide everything and bring everything else in. Now, let's bring it all down now and should end up with something like this. Alright, so now we've done that, then. What we want to do now is come in and go to our scalp bun. So go to sculpt, like so. And then what we're going to do is we're going to press control. And read to apologize it. And then finally, what we're going to do is going to press the R born. And I want to now. Let me just come round this side so you can actually see what I'm doing. So if I press now, I want to bring this down to make these larger. I want to make them as large as possible, like so, without losing this. So without losing this part. Now, before I do that, if I come over, to the right hand side. And I add in a modifier and I go to generate. Let's go to generate, and we're going to generate a decimate. You'll see at the moment, is 260,000 polygons. Now, if I come in and press Control R. And Rita apologize this, you'll see we won't lose anything, and yet we've brought it down now to 108,000 polygons, making it much, much easier to wit with and much easier to use things like weight painting on. Alright, from here, then, let's come under the underside now. So what I'm gonna do? I'm going to press control sevens on the underside. I'm going to come over to object mode. And then what I'm going to do now is just press the tab, I'm going to press the C. And all I want to do now is just increase the size of this. So I need to increase the size of this with my mouse wheel like so, and then all I'm going to do is just come round to the edges. It doesn't need to be neat or anything like that. But what we want to do is we want to get rid of the bulk of these parts that we're never going to see, and we're not going to need because they're just wasted topology. So let's get rid of all of this. Once I've done that, I'm just going to right click press delete and Wind delete faces. And now you can see, hopefully that should come down. So it hasn't come down yet, but when I pressed the tab button, there you go, it's come down now. Alright, so now you can see that from here, it doesn't look any different, but we've now managed to bring it down to 85,000 polygons without messing around with the topology too much. So that's great. Next of all, then, I recommend that you come in and you use the C button again, and what you're going to do this time is, you're going to come in and just take all of this. So you're going to come in like so, and you're going to make sure that you can take a huge swave of this. So just make sure that you grow it all, like so. And then what you're going to do is you're going to press shift. Take off proportional editing, bring it over, like so, and then we're going to press P and selection. Like so. Now we're going to do is we're just going to hide our train out of the way. In fact, we're not going to do that because we need to put this on the test. So we'll put this on the new collection, and we'll call it test like so. And all of this basically has been done to make sure that it's as easy as possible for you to bring in your grass without having any problems with crashing and things like that, because grass typically is very heavy duty. So this is how recommend doing it on any scene if it's any large scene as well. All right. So what I'm going to do now is I put that on the test, I'm going to drag that up, put it under my terrain like so, and then close that up. Next of all, I'm going to hide my terrain. I'm going to bring in my guy now, and I'm going to put him right on top of here. I want to do this because I want to see how high my grass and how big my leaves and things like that are going to be. You can see I've got some holes in here, for instance, not going to worry about those. They're just little holes, I should still be able to get a good view. Now, let's come back to our train. Let's press control. A, all transformed. Set the origin of geometry, and now let's remove this decimate up. Now what we're going to do is we're going to come over to our asset manager. And we're going to go over to Geometry node and then we're going to press the dot born. And the one we want to bring on is going to be the where is it meadow. We want this meadow, not the curve medal. That's something different. I will show you how that works perhaps a little bit later on, but one we're going to bring now is the actual meadow, like so. And we're going to drop that on there. Now, you can see straightaway if I go back to Mdelin, that it's brought in all of my leaves, and already, you can feel it slowing down. And this is the thing why I want to do the test first, because if we don't do that, then we're going to have some problems. Now what I want to do is just press the tab one. And now let's work on our flowers. So I'm going to double tap the A and we can see what we've got here. Now, before we change this over to material view or anything like that, I recommend going over here, And turning down where it says viewport density and render density. So this is showing you basically how dense is the grass in the actual viewport and how dense is it going to be outside of the viewport. In other words, in our render. So what I'm going to do is I'm going to turn each of these down to 500. So tab 500 like so. And now, once I've done that, you can see it's really, really smooth moving it around. From here, what I can do is I can actually put this now on material mode and now I can have a good view of what I'm actually looking at. Now, at the moment, you can see that our grass isn't very high. So what I'm going to do is I'm going to turn up the scale of my grass, so let's bring it up, like so, and now you can see it's much, much higher. You can also see that at the moment, we've got a lot of flowers in here. But let's first of all, go through these options. Now, the weight painting, I'm just going to move this up. I'm going to come back to it, because that's the most important one. The other one is we've got the scale as you've seen, and then we've got the scale randomss. So let's turn this up a little bit. And what they'll do is just increase the randomness of certain blades of grass. Next of all, then, we've got the viewport density and the render density. If I turn this down for instance to 100, you can see now we've got a lot of less grass in the viewport. This allows you then to place your grass where you want to at very, very low setting, which means that when we come to render though, it will still be at 500, so very thick. If I put this to 1,000, you will see just how thick this grass can actually go. As you can see, and this then will be rendered like this in the actual viewport. Now, I'm going to risk just saving this out. And then when I'm going to risk, just put it on the rendered view so you can see what this is actually going to look like, and there you go, you can see you've got beautiful grass. So you can see I can actually put it on in my viewport. If I turn now this down to 500, it's going to make it much, much easier in my viewport, and this is what the actual grass is going to look like when you actually render it out. So that's why I'm actually testing this out to see what it's going to look like. All right. The next one you've got is maximum surface angle and maximum surface angle randomized. Now, this is basically where is the grass going to come. If I put maximum surface angle down at zero, you will see that we don't get any grass anywhere around it, and if I put it at 100, you will see then we've got grass growing all the way around it, and we don't really want either of those. We want our grass not to grow all the way around all our rocks and everything because we want a certain angle where this grass just simply doesn't grow. What I'm going to do is, let's try 60. Put it on 60, and there you go, you can see on the big drop offs like this, you can see our grass is not growing. And let's put this surface angle a little bit higher. Let's turn it up a little bit because then it tends to go on those edges, and I think it actually looks better when it actually does that. So, you can see we've got some nice grass growing over just these edges like so, and that's looking much, much better. Alright. The next thing is the stems. I'm going to move down to the stems now. Now, the stems are basically how these stems that are holding these flowers together. So if I come in and turn these up, you will see that my flowers are actually growing really, really high, and that's something I really like. The only thing I don't like is that I've got tons and tons of flowers in here, and I don't really want that many flowers. What I'm going to do is, I'm just going to come and turn this down to something like two and let me just look at what that looks like. And now you can see, I think that looks much, much better like this. Albeit, I'm not quite happy with how high these flowers are actually growing, but I'm much happier with how many is in there. So what I'm going to do now is I'm going to turn this up to let's say, Bob. And I think actually, you know what, I'm going to go with two, which means that in Miranda density as well, I'm going to go with two as well. Now, let's come to the scale randomness. Let's turn that up, so we can have some that are growing a little bit taller. And finally, then let's turn down the actual scale, something like 0.3. Like so. And now let's have a look round. And you know what? I think I'm going to be happy with how that looks. So we've got a few kind of flowers in here and they're growing this high And yeah, we've got a bit of variation in there. I think that looks pretty nice. Alright, so now let's come down, and what we're going to do is look at our flowers so we can actually turn up the flower size if we want to. So you really can turn this all the way up and have them mute. A at any stage, try not to get away with pressing controls head to go back because on a lot of geometrodes, that's simply not going to work, and also it might crush your system. So what you want to do is right click and you're going to reset to default value, like so. And all geometrnes should have a reset to default value anyway. Alright, so I'm happy with how this looks. Maybe just maybe. I might want to bring in a couple more, so I'm just going to put this on three and three, like so, just to bring in a few more flowers. Next of all then, we're coming down to leaves now. With the leaves, we can actually turn up the leaves that where the flowers actually come out and make them much, much larger. Now, what I'm going to do is, I'm just going to turn up my leaves to something like let's try not 0.1. Maybe that's still a bit high. So let's try 0.8. Like so. Bring them down. Still too high. You're going to bring them down. Like, so, because I do want a bit of leaves in there, a little bit of variation. As you can see, coming out of my flowers and things. I still feel like that's a little bit too high, so I'm going to hold the ship born and bring them down just a little bit. Now, finally, we're going to save out this, but on the next one, I will go through a few more of these options and just get it perfectly the way that we actually want it and show you the most important thing about this. All right, everyone, so I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 146. Applying Weight-Painted Meadows: Welcome back everyone to plan for modeling and John Conde workshop, and this is where we left the art. All right. So with the stems, you will notice at the moment that they kind of come over down here. That's fine. But they don't come over anywhere near here. So let's turn up these surface angle just a little bit. So as you turn this up, you'll see now to get more stems appearing in some funky places like out up here. Now, we don't quite want them there. Let's put it two and see if we can actually bring them back. So we have got some now, which are appearing in these little parts here, which is exactly what I wanted. We've also got a mesh radius, which will increase the size. Not that one of the bottoms of the actual stem. So if you want to have really, really chunky stems, you can increase that. Now, I'm just going to go back and put this on reset to default value. I think I'm happy with those. And I think now I've pretty much been through everything that I want to show you about that. The other thing of course is you can turn off your flowers if you want to. So you'll notice at the moment, we've got these in the collections. All you need to do is click on this, and it will turn off your flowers if you so want to. All right. That is everything basically that I've got on this. The other thing of course is we can change our seed as well, which will give us a completely different set of flowers and things like that. Now, the next thing, the most important thing is then that we can also come down and use weight painting to paint on here, and that's exactly what we want to do. Because a lot of things in our actual scene, like, for instance, where the lake is, we don't actually want flowers where the lake is. We don't want flowers where the cobblestone is. We don't want flowers where the actual walls are for our building and things like that. So what we want to do is be able to control where we actually want all of our grass. The other thing is on the stairs, we want to have completely separate grass on there. Why? Because The fact is that we don't want flowers coming out of our stairs. We want it very, very low level grass, so it all actually comes together. Alright, so let's now go in, and what we'll do is I'm going to show you how to use the weight painting on here. So what I'm going to do is I'm going to come to my object. I'm just going to put it onto object mode in it. I'm then going to come over to the right hand side with a little triangles. I'm gonna make a new group, and what I'm going to call it I'll call it a weight paint. For this one, I will like so. And then what I'm going to do now is going to come back to this little spanner, and then I'm going to go to where this weight paint and click this little born. From there, what I'm going to do is I'm going to come down and click on this. And what I want to click on is the one that says weight paint because that is the one that I set. Now, you'll see nothing happens at the moment, but that is because we haven't come in yet and added any weight paint. So the more I come in and add our weight paint, you can actually draw on your grass wherever you want it. So if I want just grass on these parts here, for instance, I can now draw it on like so. The other great thing about this is if we go back to object mode now, double tap the A, I can actually come in and put this on the grass again if I want to, I can still change all these options, but it's now based on actual weight paint rather than just putting it everywhere all over our terrain. So now you can see that it's what it's going to look like. Now, from here, what I'm going to do is I'm going to leave this weight paint on so. I'm going to come in then and bring back my terrain. So let's bring back our terrain. And then what I'm going to do now is I'm going to put this on object mode. Let it load up. I'm going to now save out my work, so file and save. And then what I'm going to do is I'm going to grab this one. Grab take off the decimate. We don't need that on. Grab this one. I'm going to then press control l and I'm going to copy modifiers like so. And now, if we come over, this one here is going to have all of these settings. It's going to have weight paint, which, of course, we've not made one with weight paint at the moment. So now what we want to do is we want to come over to the right hand side. Click a new one, and the one we're going to call it is weight, paint. Grass. Like so. Now, if we come back over to our little spanner, we're going to then turn this and click it on and click on weight paint, grass, like so. And now what we're going to do is we're just going to go over, go to weight paint, and then I'm going to paint some on, like so. Come back to object and double tap the A, and there we go. Now what we can do is we can actually paint all of this out all where we want our grass and things like that. We can also minus it off as well. So if I come in and go to object mode and go to weight paint, I can also come in and turn this off. So instead of going to draw, I can go down to subtract. And then what I can do is I can come in and take those off if I actually choose to like so. So you can see now this is looking pretty nice. We can also hide this out the way. And what you'll see now is this is actually our weight paint. So you might not want to actually draw on with your actual weight paint. Now what I'm going to do is I'm going to come put this back on to draw. So add or draw it doesn't matter which one. And then what I'm going to do now is make this a little bit bigger, and I'm going to draw in all of my actual weight paint where I actually want it. So first of all, I don't mind drawing on here because I already know I've set the angle to where it wants to be. I'm going to draw around here. Now, the one place I'm not drawing on, if you notice, will be the actual stairs. So I am drawing down here, for instance, but not on the actual stairs. So I'm just going to draw these in. And once I've drawn these in. So down here, I'm not going to do that because I'm going to have a separate one for that. I'm just going to quickly draw these in now all around where I want them. I don't want to go obviously in my lake, so I'm just drawing around there. And the reason I'm drawing around this part first, is because at the moment, if I turn this off, I don't actually know, I can't turn that off, never mind. I don't actually know. We're about my buildings going to come up to. Now, the other thing is, I've got these in here as well. Let me just go to object mode. And the reason is because these are in their own collection. So you'll see down here, we have a collection of grass of flowers, of leaves and things like that. Let's turn those off. But now, And let's come back to here now. And then what we do is just turn that on just to make sure they all come on, double tap the A, and there we go, now you can see, we've got some beautiful grass in there. Alright, so let's keep working our way down. So what I'm going to do then is just turn this off a minute. I'm going to come back to this. I'm going to go to weight paint. And then what I'm going to do is just draw these in. Once we've got this in, then we can come around, and make the final touches to our grass, whatever we want to do. L so, I'm going to come in draw on these parts because the angle might be set too high. And we might need to turn that down a little bit. So all I'm going to do is just draw in all of these like so. Then what I'm going to do is going to get up to my stream. So I'm going to draw all of these in to my stream, and then I'm going to come round. And actually draw and minus them in where I actually want them. Like so. Like so. Like so. And of course, we want the inside of there done, and' going to come to here. And finally, once I've done this, I'm going to bring my building in, and I'll be able to see exactly where I want it. All right. So now I'm going to do is just come around this stream. I'm going to make this a little bit smaller with the bracket keys. And then what I'm going to do is come in and draw around where I want my grass to come out near my stream. And then I'll have a look and any of that I want to take off, I can take them off. Let's put some around here as well of some going around the rocks around here. Like, so, like so. And then let's finish this bit. And then let's come round to where we want these. You're probably going to be round to there. Like so. All right, looking good so far. Now, let's actually have a look at what that looks like. Let's go back to object mode. Let's turn it back on, let it load up, and this is what we shod be looking like. And then what you can do is you can see all of that grass has grown around there. And now, finally, what you want to do is you want to go to file, tape out your work, and then come and put it onto material mode first. So let that load up. There we go. That's looking pretty nice, and now put it on rendered view. And it should have no problems loading this up now because of everything that we've been doing. Let it load up. And there we go. That is what you're actually going to get. And now from here, we should be able to start now bringing in our buildings and actually painting around here. So you can see this looking really, really nice. This bit here, as you can see, might be going too much into the water. I'm not sure yet. I'm going to bring back my parts now, and then I'll be able to have a good view. So let's put this on object mode for now. Let it load up. And then all we're going to do now is put in our bridge, for instance, and we can see, look, this is where it's coming up to. You can see how they have got grass in there, but that's fine. But now we can actually draw around this part. You can see I've got grass down here. I need some grass coming down here. You can see once I bring in my walls then, so let's bring in our walls. Let's we can actually probably Yeah, we can near enough get away with working with those walls in there. So let's now come in, and what we'll do is we want our water. So let's bring in our water, and let's see where that comes up to. And there you go. Now you've got a good idea of where this actually wants to come up to. So I can draw all the way up to here now. What I'm going to do is, I'm just going to come into this now. I'm going to turn this off a minute. And then what I'm going to do is go back to weight paint, and now I can draw all the way up. Where about my water is. Let's draw all the way up here. And you should take your time with this, to be honest because you wanted to look as nice as possible. So we're going to draw all the way up here all the way along here as well, like so. And like so, and then let's look a look round. And then this bit here. Like so. And then let's draw on this bit here. Like so like so. Now, we can draw round this bit because we haven't got anything apart from the wood, so let's actually bring in our wood as well. So let's turn that on. And now we can see where we're drawing up to here. Some jaws gonna draw all the way up to these parts here. I'm going to fill them in. So I'm gonna make it a little bit bigger. Bill all these parts in all the way down to here. I know it won't grow down there, but I'd soon have it on there. And now on the next lesson, we'll actually start working on. I'm just going to fill these bits in here as well. We'll actually start working on this bit going around here and making sure all of our grass is growing in there properly. We'll bring in our cobblestones and things like that. Alright, let's save our work, and I'll see you on the next one, everyone. Thanks a lot. Bye bye. M. 147. Enhancing Staircases with Grass Textures: Welcome back everyone to Blender for Model and John Conde workshop, and this is where we left off. All right. So now, let's bring in. I don't think we'll need our roofs. We won't need our windows, doors. We will need maybe a door there. Let's bring in our staircase. We're going to need that. We don't need our IV. We need the stairs to terrain. Yes, we do. We'll bring in our fence for sure. We'll bring in our lamps. And we'll bring in. We don't need our flag. We don't need chimneys. We need definitely cobblestones, and I'm thinking that is probably about it. So our stones will bring those in, and that is it. That's what we need to bring in for now. Alright, so now, let's come in. Make it a little bit smaller, and let's work now around coming around these parts here. So we're going right into that actual cobblestones, as you can see, R right around here all the way up. We don't want to actually go into the stairs because we don't want to actually grow in, you know, kind of through the stairs or anything like that. So I'm just going to go around now and bring it into the parts that I want it, which will be all around here. Like so. Now, let's move around to the other side, and then I'm going to bring it to here. So all the way up to here into here. Like so. And then round to here. And then what I'll do is I'll build it all the way around into here. Let's make it a little bit bigger for this part. So let's make it a bit bigger all the way into here. Going all the way around. We can see now exactly where we need it to be all the way up to here. Like, so, and then work our way around a little bit. There we go. I think we're pretty much. Done with that. It's up to you if you want some little piece of grass coming through here or something like that. All right. Now we've done that. Let's go now to object mode. So we'll come back to object mode now. We've got everything on there, so now it's time to first of all, save out our work. We're then going to delete this part off. We're not going to need it anymore. We're going to come back to this part, and we're going to turn on our grass. We're going to double tap the A, and let's have a look what we've actually achieved here so we can see here some beautiful work here. That's looking pretty nice. We can see where the grass is actually thinning out along here. That's exactly what it wanted because you're not going to have grass, you know, growing, or you know, it's really, really nice, it pulls along here. And now what we're going to do is we're atually going to have a look and see what this is going to look like in our rendered view. So if I put my view like this, like how I'm going to look at this scene, or something like this. Zoom it in then by pressing control shift and the middle mouse. So you can press control shift and the middle mouse, zoom it in slowly. And then finally, we're just going to put it onto rendered view and have a look what that looks like. Let it load up. Here's going to be a bit slow. We have got a lot of things in here. Now, the last thing is, we can see now, this is what it's going to look like. It's very, very slow loading up because of how many samples we've got in here. So what I tend to do now is all come in and put this on 100. And then what it's going to do is just take away a lot of the grass, as you'll see in a minute when it loads up, it's going to take a little bit of time to compute that. And there we go, now you can see it just loads up a little bit quicker than what it does before, and we can also see what it's actually going to look like. Alright. So now we've got that. What we need to deal with now is this part here. So this part going along here needs to be separated out. I'm really happy without all this grass looks. I'm not happy, however, I don't think, let me just have a look. I'm just going to put this onto object mode. And again, if you're really, really struggling, just turn this off a second. And then what you want to do is you just want to file, save out your work, so save, and then file and just open it again. So you can see here. I'm just going to open my scene again. And there we go. Let's put it on render view now, and it should should be much, much faster. So you can see now, let's turn this on. There we go. You can see it's loading up faster now. Still, it's not going to be super fast or anything like that. Alright, let's put it then onto object mode in it. What I want to do. Once this loads up on object mode now, you just go in and check these parts. So these parts here, as you can see, they're actually going over this part going down here. So what I want to do is I just want to come in the weight paint, and all I'm going to do then is minus this off. So I'm just going to come to subtract, and I'm going to minus this off. So all of these parts, I'm going to minus off, leaving that entirely empty because this I want to do actually separate. Alright, let's go now back to object mode. And then what I'm going to do now is I'm going to come to this part and actually fix this. So what I'm going to do is, first of all, I'll turn off my grass. I'm going to turn that off, and then I'm going to press the tab bottom. I'm going to go over the top, and I'm going to see where my stairs are. So I'm going to come from the top up here. So what I'm going to do is I'm going to press the s button, and I'm going to select all of these spaces going all the way down Wrong here, all the way down, where my steps are. So all the way to the sides, as you can see, going all the way down. Right click to move it along. I'm going to grab this one here, going all the way down to here, especially at the front of here, like so. Like so, like so, going all the way down. So and then just minus off those. I'm not going to ave those. And then finally, just make sure you've grabbed everything that you want. And now all you're going to do is press P, selection, and split that off. Alright. So now, these should still be all joined together. You double tap the. You shouldn't be able to see any difference if you press it on the rendered view between this and this, let it load up. You shouldn't be able to see any split down there or anything like that. That's exactly what we're looking for. And now what we're going to do is we're going to come in and give this another grass. So I'm going to come in, put it on object mode. And to test this out before doing anything, let it go back. And then what I'm going to do to test this out. I'm going to come in minus off my meadow, and then we're going to give it another one. So add geometry node, and we're going to bring in the meadow again. So meadow, let it load up, and you can see already that's what it's actually doing. Now, I five at the A, I should now have a good idea of how this is going to look. First of all, let's put this on there 200. Let's put this on 500. Like, so, what we're going to do is we don't want any stems in here. I just want literally grass. So, in other words, I don't have any flowers, so minus them off. And now you'll see if I put this onto material view, let it load up. You're only going to have basically leaves, and you're going to have no flowers, and you're going to have grass. So you can see there that's what it's going to look like. Let's actually put this onto 500. Just so we have a better view of this. Let this load up. There we go. Like so. And then what I'm going to do is now I want to reduce obviously these leaves at the moment I've got so many stems here. I'm just going to put them on something like two and two. So do I actually want that many in? Maybe, maybe. Let's just make them smaller. So let's make them 0.8, let's make them smaller. Like so. Let's make the grass scale a little bit higher. Yeah, that's what I actually want. And then let's turn the maximum surface angle up. Or down, let's have a look. Yeah. Something like this as well. And now what I want to do is I want to put this on where all of my actual soil is. I just looking to make sure that's looking right. I think actually know what. That's looking pretty good. I just want to come up and make sure that the grass is about the right height that I'll actually want it. Maybe it needs to be a bit lower, but we'll have a look at it a minute. And the thing is I want to come in and look at the leaves. So I want to turn the leaf scale down. Like so, and that's looking perfect. That's exactly what I want. All right. So now what I want to do is I want to come in with my weight paint again and actually weight paint these in. What I'm going to do is you can see, I've got this one here, weight paint. So all I'm going to do. I'm just going to come to it. So I'm gonna grab this. I'm going to go to object mode. Sorry, I'm not I'm going to come over here and I'll call it step. So I'm going to minus this one off. Click the plus bar. I'll call it steps. Like so. And then I'll go over two weight paint. So I'm going to come over to weight paint. And then all I'm going to do is just paint a little bit of this in. So I'm just going to come down in between here. Not on subtract. I want it on add or draw. Let's paint that in. And then what I'm going to do now is come over to here. And we're going to go to where it says weight paint, and the one we want is going to be this one here called steps. Like so. Now I'm going to do is just bring that down. I'm going to make it smaller. I'm going to come in and draw in just on these steps. Like so. And then work my way up on each of these steps, in in Like, and you can see that. I don't actually know why that happened. It's because I didn't release the mouse. Like so. And then doors going to go over. You can see I've got a few one here that can actually draw in, which is perfect. Like so. And then now it's just a matter of working your way down each step. The one thing you don't want is going over the steps, of course, you only want it in between. Like so. Work your way down. Like so, especially in these bits, or a bird of grass in here. You'll see that what an amazing effect this actually gives it. And if it's gone too much over, maybe that one has, maybe we'll have a look. See, I'm drawing on that but nothing is happening. That's because of the angle. And now finally this bit here. Like so. All right. Let's go now off of the weight pin. Let's put it on object mode. And the one thing that will tap the A. There you go, that's what so like. So now let's put it Let's again, save that our work before doing anything. Let's put it on rendered. Let's see what it looks like. And there you go. You can see how nice that actually looks now. It all fits. The grass is a little bit smaller than the other parts of grass. And now, on the next lesson, what we'll do is we'll actually start then bringing the rest of the meadow in just to check what that looks like. And then what we'll do is we'll start bringing in the leaves. Well, the pond life, basically into here. We'll bring in the trees, and then that's all we need to do before we actually start rendering. All right, everyone. So I hope you really enjoyed the course so far. A little bit more to go, and then we've finished, but you can see you're gonna end up with an amazing resort. Thanks, everyone. Bye bye. 148. Adding Trees and Water Foliage: Welcome back to everyone to blend foror modeling and John Chinod workshop. Alright. So let's now turn on this bit here. So let's turn this on. Let's see what it all looks like. Let's double tap the A and there we go, Let's now bring this out. Let's get the roof and everything else on. So we're going to come over to test. We might as we delete that. There's nothing in there anyway. We're gonna put on our roofs, our windows. Let's come down, and we're going to put on our IV. We're going to come down then and put on our, our chimney. Our lights to bring those in. And I think that is pretty much everything. So we don't need to put any of these on. I'm just making sure everything that I don't want on is turned off. Alright, so this is at the moment, what you should end up with, and you can see already that is looking quite beautiful. If we turn this off now, That is what we've ended up with. So you can see, we've got a beautiful grass down here. We've got our grass going around here only growing on certain sections, as you can see, see our flowers coming off there, and everything is looking really, really nice. Now, the next thing now we want to do is we want to populate this with rocks. We want to populate it with trees. We want to populate it with plants and foliage and things like that. Basically the last part of this to get everything right. Now, you can see over here, if I put this on, I think if I put this on material, I've got just a plant grow through there and something like this, you might want or you might not want. If you don't want it, just basically go and trim those off with coming in and just taking those back with the weight painting, come and delete those off. I think for me, I'm just going to come in and should be able to come to weight paint, and then just minus these off. I'm going to go to instead of draw, I'll go to subtract and should be able to do, minus those off. Like so, and just trim them back a little bit, making sure that they're not going to grow so much around there. Also, I'm going to press seven to go over the top. And I've got a real good view of where I want to trim those back. I'm also looking at this part here. Let's go and trim those back even more. I'll go all the way around here. On those parts, those parts. And on this part here, and yours trim them back. And now that's looking pretty nice. All right, let's put it then again on object mode. There we go. Let's double tap And then we go. Now, let's come over then to object mode. And what I want to do now is bring in I think we'll start with the tree. I think I'll put a nice tree in here. And then what we'll do is we'll bring in our rocks after we've brought in our tree. So let's do that now. So the first thing we do is come over to Masset Manager. I'm going to scroll down, and the one well one is a tree, and we've got all of these trees to pick from, so plenty of trees to pick from. And what I'm going to do is drag out this tree, and I'm going to put it. I'm going to put it just there for now. And the reason I'm putting it just there is because I want to make sure that it's actually going to be. You could see in the brother and it was like sticking in all kind of angles and things like that. Now, while I've got these parts, you can see here I've got two parts here, so this is my tree, these are my leaves. I'm just going to put this into tree. So I'm going to put this into tree. Like so. Click Okay. And then what I'm going to do is come to this part, and I'm going to put this into my primitives. So just drop this into your primitives like so. Now, with the tree, you can see straight away that we've got no leaves on it, but the leaves will appear once you're actually in rendered mode, so don't worry about that. Just make sure that you're putting the tree in the right place, and only that, make sure that the tree is big enough. So don't be afraid of making your tree a little bit bigger. Like, and sticking in the ground. So you can see here. If you've got some problems with the tree actually, you know, coming into your mesh? Just bring it over, like handerin bring it to where you actually want it. So actually have a look and see if your tree looks nice there. And then all you want to do is just come to your tree, put it on an object mode. And then you should be able to see where the tree is actually going into the into the parts there. And any that you don't really like, press the tab bottom. Press tage to bring your leaves in. I'm just wondering if I can actually grab my leaves here. So tag. Can I bring my leaves in? You know what? I'm just looking at And the thing is with trees and leaves. And these are done with an actual particle system. So, come over here, you can see that there's a particle system on here, and that is what is creating trees and things like that. Now, the other thing is you might want to delete some of these overhanging trees like this. Branches like this. You can actually go in, and you can see now I can actually come in and delete them off if I want to. So I can just basically come in and grab one, press C. So let's press the seaborne, and just go down like so. Now, I would recommend using making sure this is on the X ray. Like so. And then I'm just going to press delete and vertices like so. And then if I press tab now, you can see that they're put out the way. So I wouldn't worry too much about pruning them. Now, the next thing is, with a particle system, you can't just come over and go to object and convert to mesh because you'll lose all of your leaves. So what you want to do instead is, if you want to convert, in other words, if you want to come in and delete, some of these particles out of here, which I don't think we actually need to do on this, but if you do more a little spanner, Make instance reel, and there you go, you're going to end up with all of these leaves. Now, I recommend before you do that. Grab one of them, so grab one like this. Press control J and join them all together, like so, and you will end up with something like this. All of these now, if I come in and ty, you can see it still says, make instance reel. Just delete it out the way, and then you're going to end up with your leaves like so. Now, the other thing is, as you can see, once I deleted that out the way, All of my branches at the bottom, it's going to get a bit messy. So be careful what you're doing there, so you can see here. Make instance reel is still there, but we've also got all of these on here. So I'm just going to go to here Make Instance reel and there we go. Now, if I hide that out the way, I should now be able to come in and grab all of these and delete them out the way, which is going to be painful. And that's what I'm saying when you actually do that. So that's why I leave those the way they are. Just going to go back to where they are. I'm hoping that if I move that now. No, let's keep going back. All right, so let's try it now. There we go. Alright, my tree is back in place. So if you need to, just be aware that you're going to have to, you know, kind of bring combine the mall back in. Be very careful about what you're deleting, you'll end up with two particles on here. I don't know why it does that, but sometimes it does do that, so just be wary if you're going to do that. Now, let's actually have a look at what this looks like because I think I'm only going to have one tree in here. Mine. I'm just looking if there's anywhere else where I could put a tree. I could potentially put a tree, you know, in the ground over here. Let's actually have a look. So I'm just going to press fit on this one. And I'm just going to bring it in to the ground around here. And then just stick it in there. I don't want it as high as the other one. Like so. And then what I'm going to do is just rotate it. So head rotate it round. So double tap the A. And there we go That works. Then what I'll do is I'll bring in one of my other trees. Let's put it on rendered view. Let's have a look what this looks like. There you go, now you can see what your trees are going to look like. They're looking very, very nice. Yours going to let this load up a little bit. And you know what? I think that looks good. It just needs to be, I think more of a rounded tree. Okay, so now we've got that. Let's just put it on material mode. Let this load up and then I'll just bring in the other tree. So let it load up. It's going to take a little bit of time. You can see we've got a lot of shaders in here now, mainly from our grass. Now, this point as well, what I tend to do is I tend to come into here and just turn this off. Makes it much, much easier to work with. Then what I'll do is I'll delete my tree out the way. I'm going to bring one of the other trees in, so let's bring in this tree, for instance, and this one might look a little bit bare. Seven, go over the top, G to put it into place, and let's put it down. Like so. And let's make it a little bit bigger. And let's just sit it in to where we want it. So something like this I think it's going to look quite nice. And yeah, that's looking quite good. So we've got this tree and this tree here. All right. So now let's think about our pond life. So if we go over to water plants, we can see we've got all of these water plants here, which is going to make it really, really easy then to put them into place. So, for instance, if I come over to this part here, what I tend to do is I'll bring in one and you can see now. This is how it's brought them in. Now, the thing is these should already be two scales. So you can see that we've got two different types. You can see the water lilies here, and then we've also got some smaller water lilies like these. Now, what I tend to do is I'll bring these in, so I'll bring them down to the ground, making sure that they're just on top of the water, so they just should sit on top of the water. They shouldn't really be popping out too much, so like so. Then what I'll do is I'll come to my actual lilies, water lilies and bring them down into place like so, then move these over. And this is how it should be spawning, so it should be spawning with ones around these like so. Like so, and put them in place. Now, the thing is about these water lilies. Let's just make sure they really are into the actual water. So they should be jaws on top of it, so that they shouldn't be nearer a place like here. So they should be more or less in a place like here. And then what I'm going to do is I'm going to press shift and bring them around. I'll put them around this side. So rnd move them around. Into place under the bridge, like so, and then I'll grab these ones. Seven to go over the top and then G just move those into place. Art and move them around to where I want them, so something like this. And now we can actually on the next lesson, look at our reads. So we've got all of these reads. You can see here as well. We can actually get those into place, and we're going to dot some around here and really bring this actually to light. All right, everyone, so I hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 149. Placing Shrubs and Bushes: Welcome back on to Blender for modeling and um workshop, and this is where we left the art. Alright, so you can see we've got our tree in here. Forgot to put this in our primitives. So M put it into primitives. Before I do that. You know what? I'm just going to pull it down just to make sure it's in there. And then, put it into primitives. Come to the tree, M. Let's put it into our tree. And then we go. All right. So now let's come to our read. So if I put my read there, you can see now we can start sticking these out into place. I'll bring in another read there. Drop that in there. I'll bring in the other red and we've got another red. And what I'm going to do is just bring in a few of these reds. Like so. I'm also going to bring in some flowers. So some wild flowers like here. So I'm going to bring these in. Like so. Like so. And then we go, now, let's go over the top. And all I'm going to do is just stick these reds in where they want to do. So they generally come in clusters these around the edges. So like so. And like so. And then what you want to do is just grab them all. Make sure you grab the reads, press shift D, and then just bring them over. And all we're going to do now is put a few more in place. Like ride in the corners of this part here. Like so. And then, again, we can grab them, and we'll just grab them all. So I'm just going to grab my reds again. You can drag and drop them out as well if you really need to. Now, you can see that they're probably a little bit high. So what I'm going to do is, I'm just going to grab all of these. Pull them down into the water a little bit so for these. Rab them all, pull them into the water, double tap the A. Like so. And then now we'll do the other side. In fact, you know what, we'll do these ones first. So just wondering, flower yellow, yellow, purple flowers. I've got some of these. So I'm just going to all these into place, mixing them up with my reads a little bit. Like so. And then I'll put one over here. Should. Once we've done this side, show you if I double tap the A now and then put on my rendered view. Just down nice, they're actually going to look. I'll let this load up again. And there you go, you can see how nice that looks. You can imagine once you've got the grass on there. All of this is real estate to come together. And now I want to do is work on this other side. So it's time consuming, but it's worth actually doing. What I'm going to do now is, I'm going to grab all of these. Like so. Just making sure I'm gonna zoom in, grab all of these like so. And then what I'm going to do is I'm going to press seven to go over the top. I'm going to press Shift D. I'm going to move them over there. And then we're going to press Shift D. Move them there and rotate. So I d just rotate them, press the G button, to move them into some sort of place. And then what I'm going to do finally is press Shift D, and I'm going to bring some over to here. Like so. And then I'm just going to move these around. Like so. And then we go. All right. So that is looking good. Let's just bunch these up a little bit more together. Have the A, and I think that's going to be absolutely fine, like so. Alright, that's looking good. Now what we want to do is we want to think about our rock. So we've got our rock here. If I bring it over, you can see at the moment it's got seeds on. It's still got that on so all I can do is I can just press shift D. L so now I can put this into certain places where I actually want them. So, you can see here, I can put it into here, can change the seed over, bring it out. And let's change the seed. So yeah, maybe like that. Let's press arm's d. Let's pull it into place. Like, so we'll have a rock there. Press m's d and just pull it out a little bit. And then what I'll do is I'll put another rock around this tree here. So I'm just going to press sift and I'm going to move it out then. So if I press G, I should be able to move it over. Then change the seed again. Something a bit better, which is going to go near my tree. Like so. And I'll also put another rock in here as well. So Shift D, and then G, just pull it over, change the seed round. Something that's going to look a little bit bare. Like so. Drop that against there. And then we've got two rocks in here. Let's think about another rock maybe down here. So I'm just going to press seven again. Shift D and just drag it over. I want this just in place around here and rotate it if you want to. So I rotate it round, like so. And then we'll have another rock over here. So shift D, let's put this one. Over here, let's change the seed. And a little bit different like so. Let's rotate this one round. I'm not sure whether I like this seed or not, so I'm just going to change something different. Like so, and all this looking good. Let's put another rock in this part here, so shift. Bring it over one rock in here. Is the seed again. Bring it up. Is the seed. Like so. And that one's looking pretty good. Double tap the A, and there we go. So we've got a lot of rocks dotted around here. Now, the next thing you do once you bring rocks in, you should really bring in then some foliage. Now we've got a lot of ferns here. So if I bring in a fern, you should be able to see I can drop it in right next to the rock. The thing is it will be on a weird angle. So that's the only problem that we have. So what I'm going to do is I'm going to press X and 90 and just rotate it round then and get it into place. Like so. And then r and x. Put it in place and then maybe bring it up a little bit, like so. All right. With these, I already know there will be an issue with them, so we'll fix those as well. The other thing is as well is these at the moment, they're coming in at a very, very weird angle, as you can see, So I'm just wondering whether I want to grab them all. Can I bring them all out? I think I might want to update them a little bit. So what I'm going to do is actually delete that one. I'm going to bring this out, bring this one out, bring this one out, and bring this one out. And then what I'm going to do is rotate them all round. So r, y or x -90. No, that's not going to do it, so Let's put it on individual origins first. And then Rx 90 rotate them all. Control A transforms. Yeah, it's because we can't reset transforms, can't apply a multi user firm. Let's try this one then. So Control A transforms. Great new object user data and apply transformation. All right. Let's see. If it's that one. Is that the one that we've brought out? No, it's not. Let's see if it's actually created a new data. I'm just bringing these out. No, it's not. So all I'm going to do is just delete those. Then what I'm going to do control or transform origin, do geometry, and I'm going to do the same one here. And the same lastly on this one, the origin of geometry. And now I'm going to do is I'm going to grab all of these. And basically, I'm going to go right click and what I'll do is not right click, so I'll come over here. You can see I've got my four here, and then right click, and what we'll do is mark them as assets, and they should be in this one here. So let's go to current file and air the old heart. So now if I bring one out, round here. I bring this one out, you'll see now it comes in against where I'm trying to put it, so you can see now it's actually fitting in there. Not quite right, yet. Not quite right. So what I'm going to do? You know what? I'm going to minus these off, so clear assets. I'm going to go back to these parts now. I'm going to come to this one first. I know it's a little bit of messing around but just in case you ever have this problem, go into the bottom part of it. So the bottom part here, bottom part, Shift S, Kursa selected, grab this one, and then what you're going to do, right click the origin, three D cursor and do the same with these others as well. So I'm just going to zoom in. I go to grab the bom part, Shift D, Kursa selected, right click the origin, two, three D cursor. And then, lastly, these two. And what we're doing is we're just resetting the origin of these. The other thing while we're here as well, I will fix something else. So ursa selected right click origin to three D cursor. And it'll be another little, you know, kind of tip just in case you're having problems. So I'll come in. Shift S, cursor selected right clicks origin 23d cursor. Alright, so that's those done. Let's delete this one out the way now. And then what I'm going to do now is come back to my ferns, and you will see that if I put this on material mode. So let's let that load up that we will have an issue with the actual with this severs if we have got an issue. So you can see all that actually looks nice. Let's put it on rendered view, though, and see if it still looks as nice because I think these ferns have a little bit of an issue. Yes, there we go. So you can see how they look black and white and things like that. What is causing that five press tab and press A and come in and put this onto face orientation. This is what's causing it. You can see we've got face orientations all over the place, and we don't really want that. So what we're going to do is just press shift, spin them all round, come to the next one. You can see we've still got a problem, and that is because I need to press tag, bring back everything, A, shift, spin them all around, and there we go. We should be fine now. Same with this one then. Tag first. A to grab everything, shift and end, spin them all around. And then we'll do the same with this one. Tab TH A, shift end, spin them round, same with this one. Tab Ol TH just to make sure everything's there. A, and then shift spin them all round. And now we shouldn't have a problem. So now if we come in, turn off the face orientation, now you can see they're fine. Finally, now we can grab all of these. We can right click then, and then what we can do is mark as asset. What I can do with these now is I can put these underneath here, so I can just press one. And I can bring them all down to here, so press G, drop them under here just for now. I'm going to put them under, like so. Then I'm going to press M, and I'm going to put them in my primitives, and they're now hidden out of the way. Alright, so on the next lesson, then what we'll do is we'll start bringing in these ferns because they should come in now really, really nicely. As you can see, they're in the primitives at the moment, so I need to split those off as well. So I will yeah, I think I'll come in. Find Let's find my primitives 'cause I messed up there. You know what I'm going to do before doing that? I'll just tap back. All right. These now shouldn't be in primitives. Let's have a look if they are. Yeah, they're just under a tree at the moment. Now if I bring it in, you will see. So let's bring in this one. Bring it in. Drop it on there. And you can see how nicely it comes in now. That's exactly what we're looking for. Five press one. You can see now it's actually in against my actual rock. This is exactly what we're looking for. Alright, so now we've got these sorts of what we can do when we've done these then is we can put these primitives kind of in place. These ones over here, we can put in our primitives and these ones that we're going to bring in. We can put under firms or something like that. Alright, everyone, so I hope you enjoyed that. I'm going and save out my works. We'll save out my work, and I'll see you on the next one. Thanks a lot. Bye bye. 150. Finalizing Foliage Placement in Blender: Welcome back, everyone to Blend for modeling and Jomino workshop, and this is where we left off. Okay, guys, let's actually come in then, and let's put this, first of all, on material view because we'll be able to see things much, much better. And then what I'm going to do is just bring this out, and then I'll just put it into place like so, and you should be able to see sticks near enough into the ground so can just pull them down now like so. And what we want to do with these is, we just want to bring out some ferns, put them into some sort of place like so. Make them a little bit smaller dot them around a little bit. To bring it out a little bit more. I think I'll put one in here. Like so. I'm going to pull it back. You do to walk up there. I'm going to make it a little bit smaller. Like so. I'm going to put a third over maybe over here. Not like that. Let's try that again. So we'll just put it over here. Make it a little bit smaller, double tap the A. There we go. Let's put one in here. So we'll put one in here. Like, so, put it into place. Ble tap the A. And there we go. Let's put a fern around about here. So in here and a fern over maybe over here as well. Pull that one into place. Double tap the A, and there we go. Now, let's look at other plants because we haven't looked to all the plants yet. Let's go to course Resource pack, and we'll go then to foliage. And we have some of these plants as well, which you can also put in, so you can see what these ones look like. These ones should be fine, by the way. You shouldn't have any problems with the normals on these. They should already be done. So with these, you might want to put these around. I'm not going to use these ones. I'm going to use my ferns. I think having the ferns in just is enough for me, anyway, so it's up to you whether you want to do that. Now, let's bring this back then to the current file, unassigned, and there we go there of burns. And now I'm going to do is endorse going to dot a fern in here. So I'm going to put my fern in here. Like so. I'm also dot a fern over on this part here. Like so. I'm going to make it a little bit smaller. And then what I'm going to do is put a fern in here, going to make it much, much smaller. Like so and then I have another one just to the side of it. Like There we go. And then we'll have one just growing over here right in there. Just making sure it's not floating, so bring it down. And then I think I'll want one more fern around here. So, there we go. Alright. So now what we can do is we can grab all of these four, and we can press M, and we can drop them in our primitives. But before doing that, actually, you know what? I will do what I did before. We I press G. Let them to go over the top, bring them into place. Like so. And then I'll press M and put them in primitives. Now, I've got a lot of rocks here, which ones are they already in, so I'm not sure. I've got one that is called. Let's have a look. So we've got ferns. We've got stones here. You can see one that's called stones. We definitely want them to be in there. So what I'm going to do is, I'm just going to grab all of these stones that I've put out. Including this one and this one. And I think was the one there. No, there wasn't. Let's actually have a round. So all of these should be in there as well. Like so. And a mine actually creates some more of these stones. First of all, let's put it in stones, so I'm going to come down and put them in stones. And then we want our ferns now all in the same in something like foliage or something. So if I grab all of these ferns. So if I come in and grab burn clusters should grab all of those. Like so. And then I can press M and put them into a new collection called foliage. Like so. Alright, so that's that bit. Let's close that up. And then we need just these plants putting in some order as well. So I'm just going to hide this out the way, and I should now be able to grab all of these plants. So if I grab all of these, press B, to grab all of these, B, to grab all of these, making sure I've grabbed them all. And then finally, let's hold shift and drag like so, shift and drag a little box around. And we should now. If I press G, be able to move all of those that way, right click. Now, if f press M and we'll call it pond on the foliage. So, press okay, and there we go. Now, we've done all that. Let's now go back to our Muddling. So let's go back to modeling. Let's press Altag to bring back everything. So I'm just going to press tag, bring back everything. If it's not coming back, press tab tag, bring back everything, and this is what we should have. Now, if I pull this down, should have all of this. These are hidden because it's the grass flowers and the leaves. So we shouldn't have any problem with that. Let's put this one up, put this one up and put this one up on foliage. All of these then that are going to be hidden. I'm going to move down to the bottom. So I'm just going to put these down at the bottom. The last kind of tidy up just to make sure everything is nice and tidy down to bottom, like so. And you can notice here now that all of these are ticked off. All of the renders are also ticked off. Alright, so we finally made it, guys. We've finally made it to actually render time. So what I'm going to do now is I'm going to play you a short video on rendering in both cycles and EV, and then you'll actually get the idea of how to actually do that. Now, remember, we're going to be rendering this out in cycles, and that is mainly because we are using the sky texture within Blender itself to get this beautiful scene actually done. All right, everyone, so I'm going to play that now, and I'll see you on the next one. Thanks a lot. Bye bye. 151. Optimizing Rendering Parameters in Blender: Welcome back everyone to Benfor Modeling and John chino workshop, and this is where we left it off. Alright, so now we've left it off here. Let's actually, first of all, set our camera where we actually want it to be. So we want to get a bit of this in if we can. We want to obviously centered. And then what we want to do is press control shift and just pull it out a little bit like so. From here, then what we're going to do is we're gonna press Shift A, and we're going to bring in a camera. So if I come down, pick on camera, my camera is over here, so I'm just going to press control, and zero. And then it will set my camera to where we actually want to. From that, I'm going to zoom in. I'm going to press the end button to open this panel up over on the right hand side. Click on the view camera to view. And now I'm going to do is got a red box going around there. And now we should be able to press control, shift middle mouse burn, and then move it out. And that is the fastest way you can actually get to, you know, set up the camera and render this image out. So what I'm going to do, first of all, is I'm going to set it up to something like that. And then what I'm going to do is I'm going to turn this camera to view off. And now I just want to make sure that I'm happy with the actual overall scene. So, the first thing I want to do is I want to save out my work, so save it out. And then what I want to do is close up this panel with the end button. And now, what I want to do is come to my actual grass and let's turn it on. So let's turn on our grass, like so, double tap the A, and now we've got the view that we're going to be looking at, and what we want to do now is put this on our rendered view. So, the first thing I'm looking at is making sure that I'm happy with the grass. The next thing that I want to do is make sure that I'm happy with the actual rotation of my actual sun. So you can see I can still rotate this round now, and we can still get the light in where we actually want to having some dog spots, wherever we want to, like so. Alright, so I'm happy with how it's looking am. We've got some nice light being cast down there. I'm happy with how the light is. It looks very, very natural. It looks a beautiful sunny day. We've still got this light coming through here. What we might want to do is just, you know, put it up a little bit, the camera just to get a bit of a better view. The problem we've got is on one hand, so I I press the N button, bring in my camera. Close that I press the N again. On one hand, we want it so that it's up here kind of thing. You know, so you've got a nice view of it coming up here, but on the other hand, we want to show our actual lake. So it's really, really up to you which way you really go with this. So you can see we've got two types of views here. So what I'm going to do is just pull it down a little bit, put it into place. And I think that view there is probably going to be the best view to show it all lot. Alright, so I'm happy with how that looks. Everything is great. Now, the final thing I want to do before moving on, is I want to come over to my render panel. So I'm going to pop this up, coming over to my render panel. And what I'm going to do is, I'm first of all, going to make sure it's on cycles. You can see at the moment, as we sort it out, we've got our GPU one. And then what I want to do is I want to scroll all the way down and I want to come to where it says color management, and the one I want on here is going to be this. So you see where this is. We can then make this look more stylized by saturating all of the colors. So if I come up, click on this and put it on medium high contrast. You'll see straightaway what that does. And now all of those colors have come out and they're really kind of pop in out of the scene. Alright, then. From here, then, we actually now want to create an image of this, so we want to render this out. But what we're going to do now is we're just going to go up, and we're going to make sure that we've got all of these things on what we want them to be. Now, once I've actually done this and set this up, I'm going to show you the way that I do it and the tools I use. But you can simply click the render button and once I've actually showed you. One first of all, we're going to do is turn the maximum samples down something like 200. So let's put that on 200. And we do want de noising on the viewport, and we do want it on the render view. And now we want to do is come down to where our light paths are, and just make sure this is set relatively high because this then is the transparency between the trees. If I put this on there two or something like this, you'll see how dark those trees go. I want to set this on relatively high so that there's enough, let's say, shadows in there, so you can see now we've got a little bit of shadows in there without it being too overwhelming, but making sure that we can't quite see through the trees as though there's nothing there. And enough though, so it's not just blocking shadows in there, as you can see. All right. The next thing then we're going to do is come down and we're going to go to I think we'll discuss film now. So if you want to transparent background, you can click this on. We're going to talk about that in a little bit. But now, though, we're just going to render it out with the actual seam background on there, so I'm just going to close that up. And then what I'm going to do now is on performance. Now, performance is actually very important. The thing that we want to make sure is on is persistent data because we want to keep this data around to make sure that the next time we render it is going to be as fast as the first time that we actually rendered it. And the other thing we want to discuss is that if we're dealing with the graphics cards, generally, not always, but generally the tile size needs to be larger. If you're dealing with a CPU, for instance, you want this tile size much, much smaller. So that is the way that I always say to do it. So if I'm going to be rendering out with my GPU, then I'm going to set this tile size to relatively 2048, and if I'm going to be CPU, I'm going to check this to 256. So it all depends which one you're actually using. Now, 2048. Let's put it back. Now, the thing is, if you can use your GPU, of course, you should be using that, so just bear that in mind. Alright, so now we also see down on the color management tab that we've also got one here that says filmic. This was the old version of Blender before. So if you haven't got this AGX, you need to use filmic. You can still from the filmic, though, change it to medium high contrast. Supposedly, this AGX is much, much better lighting, much more realistic lighting, so that's what we actually want. Alright. The next thing then, is we want to come in now and come to what we actually want to render out. Most people when they first start lender, they will just click that render button. Hey, the scene looks beautiful. I'm just going to click the render button, and there they go. The thing is though, that's not the best way to work because It's so much more that you can actually do with just clicking that render button. So what we want to do we want to come over to our layers. Now, within our layers, now we've got all of these things we can turn on and off, and these them actually you'll be able to change each one of these, whichever one you turn on and off. So what we're going to do at the moment is we're going to focus on our emission, and we're also going to focus on ambient occlusion. These are the two that we want to turn on because they are the two that I'm going to show you how to use. But all of these, you can actually work with and change them within the composite, because that's what we're going to do because you can take any, you know, even an am model, and you can make it look really professional with the actual composite. So I'll show you that now. So first of all, though, we want to come and we want to put it on wire frame. And the reason is, before we render anything out, we always want to put it on wire frame because that then will make sure that there's not so much going on in the viewport. If you don't have it on wireframe, basically, you're trying to let's say you have it on render, for instance, you're basically then trying to render something out while you're already rendering it out in the viewport. Which is going to make incredibly slow, and sometimes it will just say cute out of memory and things like this. So we have to be very, very careful of how we do that. The other thing that I recommended as well. Let's just put it back on object mode is actually coming in to these parts where the grass is and actually turning them off on the actual real time. So this is viewport rendering. We're still going to have it on in the render, but we can turn it off in the actual viewport. So same for this one as well down here, we can come in, turn it off, and we'll still be able to render it out. When I come render now in the viewport, we won't be able to see the grass, but when we come to render it out now, we will be able to see it. Finally, then, let's come up. Lick it on wire frame. Save that our works. I'm going to save out our works, so file, save that our work. I'm also going to press N. Camera to view turn that off, so I'm not going to move my camera by mistake because I've got this nice view here. And then finally, finally, I'm going to hit that render image button. And now, it's just a question of letting Blender load all of these things up. Now, the first time it's going to be much much slower than the second time because of the fact that blender is going to be persistent data is around, which means it's going to remember some of that data. And now we need to do is wait for it to load up. Once it's load up then, it will clear all of the fire flights. It will use de noising on there already, and then we can see what we're going to get. But what I tend to do now is just a really fast render, like what I've got here. And then what I'll do is I'll just come in, have a look at what the scenes look like. Have a look if I'm happy with everything. And then from there, I can actually go in now and change the things I'm not so happy with. So, for instance, like these rocks here, I feel like they're a little bit on the dark side, and I don't really like that. I feel like everything else. You can see, it's a little bit blurry in here. And the reason it's a little bit blurry, of course, is because we've done a very, very small render on this. What I'm going to do now is I'm just going to come in, and this is where I come in and fix any problems that I might have. I'm looking all the way around my scene, make sure that I'm happy with everything else in the scene, and I'll come in and just fix these rocks. So let's come in to my rocks. I'm going to come to shading panel, and then I'm going to let this load up. And then we're going to come to our rocks and we'll change the actual shade on them just to make them a little bit lighter, a little bit too dark, as I said. So let's load everything up. Let's come then to these rocks. So we'll make sure run our rocks. And then what I'm going to do is, I'm just looking, I think it's this one here, but we'll have a look, and we'll make sure to grab the right one. Let's come to rendered view. Let it load up. And then from there, we should be able to come in and actually turn these down to make them nowhere near as bright as what they are. So you can see, very, very at the moment. Let's come into this one. Maybe it's this one, let's bring this down. If it doesn't do anything. Oh, guys, my blender did crash, so you see it happens to the best of us. So what we'll do on the next lesson now is, we'll come back. We'll come back to our rocks. I'll re try that again and I'll show you how I'm going to go in there and change my rocks. All right, everyone. Hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 152. Enhancing Scenes with Compositor for Vibrant Colors: Welcome back everyone to blend the four modeling and jump chino workshop, and this is where we left it off. Alright, so what I'm going to do, first of all, before going over to that, I just want these rocks. So you can see if I come down, I've got my cameron. I've got my stones. These ones here. I'm going to pull the stones down to the bottom, and then all I'm going to do is hide everything else out of the way all the way up to my terrain. I should be left with just my rocks. Go to my shading panel now, let them load up, and you can see just how quick they loaded up now, click on my rock. And then what I'm going to do is file save the way just in case it crashes again. Then they will come to render button. Let's click on the render, and now we can see exactly exactly what we can do with these rocks. So now, I'm just going to pick I want to pick a rock round here, actually. I can see how dark it is on here. And what I'm going to do now is just go out and look to see if I can darken it or bring that rock down like so. So now you can see I can bring it down like so. And what I'm looking for now is the saturation. So you can see now I can also bring this down slightly, get rid of a little bit of that blue like soap. Now, everything that is still ready now to be rendered, So what I can do now is I can click on this. I can then come up to file and save. Why that is happening. Basically, is because of the fact that we are actually saturating it with the color management. So we're actually bringing in more color to it, and that's why the rocks are looking a little bit darker. So now come up and I go to render. You can see now come up and I go down to render image. Let's see. First of all, the persistent data one we're there. And let this load up. And there we go. Now you can see these rocks are looking much, much nicer, fitting in the scene. Way better than what the other ones were. I'm just wondering whether I want to change the material of these rocks to this. You might want to do that. I think they they look a lot more natural like this. Alright, so our first render. Now we can look at what else we want to change. Are there anything else we want to change within any of these? Don't worry about the lights or the lighting or anything like that right now, and let's now show you the composite. So I'm going to close that down, and then I'm going to come over to my composite. And at the moment, we've got nothing in here. Now, first of all, I recommend before doing anything with this that we lay all out in the way that I want it. So all I'm going to do, I'm going to come up. I'm going to hover over here. I'm going to press the end born just to hide that out of the way. And then what I'm going to do is I'm going to come up to the top right hand side here and drag it over like so. Well, that's going to do, then it's just going to get rid of that I already had, and then I'm going to bring it down like so. And finally, I'm going to bring it to the left like so. And now, then this is the actual composite window. If I use nodes now, you will see here is my actual image. Now, at the moment, I can't really do anything with this because I need another box coming out. So what I'm going to do is I'm going to go to the left hand side, drag it over. And then on this one, what I want to do is I want to come to where these little dropdown hour is, and I want to put this on image editor, and the image I want on is going to be render. I'm going to click down. Render result, and there is my image. Now, I find this to be the easiest, easiest way to work on my scene and get the look that I'm actually looking for. Now, from here, you will see on this rendered layer first of all. We have emission, we have AO, and we have noisy image. We only need the emission and the AO of course, the image at the moment. What I'm going to do this is basically the composite of what's coming out, and this is what we've actually put into it. So what we can do here is we can let's say to our let's do the AO first, so we'll come to our AO. Drop that in there, and you will end up with something like this. So you can see what blenders done here is, It's actually rendered a layer for the AO. It's rendered out a layer for the emission, as you can see here, and it's also rendered out a layer for the image. Now, we can actually use those to actually combine over the top of each other to really make this scene look much, much better than what it does now. What I'm first of all going to do is I'm going to come to MAO. Now, the way that I work it is is I'll plug it in straight into there. And then what I'm going to do now is fix the AO. Now, you will notice with the AO. We do have to have a little bit of noise in there, as you can see. Now, the de noising actually uses a lot of computer power so just be aware of that. So all I'm going to do is put in D noise. And you can see now I can drop that in there. And you'll see all of this. We'll get cleaned up now, so you can see all of that as being cleaned up. Next of all, I want to be able to control my AO. Because at the moment, I don't really have a lot of control over it. What I'm going to do is, I'm just going to use a color ramp to control it. So if I bring in a color ramp, like so. Drop that in there. And now, you'll notice it's loading up. You'll notice it loads up every single time. If I move this over, you'll see now it actually starts to load up, and there you go, you can see what difference that makes. Now, to stop that loading up so slowly, what I'm going to do is, I'm just going to bypass my Denise for now and drop that in there like so, and you will see now that it's much, much faster. Now, with the AO, we can bring this down because this will be the darkest shadows. So it can bring this down to roundabout here. And what I tend to do with AO is, I will bring in another one of these pointers. So rest control and click like so, and this pointer, I will leave for grace. So you can see now, I've got a little bit more control over the whole scene like so. So what I'm going to do is I'm going to bring this one down just a little bit like so, and then we bring out those whites a little bit. You can see up here, especially if I pulled this by, you can see now, I can bring those whites and make the shine onto the roof a little bit more. And from there, control the really deep pots or you know, make them a little bit lighter and things like that. So now, once you're happy with your ambient occlusion, so just make sure you're happy with it. It's time now to plug it in to our image. Now, we can't just plug our image into the color amp or anything like that. What we need to do is we need to use a multiply. So what I'm going to do is I'm going to come over put in RGB and the one we one is, I think it's this one, not this one. Let's put in color instead. That might work. So color. And the one we want is mixed color. This one here. Now, this node allows you to change it from mix, to multiply to over to under. Basically if you click on it. You can see all of these that we've got here. The one we want is multiply because we're going to multiply this ambient occlusion over the top of our actual image. What I'm going to do now is I'm going to plug my ambient occlusion into the bottom of here, and then we're going to plug my image into the top. And then finally, I'm going to plug all of these into here like so. Now, you can see what's happened. We've actually make it much, much, much darker, like so. We can, however, mess around with this sto and start bringing it back. Okay. Now, again, I wouldn't worry too much about this right now because we are going to be playing around with these, and we're also going to drop in our D noise. And you can see now it takes much, much longer to load up. But this is what we've got now. You can see how we've got much, much dark patches at the moment. Now, as I said, don't worry too much about this right now because we are going to be making this much, much lighter. So let's bring these down now. I'm going to leave that the way it is if I pull it all the way back, the problem is that you're not going to have any kind of ambient occlusion on there. You'll see if I bring this up now and let it load up, you'll see there's nothing happening, and that's simply down to the fact that we haven't got any ability to control this now. So I'm going to put this up over here. Like so. Then, what I'm going to do is I'm going to save my work out, and then I'm going to pull this back to maybe 0.283. And from there, I can actually work with this a little bit more. Alright, so now I want to do is I want to basically show you what you can actually do now. So with the node wrangler, just make sure you've got that set. You can see then we've got a node wrangler here. And what I can do is I can grab both of these, like so, and come and frame selected. From there, then what I can do is I can go to the node now. I can actually give it a color, so I can give it a nice color. So let's give it a red color, and I can also name it. So if I come here, I can simply call this AO, press the enter born, and there it is AO under there. As well as that, I can also come down and change the size of this to be something like this. I don't actually know what this shrink is, but anyway, there's the name of it. And now I can come in and actually move this around. I recommend doing this, and then you'll have a beautiful setup for all of your, you know, creations and projects that you want to make. Now, I want to now come in and deal with my emission. So let's deal with the emision next. So what I'm going to do is I'm going to plug the emission straight into here, like so. And then what I'm going to do is, first of all, I'll bring in a RGB curve. So let's press Shift A. Search RGB curves. Let's bring that one in. Drop this in there like so. Now, from here, what I should be able to do is, I should be able to change what's actually glowing in these parts like so. Now, you can see that on the rocks, we've actually got some glowing parts on them. And we're going to go in and fix those in a minute. But for now, let's just focus on these lights like so. So you can see all of these beautiful lights that we want in here. Alright, from here, then, I'm going to turn it down just like so. And now we're going to bring in is a glare. So shift let's bring in a glare, like so. Let's drop that in there, and you will see that nothing happens. And that's because we need to set this to fog blow. Set this to fog blow. And then what we're going to do now is we're going to turn this up to high. So let's put that on high. Let's put the threshold on 0.2, like so. Let's put this one then on zero. And let's then turn this down to nine, like so. And now we can see that we're getting a slight slight glow around all of these. Now, the next thing I want to do is duplicate this. So, we want to duplicate this, so shifty, duplicate it over, drop it in place, and then you'll see that we get a little bit more glow now off of these and a really, really nice shine from those. Now, on the next lesson, we're going to fiddle around with this a little bit more. I'm going to show you how you can actually have good control over it. And then we're going to move on to actually adding in a few more nodes, and I'll show you how we can pull them all together and make this scene really, really come to life. All right, everyone, so I hope you enjoyed that one, and I'll see on the next one. Thanks a lot. Bye bye. 153. Applying Color Grading Techniques in Blender: Welcome everyone to Blender por Modeling and Jin workshop, and this is where we left off. All right. So how do we control the emission with this? So if we turn this up all the way up here, as you can see, Once we turn that up, everything now pops alive and glow. So how much glow do you want? The other thing I recommend is you put it on film like. I feel like that's always a little bit bare. It really brings out the colors that you've already got in there. For instance, now you can see these are the colors that we've actually got. I also think that this is way way too bright at the moment. So all I'm going to do is just turn it down a little bit and just get it to something that I want. You can see these are much brighter than these at the moment. Now, from there, what I'm going to do is before actually saying these up. I'm going to move this up here, like so. And now I want to do is I want to join all of these together. The easiest way to join these together is to this time, add them. So add them over the top. So let's go Shift D. And what we're going to do is we're going to In fact, you know what. We'll just duplicate this. So Shift D, let's bring this down. Like let's set it something like 0.6. And then what I'm going to do is I'm going to join this one. First of all, into the top because we're joining the AO and the actual emission now into our altogether basically and then into the end. So let's drop this in here, like so. Let's put this on add then. So we're going to add like so, and finally then, let's drop them together into place. Let it load up. It's got a lot of thinking about to do. There we go, now you can see what that's looking like. Really, really starting to come to life now. These are really, really popping out and everything is looking really nice. Now, from here, you can control again, how much emission you're going to have popping out of there. So you can see now once I've turned that down, it loads up. You can see now that's what we get. I do want a little bit of light coming from these, just not as much as these lights that we've got here. So if I bring this up very slightly, we'll have a little bit of light popping out of there, let it load up. And there we go. And a thing that looks about right. So you could turn it all the way up and have it just blaring light out, but I don't think I want that. So if you turn it all the way up, you'll see you get something like that. Now, of course, we can see we have another problem with the rocks. And as I said, we're going to fix those in just 1 minute. I'm just going to drop that back to there. Let it all come back and you can see how those rocks look absolutely fine. I'm not sure whether I'll fix those rocks, actually. I think we will. I think we will be the best to actually fix them. From here, then what I want to do is I want to grab all of these, and I'm going to pull them down to here, like so. And then what I'm going to do is node wrangler. We're going to go to frame selected. We're going to go back to node. And then what we're going to do is first of all change the color. So we'll put the color as a yellow or something. And then we'll do is I'll name it, and we'll call it emission. Like so, not emission. I'll call it emission. So emission. So, we'll get there. So emission. Let's minus star. Emission. There we go. Okay, mission there we go, and let's actually change the where's the size? Let's change the size up, like so. And then let's just grab this and move them all over there, like so. All right. So moving on now. Now we want to do is we want to sharpen the image up, and then we can come back and sort out the lighting and everything like that because we're going to actually do that within the next few notes. So first of all, let's bring in a box sharpen. So shift D, you want to go down to filter. And then the filter, you'll see at the moment is on soft. We don't actually want it on soft. What we want it on is to be box shopping. And we only want to do this very, very slightly because you'll see at the moment, once this loads up, what's going to happen, it's going to sharpen everything up like so, and we don't want it that much. All we want it on is something like 0.1. Just a slight bit to sharpen everything up. And there we go, now you can see everything's been sharpened up, and it actually looks much nicer. From there, then we want an RGB curve. So let's do a search RGB curves, and we're going to drop that in there. And the reason we're dropping that in there again is because this is going to lighten or darken our whole scene. At the moment, we've not actually done anything with this. If I pull this all the way up to there, you will see the effect that happens. It's going to lighten up the whole scene, and there we go. This is why it's important that we've put it right at the end up here because this is going to be kind of the major control, that's going to, you know, brighten or darken everything up. Again, we have got one that says filming, so you can turn that on and see the difference between them. And then what we can do now is bring this down. So we only want to bring it down a little bit. Let it load up. And there we go. Now, we're getting somewhere. We've got some nice lighting in these dark patches. I might turn it up as a little bit, like so. Let's have a look what that looks like. And now we can see that it's all stars come together, and we can also see we've still got this ambient occlusion in. I think at the moment this now is looking a little bit too bright, so all I'm going to do is just pull it back as a tiny bit, like so. And once that loads up, then, I'm now just going to play with it on standard, have a look what that looks like. Between standard and filmic, and you know what? I can't really see any difference, so I'll just leave it on that one. All right. So now we want and the saturation in here, so I might as well show you how to do that as well. So what we're going to do is just press shift a search and saturation, and this then can you know, kind of saturate it or desaturate it depending on what you want. So on this one, you can see if I bring this all this way, you'll see when it loads up what happens. And the other you can see it just takes away all of the color out of the scene. So we don't want to do that, of course, but what we might want to do is put it on something like 1.5, like so, and you'll see when that loads up. We'll give it a little bit more color like so. I think this is a little bit high at the moment. So let's put the value up to 1.2. Let's see what that looks like when that's loaded up. And there we go. All right. Now, that is looking pretty nice. I think this is still set a little bit too high. So 1.3. Let that finish loading up, and there we go. Now, the next one is brightness and contrast. Now, you really want to be very careful when you're using this. The RGB curves does the majority of the job, but with the brightness and contrast, it can add a little bit to it. So shift D, let's bring in brightness and contrast. L so, drop that in. And then what I'm going to do now is put this up to not 0.1. So if I let that load up, put it up to 0.1. And then what we'll do is drop the other one down to -0.1. So -0.1. Let that load up. And the reason why I don't want to mess around with these too much is because if I bring this up, you will see the higher bring it up, it will make a huge difference, but it kind of puts like a gray tone on top of it. That's not what we want. So we have to be very careful with bringing this up. If we bring up the contrast, you'll see. We'll let this load up now. And there we go, you can see what the contrast is doing. So we have to be very careful what we're doing with these. So let's put the contrast, first of all, the 0.5. Like so. And then what we'll do is we'll put this brightness down to 0.1. And we're just going to play around now with the darkness and contrast. So 0.1, there we go. Let's put it up maybe one more. Let's try one more, and we're going to get a little bit more haze on there. Like so. Let's put it on 0.5. And here we go now, you can see, we've got a bit of haze on there. We've got some beautiful contrast on there. And I would say, let's try this -0.5. Let's try that. And think that's about it. I think that's actually going to look nicer. Alright, so I'm happy with all of that. Everything is looking very, very nice now. And then what we can do is now. We can come in. And one of the main ones that you can use is color balance. And color balance is really, really going to give you a feel of the overall scene of how it's going to look. Now, I recommend it before using the color balance, what you want to do is grab your just your image. So I'm going to grab my image, and I'm going to plug this straight into my outputs. I'm going to plug that in. That is what we had before. And now, if I press control, this is what we have now when it loads up. And there's a difference. So you can see what a difference that makes. Control shifting d then just to go back. And then what I'm going to do now is bring in color balance. So search color balance. And let's go down color balance. Drop that in, and there we go. Now, what does this do? This basically gives you the So if you've ever played something like World War craft and you So if you've ever played something like World War craft, and you remember Rp of Litch king. All of that was blues. It was all cold, and that's how they made it and that's how they did it with you know, color balance and messing around with the tone of scenes and of zones and things like that. And this is used throughout gaming. So all different zones will have a different color gradient on them. So let me show you what I mean. So if you want this kind of a really kind of cold atmosphere, if you set this to a blue, you can already see the difference that we're actually getting there. So it's a nice, much cooler look. If you're on it a lot, warmer look, you can turn it up a little bit. Now, of course, this needs doing very, very slightly. You've got to be very careful when you're doing this. Do not recommend messing around with these or here. Don't mess around with those. Just use this here. So if I bring this down, you can see, I can start to get a nice green atmosphere going on. And then if I mess around with this one, you can see as I bring it down. It starts to be a lot of warmer, for instance, like so. And then if I come and I mess around with this final one, this is kind of the overall one. So if you want it cool, you can have it a bit cool, or you can have it a little bit on the red side. Now what I tend to do is I'll come over to this. I'll just put this back. I'll mess around with this one a little bit, bring it out. Those red hues and I want to bring this one. Play around with them a little bit till you get in that look that you're actually looking for. So we want a little bit of heat on there. So it's very, very subtle, but you can see again, how nice this is looking. Now, the best thing is now, we can come and plug everything in. So we can come and plug all of these in like so plug them all in, wait for it to load up, and let's see what this final image is looking like. And there you go. You can see what that final image is looking like. Now, the thing is, I'm happy with you know how bright this is. It's looking a bit too bright. So what I'm going to do, I'm just going to tone it back a little bit now. There we go and let that load up. And now it's looking about right for what I'm actually looking for. We've also, well, remember, got the brightness, so we can turn up this brightness a little bit. Let's turn it up 0.2. There we go. All right. I think I'm really happy with how that looks. Okay, so now what do we want to do? Well, first of all, we want to fix the issue with the emission on the actual rocks. All right, guys. So now we're going to save out our works. I'm going to go to file. I'm going to save out our work. And on the next lesson, I'm going to be showing you how you can turn up to get a better render, what actual things I use when I come to render, which makes things really, really easy. And I'll also have a look just to make sure I'm happy with everything because this tree might be blocking a lot of this going into here, as you can see, or remind the really nice. We just might need a better render on that. All right, everyone, so I'll speak to you on the next one. Thanks a lot. Bye bye. 154. Final Compositor Tweaks and Background Adjustments: Welcome back, everyone to Blender for modeling and Jumpt workshop. So let's now go back to modeling. And at the moment, we've got all of these on, as you can see. Now, I don't really want to mess around with anything like that. So what I want to do is just come over to the right hand side. And to turn up your render now, what you want to do is you want to turn up the maximum amount of samples. So let's put this on 1,000, like so. And then what we're going to do is we're going to go over to our render. We're going to render image. And now we'll see that it's going to take much longer. It's initialized much faster as you can see, and now it'll start loading up. Just let it start load, no, it's going to take a little bit longer because the amount of samples that we've actually selected is much, much higher. All right. So there we go. Now, you can see that here now, it actually needs to get to a certain amount of samples before it'll start speeding up. So once it gets there, it'll then start denoising it. And it will be relatively quick. It will take much longer. So, it would have finished before now on those 200 samples that we have. But this now is bringing out a lot more of the detail because what it's doing is it's basically giving your GPU time to render out more of these points. So more of these points are actually get rendered, which means it's adding more details in. So that's why we're doing increasing samples because we're getting a much, much cleaner image. Now, after this is done, you'll see what happens. It'll basically come then to our compositor, and the compositor will do all of the work for us that we already set up, and then we'll have a beautiful image. Now, the other thing is, once I've done this, I'm going to show you the tool that I use, which is called something called turbo tools, and I'll be using that then from now on. So I'll show you how it works. It's a paid add on. It's up to you whether you want to, you know, buy it or not. We're not selling it or anything like that. I'm just recommending it as an actual add on. Alright, so this is all looking nice now. You can see that's what it's turned out like, looking really, really beautiful, really, you know, colorful. The lighting really comes out, and I'm really, really happy with the scene. But let's now close that down. You can see also the composite and did all that work and everything. Let's close it down now, and let's come over to our edit preferences. What I'm going to do is turn on turbo tools. And then what I'm going to do is close that down. I'm going to enable this. And all I want to do basically is just make sure that it's on all of these settings that are already on. So you can see all of these settings are already on. Now, from here, all I need to do is go to render, and you'll see I can use turbo tools just to render now, you'll see there's no cash available. So I just need to set my cash at the moment. So if I open this bond here, you can see, please specify, and then just set wherever you want the cash to be. So let's s come down, and what we'll do is we'll put it in here with the rest of our things, and we'll make a new one. I always make a new one called cash. So cash. Like, so I spelled that wrong. But anyway, it doesn't matter. Let's click X seven. We don't need to name it or anything. And then all you're going to do is render and remember turbo tools, and you'll just see how fast this actually is. So you can see now it's done and now a composite. And this is why I use this, especially on, you know, very, very complex scenes. I really, really find this useful to use to actually render things out really fast. The other thing is now, how do you actually turn this up to make it a better render? So I've already showed you on the original blender render. How to make this better. And now I'm just going to show you if you want to turn this up, you can put this on high, and you can put this on something like very high. Turn off dirty, and then just click any of these on that you're actually looking for. So weld environment, don't need anything like that. We're just going to leave the rest like it. Now, let's come over, go to render render turbo tools. You can see it loads up, and you can see how it's got a lot more samples to actually get through, but you can see how quickly it's going through those. And now you can see it's basically done in a minute. Let render out, and there we go. There is our actual scene looking beautiful. Alright. So now, what we do at this stage is, I'm going to show you how to actually bring in a background, and I'm also going to fix any problems that I might have. So the first one is, I want to just look at this water. Let's come into the water then. So all I'm going to do is put on where is it? Let's see if I've got one that says water. So we should have one on here. Let's pull this down a little bit. There we are. Water. Let's put this on let's zoom into this press a little dar born. Let's put it onto onto our rendered view. Let it load up. I should have actually saved it out before doing that because you should always always save about your work before hitting that rendering viewport born because of the fact that we've got so much in the scene now. So you can see here, this is looking pretty flat at the moment, and I'm not really so happy with that. So what I'm going to do is, I'm just going to go over to my shading panel. Let that load up. I'm going to save out my work before doing anything. And then what I'm going to do is just see and see this on material. Don't think we'll be able to see that. Let's look at this shader then. Now, when you're looking at any kind of shader, it's always best first. We actually have a look at what you're looking at. So try and work out like, what is this? I'm actually looking at. How does everything go together? And we can basically see here that if we go in, the basics of this is that it's made of a couple of noise textures, as you can see here. So that tells me that if I want to make this look a little bit more ripply that the best way to do it is probably to turn up the strength of the wave texture. So if I come in and turn this up slightly, you can see now we're getting a bit more waves on there, looking a little bit more realistic. Then what I'll do is I'll go over to the right hand side, and I'm just going to pull this one down where it's a McShad. You can see now I can really bring that out or really bring it back. I'm just going to bring it out a little bit, let it load up. You know what? I think that looks much, much better now. Alright, I'm happy with that. So now what I'll do is, I'll come back to my modeling. And the next thing I'm going to show you is, how do you actually get background in here? So what we're going to do, first of all, is, we're going to come down all the way down, and we've got one that says film. So if you come down, should have one that says film here. And all I'm going to do then is just click on transparent. And what that's going to do is it's actually going to remove the actual sky texture background, and then I'm going to bring in another texture to show you how to set a background up. And that then leads on to how you can actually layer different parts onto your scene. Alright, so let's now come up, put this onto wire frame. Let's go to render, and we're going to render it out. Let it load up, and you can see now straightaway that this now has a transparent background. You can see on my lake it doesn't look so smooth anymore. You can see it's got a little bit of ripple effects on there and let this load up and there you go. You can see that's what I'm talking about with the ripple on the actual waves. It looks much much better, much more realistic. And now what we can do is we can close that down and we can come over to our composite. And what we're going to do now is we're going to bring in a background. So first of all, I don't want to alter any of this, so I want to keep all of this color. So I must make sure that whatever I bring in I'm bringing it right to the front. Now, if you open up the file that came with this course, you will see in there is a composite background. Bring that in. So all you want to do is just put this to the side, drag and drop that into there, like so. Next of all, what you're going to do is you're going to click on it, and you'll see it actually appears like this. And then what you want to do now is you want to bring an alpha over in. So if I press shift, let's bring in a alpha over Alpha over, like so. And then what I want to do now is I want to drop this image into the top of my alpha over, drop this one into the bottom of my alpha over, and then finally drop this one into here, and let's see what happens. So there should be something appearing behind this now, like so. And that is how you bring in a layer. So you're bringing in layers. You can also bring layers to the front to the back, and you can keep on layering. So what I'm going to do now is, I'm just going to actually come in. And first of all, I'll show you you can bring in a gamma. So gamma like so, bring that in and drop it into there. And now, what that enables you to do is play around with this. So what I can do is now 1.5, for instance, on Megama and you'll see it will make a difference to my background when it actually loads up like so I can also put this on something like 0.8 and turn it down a little bit. And finally, once that's loaded up, I can also come in and bring in a RGB curves. Basically, I can bring in anything along here and actually change this background quite easily. So I can come in now and bring that up and make it much much prior than where it was, for instance, to let it load up. There you go. Now, it's much much brighter, and you can see what effect we actually get here. So that is the basis of arm. Well, there we go, everyone. That is how we created the Wizards Tower. I really, really hope that you learned a lot from this actual course. We've pretty much gone through everything that Blender has to offer as far as the modeling side goes. And if you really like this course, then please leave as a review. All everyone. Until next time, happy modeling. Cheers. Bye bye.