Transcripts
1. Introduction: Hi, welcome to blender
beginner course. Whether you're diving
into the exciting world of three D graphics
for first time, switching to blenders three
D from another software. The blender beginner course
is designed to guide you through the foundational
steps of mastering blender. For 0.0 we'll cover all the
essential features that you'll need to know in order to build your very own
blender projects. In excessive cuttings or distracting music
in the background, you can just follow
along in real time. Will start by downloading
and installing blender. After that, we'll explore
the blender interface, taking the time to learn what it consists of and
how to customize it. After that, we'll learn how
to navigate in three D space. Then we'll learn the
basics such as creating objects, moving,
rotating, scaling. Next, we'll dive deep into blended topics like
advanced selection, transform orientation,
pivot points, snapping three,
decursor modifiers, and many other features. Then we'll jump into
modeling tools and learn all the modeling
tools available to us, Tools like extrude
inside Ble and more. After that we'll cover art
tools including lights, cameras, materials,
and that's not all. As the final project
for this course, we'll create a beautiful
isometric room completely inside blender and apply all the tools we've learned
throughout the course. In the end, you'll have
made your running on isometric room from
scratch and blender. Let's get and get started.
2. Downloading and Installing Blender: Hi and welcome to the course. In this first video,
we'll go ahead and download and set a
blender on our computer. And to do so, open
any web browser that you like and then head to
Virtue Blender.org website. Now here on the homepage you'll
see this download button. Just click on it and it's going to take you to the next page. Now on this next page,
the latest version of the Blender at the time of recording this video is Blender 4.0 0.1 but you can download the latest
version when you're watching the video
and it's going to automatically detect
your operating system. In this case I'm using Windows. I can simply click on this
patton to download it. But I've already
downloaded this. I'm not going to
download it again. You can also click on this
dropdown and you can download this portable zip version if you don't want to install
this on your computer. Now we'll be using installers. I'll go ahead and minimize that. I've already
downloaded that here. We'll go ahead and select Next. Accepted a license agreement. Next. And then we
have the location where this is going to install. It's going to be under
C Drive program files, Blender Foundation
and then Blender 4.0 I'll go ahead and
click next and install. Now it's going to
take a few seconds and then installations
should be completed. Now that we have
installation completed, we can go ahead and click on
Finish and Open Blender from our desktop by clicking
on the shortcut. When you open Blender
for the first time, you'll be greeted with
this quick set up window. Let's quickly go over
some of the options here. First, we have our language, then we have our
keyboard shortcuts. If you're coming from apps
like Maya or thereto S Max, you can select this
industry compatible if you're familiar with
those keyboard shot goods. Next we have select now prior to blender
version two point, you would select objects, right most, but in blender, but that has since changed. And if you're coming
from an older virgin of blender and you're used to that workflow, you
can change that here. Next we have Space Bar, It plays our animation. But we can change it to
Accessor Tools or Search For. Now we're going to
leave everything a default and click Continue. Now this is the splash
screen of Blender, and every time when you open
a blender, you'll see it. To get rid of this, you
simply click anywhere in the empty area or
press escape key. This is the default
interface blender, and that's what we'll be
exploring in the next video.
3. Tour of Blender Interface: That we have blender
set up on our computer. It's time to take a
look at the interface. Now, when you first
open Blender, it might seem a bit
overwhelming because we have tons of
buttons and menus. But don't worry, because
you'll never be using all of this functionality
at the same time as you progress through
the course step by step, all of these menus and buttons are going to start to
make sense to you. Understanding the lender
interface becomes really easy if we break it down
into different parts. All I want to do is remember some of the names
that I will be telling you. For example, later
in the course, I might say, go
to your Outliner. You know what Outliner is and where it's located
on your interface. Let's start at the top first. We have this area
called menu bar. Within that we have individual
menu later in the course. If I say good to edit menu, you'll know that
I'm talking about this part of the interface. Next we have our
work space buttons. Now, work spaces are simply different arrangements
for the interface layout, and we're going to explore that in the next
video in more detail. Then here in the center, we have our three D viewport. And this is the area
where you'll spend 99% of your time working
on your three D models. On the left of the three D
report, we have our tool bar. If I go through these
different tools, you can see we have
tool settings above the toolbar as I
changed through these. Now this above, this three
DVport is called header, but it's part of a
three D viewport. You just have to remember
that it's called header. Then on the right here
we have our outliner. Now outliner basically outlines everything that you have
in your three D world. Right now it shows us we have
a camera cube and a light, and all three objects that are visible here in
a three D world. Below that, we have
our Properties Editor. Properties Editor gives you
extra details about here, three objects that
you have selected. For example, if I
select this cube, you can see we have several
tabs here on the left side. Now all you have to remember
is that it gives you a bit extra details about
here selected acid. Then at the bottom, we have
our animation timeline, and this can be used
to animate objects. And then at the very bottom,
we have our status bar. This is the entire
Internet phase of Blender. Just to quickly recap, at the very top we
have our menu bar. Next we have our
work space buttons that we have our
header. And then in the center we have
our three D viewport. On the left we have our toolbar. And then on the right we have our Out Liner and
Properties Editors. This is the default interface. There are two keyboard shortcuts that I'd like to go over. These are helpful,
you don't have to remember them right way, but I'm going to
just go for them. If you want to
hide this toolbar, you can press on your keyboard and then you can press
again to enable it. Again, it's a toggle. Then you can also press
N on your keyboard. And that's going to enable
what is known as sidebar. Again, by pressing N
again it's going to hide. You can toggle between
on and off with N or that's all you have
to remember for now.
4. Interface Customization/Startup File: Now that you're a little more familiar with the
interface of blender, it's time to take a look at how the blender interface
is made up. Because the way blender works is that when you save files, those are saved in file
known as blend file. The layout of your interface
is also saved in that file. Often when you download
files from Internet, the interface might look
completely different because the person who worked on that project might have their interface set up differently. Also, Blender is a very
customizable application and if you can really fine
tune it to your liking, then it makes it fun
and easy to work in it. The wave land interface
works is that we have different areas
within those areas. We have what are
known as editors. We have this one giant area for an editor for this
three D viewport. And then we have one
for our outliner, one for our properties editor, one for an animation timeline. If you look closely in the top left corner of each editor, you'll notice that we
have the same button in all of these
different editors. This lets you change the
type of editor in that area. For example, if I want to have a three D viewport in this area, I can just click on this button and select three D Viewport. Now using my middle most
button, I can rotate the view. Now I have two
identical panels in my interface and I can do
the same thing done here. Now we have three different
panels that are exactly same. Now we can resize any of these areas by simply
covering your cursor over these voters and then dragging
and changing the scale. If you want to add
additional areas to your interface,
that's pretty simple. You simply hover your cursor
in corner of any area. For example, I can cover my cursor in any
of these corners, and you can see that the
cursor changes a little bit. Now you can simply left
click and hold and drag. And here you can see that
I added a vertical split, but if I drag towards the top, then that's going to
be horizontal split. Now we have many
different areas. Now if we want to go back, we can just go to Outliner at the top and then properties
edited at the bottom. Then maybe we can
resize it if you want to collapse or remove an area from your interface.
That's pretty simple. Also, you simply hover
your cursor again and then you simply left
click and hold and then drag. In this case, we're
moving or collapsing our top panel towards the
bottom, just like that. Let's do same thing for this area and then we can do the same thing
for the bottom. Now you can do this
in a different way, and that's a bit easier
way of doing it. And I personally,
to do it that way, you can right click on any of these borders and it gives
you this area options. Then you can add a vertical
or horizontal split. In this case, we'll go
with horizontal split. Then you simply hover your
cursor and left click. Let's change that to
our properties editor. And we can also resize it, sort back to a default layout. If you right click
you have join area. This is going to let you
collapse and you can also swap the panels if you
need to for joining. You can cover your
cursor to expand the bottom panels towards the top or top panel towards
the bottom like that. Now I personally like to just simply right click on
these borders and use these options
instead of covering my cursor in the
corner of an area. Next we have these
buttons at the top. These are called
known as work spaces, and this basically is a different arrangement
of the layout. For example, if we
go to Eve editing, now this is going to make
a complete sense to you. So we have an area
on the left side, we have an area on
the right side. We can simply right click
here and swap these two. Or we can change the type
of panels that we're using. You can select a three
D editor on this side, and then we can click here and
select our UV editor here. Now you're able
to customize this and how everything is
made up on the interface. If you download a
file from Internet and the interface looks
completely different, now you have a pretty
good idea how you can make it look like, the default layout as
these buttons at the top. What I usually like to do is get rid of all of these
different buttons because I mostly work in this layout
workspace, I just keep that. And a few custom buttons. Now you can change these by
simply up clicking on top, and then you can rename
it to your liking. You can also right
click on top of it, and then you can duplicate
this and then use it as a starting point for
customization. You can delete it. You can move these work
spaces to front or back, which basically means
moving it to the very left or very right
of the interface. And then you can also
cycle through these. Let's quickly go ahead
and delete some of these work spaces that we can change our
interface layout. And don't worry about
messing up anything because you can always roll
back very easily. Also, you can click on this plus symbol and then you
can pick one of these previous work spaces as a starting point for
your customization. For example, this layout is exact copy of an
original layout. And then from here maybe we
want to resize these panels. I like my something like
here. I can do that. Now one thing to keep in
mind here is that all of these changes that we're
making so far are not saved. If we close blender
and reopen it, all of these changes
are going to be discarded because we have to save what is known as a start of file to make these
changes permanent. Just to demonstrate, I'm going
to go ahead and click on this File menu New
and then Journal. And we're not going to
save our current file. And you can see everything
resets immediately. Let's go ahead and
change everything again. We're going to rescale this. Let's just double
click here and type Endmaw to make these
changes permanent. We can go to File Menu, and then to west the bottom
we have defaults. Let's click on
Save Startup File, and then confirm that we want
to save our start of file. And at the bottom status part, you can see Stato
file was saved. Now these changes are permanent. If we go back to file menu
journal and don't save, you can see those
changes are there. Now if you mess something up and you saved your stato file, you still don't have to worry about it because you can go to the File menu and then
again to the default menu, and then loot Factory Settings. When you confirm
that it's going to loot the factory
settings and make blender look like the
way you downloaded it now since these
settings are looted, but we haven't saved
our stato file, we're going to go ahead and save these default or factory
settings to our stato file. That's how you can
really fine tune and customize blender
to your liking, how that entire interface
of blender works.
5. How to Navigate in Blender 3D Space: Let you know how the
interface Blender works. It's time to take a look at how you'll navigate in
this three D world. Inside Blender,
navigation is done using a combination of
keyboard and mouse shortcut. There are some visual buttons, but I wouldn't recommend using them because this
can really slow you down and make your work very
inefficient to navigate in. Blender is pretty simple. You simply hold on your
middle mouse button and you can rotate the view. Now this is called orbiting, but I like to call
it rotating view. Next, if you want
to zoom in and out, you can use your
mouse curl wheel, and this is going to let
you zoom in and out. Now you'll notice that it's
more of an incremental zoom. If you want to zoom
in more smoothly, then you can use the keyboard
shortcut and the mouse combined to zoom in
and out more smoothly. You hold on control key
on your keyboard and then hold on middle sparen and then move your
mouse up and down. You'll notice that this
is much smoother zoom. Now, I personally use my
mouse for most of the time, but when I'm working on
something really precise, then I use the smooth zoom. Finally, to pan your
view around you, Hold on shift on your keyboard
and then middle Moparin. This is going to let
you pan your view. Now using combination of these
three navigation controls, you'll be able to navigate
anywhere in this three space. For example, let's say
that I want to look at this object in that corner over there from the other side. I can start by orbiting my view. Let's rotate by holding
down middle mop. Then we can zoom in using
our mouse scroll wheel, hold on shift and middle click and move this into
the center of the screen. You can see I am
exactly where I want it by just using these
three navigation controls. Now we have some additional
navigation controls that are going to make
your life a lot easier. Let's go over this now. Often what happens is that if you accidentally move your view really out like that and you don't know where
everything is, in that case, you can
go to this view menu. And then down here you'll notice we have frame all option. There are keyboard shortcuts
listed to the right. You don't have to remember
all of these from the start, but as you use Blender
over and over again, you'll be able to start
to memorize these. You can click on this menu icon or you can use the
keyboard shortcut. When you do that, it's
going to frame everything in your three D scene
into this view. We have a camera light
in this three D cube. Another way of doing
this would be to select an object
in the outliner. We can left click on this
cube and then go to View. Then we can select
frame Selected. This is going to frame the
selected object into our view. Then we have some
additional controls, like if we go to Viewport, we can go to our top
view front and right, and there are keyboard
shortcuts listed here. The important ones are pressing one on the numpad to
go to the front view. If you look in the top left
corner of the viewport, it says front orthographic view. Then you can press three on Numpad to go to the right view, and seven for the top. You can go to the opposite
view by holding down control and then pressing
one that's going to be back. And then holding down control and pressing
three on the pad. It's going to take
you to the left view. Going back to the perspective
view is pretty simple. You simply hold on middle
spirent and you can go back to your three
perspective view. Finally, which way
to navigate in this three D space
would be using these gizmos on the right
of your three D viewport, You can click on any of these
different axes and it's going to move to that
particular view. You can also left
click and hold here to orbit or rotate the camera, You have this magnifying icon. You can left click
and hold here, and then you can
zoom in and out. Then using this hand icon, you can pan the view. I don't like to use these
because when you're editing and working
on complex objects, you don't have time to go
back and forth between that, it's going to really make it
inefficient way of working. Finally, there are some
settings that I'd like to go over that I'd like to turn
on when I install blender. If we go into Edit menu, and then at the very bottom
we have our preferences. Let's move it to the
center of the screen. Down here we have
navigation tab. Let's go to that. Then here I'd like to enable
this depth function. Now let's close this window and we have to see
this by default. When you hold on metal mouse
button to rotate the view, what happens is that
it rotates around an imaginary point
in the center of your screen and it
rotates like that. Oftentimes what happens is that when you move
out in this area, and then you start working on your model and you
can see how it rotates around that
empty imaginary point. Now I don't like to use that. Instead, we can make it work a little better by enabling
this depth function. Now what it does is
that if we close that, now wherever you middle
click and rotate, it's going to rotate
around that point. Now you can see that
it's much easier to do. Another thing that I like
to do is that if we go to preferences down here we have
a zoom to mouse position. Default again, zooms into that imaginary point in
the center of the screen. If we enable this function, now what happens is
that it's going to zoom in wherever a three cursor is. Wherever our mouse is in this study space, we
can zoom in here. And if my cursor is done here,
I can just zoom in here. It's going to make
it much more easy. These are the two
controls that I like to tune on when I
install blender. That's how you'll
navigate very easily to any place you want in this
street world inside blender.
6. How to Create Objects: That you have navigation
controls under your belt. It's time to take a look
at how you can create objects or generally in any
the D modeling software, when you want to
model something, you start with a very basic up, those are known as primitives. You start with something like
a circle or a cube and then you turn that into
a complex object that you want to create. Now default plender gives us this primitive cube and we're going to go ahead and select
it by left clicking on it. And then press Delete key on the keyboard to get rid of it. To add new objects, we go to this add menu at the top
of a three D Eboard. And then we have
different type of objects that we can add
to our three D scene. Now in this D, we'll
go over the Mesh menu. You can also access
the same menu by pressing Shift
on your keyboard and it makes it easier and
it pops up under your crys. Under Mesh, we
have plain object, we have the default keep
that we had in our scene. I'll go ahead and press Delete. Let's go ahead and add
something like this, UV Sphere. Every time when
you add an object down here, you'll see this menu. This is called operator panel. You can left click on it to open the settings for the
last thing that you did. In this case, we
added a U sphere. Let's just zoom in a little bit. Here on this here you
can see that we have the radius to make it or small, we have our rings to add
more detail to our object. Then we have the same thing
here for our segments. Then we have the location
and rotation of the object. Now from here, I would
recommend playing around and adding some of
these different objects. For example, you can
add this Taurus, and then you can play
around with the shape. You can add more detail and play around with these
different things. You can even like add some
of these other things. For example, there
are these lights and stuff that you can add
and play around with.
7. Selection Tools: We'll be taking a look at how to select objects in Blender. Before we do that, let's set up a three D scene a little bit. We're going to go
ahead and left click on the object to select it and then we can press D
to create a duplicate of it. We're going to repeat this step. Every time when you press Sif D, it's going to get
attached to your cursor. This way we can have more
objects in a three D scene. Now the most basic
way of selecting objects in Blender is
simply left clicking. When you left click
on an object, it gets selected and it
has this yellow outline. And it tells you that
this object is selected. To deselect an object,
you simply left click anywhere in empty area inside
your three D Viewport. If you want to select
multiple objects, you hold on shift key and
then click on these objects. But you'll notice something as you're selecting more
and more objects. The last selected object has this yellow border around it, but these other objects
has this orange border. That's because it
tells you which object is last selected. This is also called
active element. Now this is important
for cision functions that you'll use
later in Blender. It just tells you that this
was the last selected object. Now if I hold on Shift again and click on
some more objects, you can see how that
highlight keeps moving. Now if you want to deselect something from your
selected objects, you hold on Shift key, click
once and it's going to move that last selection or
make it active element. And then clicking
again is going to make it deselected again. If I hold on Shift
and click here, it's going to make
it active element. And clicking again is going
to make it deselected. To deselect all
of these objects, I can just click
anywhere in this T area. Now to select multiple objects
more easily and quickly, you can simply left click
and hold and then drag out. And it's going to let you
create this selection box. And anything that
touches this box will be selected,
something like here. Now if you drag and
create another box, you can see previous objects
are going to get deselected. You can add to
your selection and you can remove from
your selection. First we drag with our left box but and to add our objects
to your selection. Now if you want to add more
objects to this selection, you can hold on Shift key on your keyboard and then you
can add to your selection. Now this way the
previous objects are not going to be de selected. If you want to deselect
something from your selection, you hold on control
key and then you drag to remove from
your selection. We have some
additional controls, for example, if you left click and hold
here on this tool. The first tool is selection box, but here you can see
we have this tweak. This is going to disable the
drag To select a function, you can simply left
click and hold on shift key to add
to your selection. Next we have the box selection, which we've already seen. Next we have circle select. With this, you can simply
left click and hold and drag over objects
to select them. Finally, we have
lesser tool now this less create custom
shapes for selection. This is helpful in
cases where you want to avoid accidentally
selecting certain objects. If I don't want to
drag over this, I can simply left click
and hold and you can see create my own custom shape
for making this selection. These are all the tools for
selecting objects in blender, but there is a select menu at the top. You can click here. And then we have some
options to select all objects or everything
in your three D world. You can click either on this all button here or you can use the keyboard shortcut
A For selecting none, you have a keyboard shortcut. Old A, but I'd like to use a
different keyboard shortcut. If you press a once, it's
going to select everything. If you press A simultaneously, like really quickly
in succession, then it's going to
deselect everything. A to select everything, double press A quickly
to deselect everything. Then you have invert selection. If you have something selected, I'm going to go ahead and
use this box selection tool. Then you can invert your
selection so that it inverts. Then you have the box
select, circle select. These are the same tools
that we've seen there. Then we have the loss select. Then we select types, Select objects by
different types. For example, this camera and light are different
type of objects. Then these mesh objects, you can go select
by type and mesh, and it's only going to
select these mesh objects. Then we have some more
options like select random, you can click on
that to randomly select from your D world. Then there are a
few more options, but these are a bit
advanced for now. We'll go over these
later in the course. That's how you can make
selections in blender.
8. Move Rotate Scale Tools: And we're ready to start
moving our objects, rotate them, scale
them up and down. To do that, we have a couple
of different methods. We'll go over all of them
and then you can use the one that you find
most convenient for you. And I'll also share
which method I prefer. Now before we can
move our objects, let's understand how this
three D world works. In the D world, you
can see we have this red line and
then this green line. The coordinate system that this three world
uses has three axes. These xs are represented
by these different colors. If you look in the
top right corner of your three DV port,
we have x axis, we have y and z. X is going
to be our left and right, and then y is going
to be front and back, and then Z is going
to be up and down. Our three D world
starts at the origin, which is at the
center where all of these lines converge
into one place. This is the origin
of a three D world. Now let's go ahead and
add a mash object, work on a Ad, and press Shift A, and then add a cube object. Now the most basic way of moving our object is by using your
tools on our tool bar. The first tool we
have is move tool, Let's go to activate
that and it's going to display this chisma
or manipulator. And you can see again, we
have those three axes. We have x, y, and z. To move our object, we simply left click and hold and drag, and it's going to let us
move our object on x, y, or z axes. Another very important
thing to remember is that you can undo things in blender. So you can
press control Z. And it's going to
move a step back. And you can press this
couple more times to go a few more steps back. This is going to be really helpful throughout this course. This is the most basic
way of moving our object. You can move these objects on multiple axes
at the same time. You can see that there
are these boxes, these are called planes. Your left click and
hold on it and it lets you move your
object on two axes. It's like excluding an axis. For example, in this
case we're excluding z axis and we're moving
our object on the ground. Very easily, we can do
the same thing here. In this case, we're moving
our object along two axes, x and y, z. Actually, y and z. And then if we are with our
view a little bit here, you can see we can move
our object on the x and y, z axis. Just like that. I'll go ahead and
press control a couple times to
reset this movement. And then next we have
our rotation tool. Again, we have that same gizmo. We can rotate our
object on the y axis. We can do the same
thing on the x axis. And finally on the z axis, if we click and hold
in this middle area, we can freely rotate our object. This outer y circle is going
to rotate with your view. You can rotate along
your view Again, I'm going to go ahead
and press control z a couple times to
reset the object. Finally, we have our scale tool. Now scale tool is going
to let you scale up. You simply left
click and hold in this area to scale up
and down uniformly. And you can also scale
along one particular axis. I'm going to go ahead
and press control Z. You can do the same thing here
and same thing like that. Again, you have those
planes if you want to. But this is really inefficient way of working implementor, you'd really use these tools because imagine switching
between these different tools, like hundreds of times per day. For example, you move your
object, now you need to scale, you go, here you'll be
wasting a lot of time. It's highly recommended
that you use keyboard shortcuts because those are really going to
help you with that. We'll go and press Key
to open our sidebar. Here you'll notice we have
location, rotation, and scale. I'll go and press control
Z so that it recess back. By default you can see
everything starts at 000. This is our origin of
the three D world and our object is at
our world origin. We can tell that by
looking at these numbers. Now to move your object, you can use and move this very precisely using
these boxes left, click and hold and then drag. This lets you move your object. You can click here and you
can type in, for example, 5 meters, and it's
moving 5 meters. Now if you move your object to the positive side of
the origin world, you can see we have this arrow pointing
in that direction. It's going to be 5
meters like that. But if you want to go beyond this point of your
three D world, then you type in negative
five and it's going to go to the other side
of the world origin. You can do the same thing for all of these different taxes. You can also enter values
in all of these boxes at the same time by
simply left clicking and holding and
then dragging over, then maybe typing in five. The reason we have
these different axes is that it gives you very fine control over the
movement of your object. I'm going to go ahead
and press control Z. You can see that if
we move our object on the x axis like that, we know that it's about
5 meters on the x axis. And then we can do the
same thing on the y. It gives us, very easily, we're able to tell where this
object is in three D space. I'll go ahead and
press control Z. Then we have same
thing for a rotation. You can either left
click and hold and drag, or you can just left
click and then type a very precise value.
For example here. One more thing to keep in
mind is that if you want to have more precise
control over this value, you can hold on shift key while you're dragging the value. It's going to give you more
finer control over it. Now, the last method that we have is using
keyboard shortcuts. This is my preferred
way of working and this is the
most easiest way. Sometimes you might want
to use this side part because it gives you some really precise
control over your object. But most of the time you'll
be using keyboard shortcuts. Let's go to select
our selection tool. We don't need to switch between these tools. Let's
select our object. Now to move our object, we
simply press that's going to give us grab tool and it's going to get attached
to our cursor. Just simply press to grab. And then you can
move your cursor, but you can see
that it's not very precise and you
don't have control. Like where do you
want to move it? Now you can press X
on your keyboard. Lock is moving to X
axis. You can press Y. This is interactive,
so I can press X, I can press Y and Z. You can see that it gives me
very fine control over that. Now one more problem that we
have is that we don't have really precise control over how much we want to move this. Now you can do this
by, for example, I can press to
grab along x axis. And now I can type in numeric
values on my keyboard. If I press five on my numpad, it's going to move my object
5 meters on the x axis. Then I can press left mop. And to confirm that if I click, for example, to grab
x and then 5 meters. But if I right click, it's
going to cancel that movement. You can also press the
Sca for canceling. It is in the top left corner. As I'm moving my object,
it's going to show us a few details to grab x axis. I can see that it shows me that I'm moving about 2 meters. This gives you a good idea to visualize like I want to
move my object here and I can get like a rough
idea now I'm close to 3.2 Let's type in 3
meters, just like that. You can see that I
have very fine control and very easily I'm able
to move my objects. Now we can do the same
thing for rotation. Let's press R to rotate. And it's a free from rotation. So we can press X axis, we can press Y or Z. And then we can type
in very precise values of 45 degrees. And then Ve click
to confirm that. Finally for scaling,
we can press S. That's going to let
you scale uniformly. But again, you can
press x, y, or z. And that's going to
let you constraint or lock the movement to
that particular axis. Now you can see
that we have three different methods for
moving our objects. We can use tools on our toolbar. We can use the sidebar panel, or we can use the
keyboard shortcuts. I personally like to
use keyboard shortcuts because that's the most
efficient way of working. Don't worry if you
don't remember all of the keyboard
shortcuts right away as you work over and
over again in Blender, all of this becomes
your second nature and you don't have
to think about it as one final thing before
we wrap this, speed you up. That if you move your object
something like here and you want to quickly move it
back to the world origin, you can press old, that's
going to clear the movement. If you want to
clear the rotation, you can press old R and that's going to
clear the rotation. And same thing for the scaling. If you have your object scaled, you can press old and then you can also right
click on these values. And here you'll find options
like reset all values, default reset single value to default value. You
can also do that. One final thing, you
can see that done here, we have scale and dimension. Now scale is usually
11 for all three axes, Then dimension tells you the actual dimension
of your object. Now if we use the scale value to something like maybe three, you can see now our object
is three times as big. Now it's 6 meters. When we started it was, you can see that
it was 2 meters. Now what I want you to
remember is that in blender, oftentimes when you're
using certain tools, you might get weird results
if your scale is uneven, if your scale is something
like here one or it is below, what you want to do is that if you mess around with
the scale of your object, then you can press control A. And that's going to
open the Apply menu and you can apply your scale
and it's going to reset that back while giving you or keeping your object
modified the way you wanted. You can also access the
menu under Object menu. Then here under that you'll see we have apply and then
you can apply scale. That's something
to keep in mind. That's how you'll be able
to move your objects. Now you're at a point
where you know how to create optics, how to move, rotate, and scale them,
and how you can very easily navigate in
this three space. Now you'll be using all of these things every
day in Blender. I would highly recommend
spending some time and practicing so that
you get a hang of it, how it works, and so that it becomes your sac in nature and you don't have
to think about it. That's going to wrap
up this vidiom.
9. Create a Basic Table: Now that you know how to
navigate, create objects, and manipulate them,
it's time to go through a quick exercise so that you can get to use some
of those tools. We'll go over a quick exercise and create a very basic table. Let's go in and
select this object, and then we're going
to scale it along the z axis, just like that. And then we're going to
scale it along x axis. Now as you're doing this,
if you hold on shift key, you'll be able to control
it more precisely. Just tweak it along the x axis until you're happy
with the shape. I'm going to just scale it
slightly more like that. Then we're going to move it
up on the z axis like that. Now we're going to press Shift D and it's going to
attach to a cursor. We're creating a duplicate. Now if we right click, we did duplicate this object, but it's snapped back
to original position. So we can't tell if there
are two objects there. Now if you look at the outliner, we have cube and then
we have cube 001. That's the copy that we created. Now we're going to go
ahead and scale it. Now. We can press to scale, and then we can press shift Z. That's going to
exclude the Z axis. It's same as using those planes that we saw in the
previous video. Or you can also just scale
and then press X axis, and then you can scale
along the Y axis. We're creating the table legs, but we're going to use
this method because it's better scale shift z
to exclude the z axis. Then we're going to scale it. Now let's press seven on the dump pad to go to the top view. Let's zoom in and then
we're going to scale this slightly on the y axis
to make it more square. Now let's just
scale a slightly on the z axis to create the
length for the table. Then we're going to
move it on the Zxisow. Let's go to the top view, grab it and move it to the corner that shift to duplicate
along the y axis. Just that. Now we're going
to go ahead and shift, click on both to select them. Then we can press
seven on the dump pad. Shift D along the x
axis. Just like that. We have a very basic table, but just a quick exercise where you get to use the
navigation controls, scaling, moving and rotation. A good quick exercise for that.
10. Object vs Edit Mode: Up until now we were using
object mode in Blender. In object mode we move, rotate, scale, or manipulate
our entire object. But to create more
complex shapes or more complex objects, we use what is
known as edit mode. Now if we select our object, and you can see that so far
we've been moving it around. Now if you look at
the top left corner, we have object mode. If you click here,
it's going to open up this drop down and you can
select this edit mode. As soon as you do
that, the tool bar is going to expand and
you'll get more tools. Also, next to this drop down, you have three different modes. The first one is called
vertex selection mode. Then you have edges
and finally faces. The way this three
object works is that the most basic component of an object is
this vertex point. This first one is going
to let you select that when we connect
two or more vertices, that creates what's known as
edge, that's these lines. Then when you create
three or more edges, that's going to give you
what is known as a polygon. Now there can be polygon with three faces that are
called triangles, and in this case we
have a quad because it has four edges around
it, there are gone. When you have more
than four edges connecting to a single phase, usually you would want to avoid engons because it's a bit
hard to work with that. You'll see that later.
What I mean by that. Now, to be able to quickly switch between these
different modes, you can press 12.31
for vertex mode, two for edges, and three
for faces or polygons. These are both names used for selecting your
faces or polygons. Now you can use all
the selection methods we've used so far
inside this edit mode, you can hold shift and click on multiple faces
to select them. If you're in edges mode, you can hold shift and
click on multiple edges. And same for vertex. If you select multiple of these, then you call them vertices. That's how positive
your model are created. To quickly switch between
your object and edit mode, you can press tab key and switch between or toggle between
edit and object mode. In object mode,
you basically move entire object and edit
edit positive your object. Now here you can use all
your movement controls. For example, we can make
a selection like that. And then we can press to
grab along the x axis. And you can see we can do the
same thing that we did when we were initially
working with our object. We'll go ahead and delete this. And just a quick exercise, it's up to you whether you
want to follow this or not. I'm just going to
demonstrate how you would start creating
more complex shapes. If we press shift A under mesh, we're going to go ahead
and add a plane object. And then we can go
ahead and tap into edit mode by pressing tab key. Now you can see we have
these vertex points. Now we can go ahead
and press control R. And that's going to let
us add these loop cuts. And then we can use our
mouse scroll wheel. We're going to add these
when you first left click, it's going to add these, but then you can also
position these. I'm going to right click
to cancel the movement that it snaps into exactly
the center of the object. Now we can go ahead and select these vertex points
and we can scale them, something like here. And I'm going to do
same thing here. Let's press seven
on the dump pad. We can grab and adjust
these a little bit. We're basically
manipulating these to create a shape that looks similar to the spoon,
something like that. And then we're going
to add an edge loop in the center here. Again, control R and then using the vertex
selection mode. I'm just moving these along
these different taxes. Same thing back here. Now we can go ahead and select these points and move
them inwards like that. Then we can select
these edge points here. Then we can press,
that's for using the extrusion tool
along the x axis. Then again I'm going to
grab this along the x axis. And we can add a loop
cut here and we can move it on the z axis link
that you can see. By just using those
basic movement tools, we were able to create
this spoon shape. Now we can right click
and shape is smooth. And then we can
press control two. That's going to
let us add what is known as a subdiv modifier. If we click on this wrench icon, we can click on Add Modifiers. And then under Generate, we're going to add a
Solidify modifier. And we're going to drag it above our subdivision modifier. Let's change the
thickness value. We can go and make
sure that we have vertex points mode selected. Even though you can
see that down there, if you click on this
icon at the top, it's going to enable x ray mode. And then you can
see these points. Let's go and select
these and move it even more inverse like that. You can see how we started
with a very basic plan object, but then we moved it around and play around with it,
and we have the spoon. Now you can add further
customization scale, this along the y axis to
narrow down the inner part, you can add more detail. Again, you can make
it thinner like that. That's how you start. That's the difference between
object and edit mode. In object mode, you edit
your entire object. You select it and
move it around. You can rotate your
entire object, then you can tap into edit
mode and you can edit parts of your object or
components of your object. You can see by just
using some basic tools, we were able to create
this complex looking shape out of that simple plane. This was just to
demonstrate how you'll turn basic primitive shapes into more complex shapes
and quick exercise.
11. Edit Mode Advanced Selections: Now that you know the
difference between object mode and edit mode, we're going to take
a look at some more advanced selection
tools for edit mode. Let's go to tap
into Edit mode and then right click and subdivide. This is going to
subdivide our model. This is going to add more loops. And we're going to do this twice so that we have more edges. And we can use some of these advanced selection
tools also in object mode. Let's move it above the grid and then tap back
into edit mode. Our standard selection
tools work in edit mode. As we've seen, you
can left click on vertex point or edges or faces. All of these selection tools
work across all three modes. In edit mode, you can hold on Shift and add
to your selection. You can hold on Shift and click on these points
to deselect them. You can drag to select. You can hold on shift while dragging to add to
your selection. You can hold on control and
remove from your selection. All those basic tools still
work inside the edit mode, but there are more
advanced selection tools. For example, let's say
that I want to select this entire loop of
edges that go around. This is called an
edge loop because it loops around
our entire model. Now you can click on one loop, hold on Shift, and
keep selecting. But it's going to be very
tedious and annoying. We have better ways to
select these components. You can hold on an old key on your keyboard and then
click on an Edge loop. And you can see that
it's going to select it around your
object very easily. Then you can hold on Shift key and at the same time
hold on old key. That's going to let you add to your selection but
entire edge loops. But if you just want
to add a single edge, then you let go of the old
key and just hold shift key. And just like that you can see that making more
advanced selection, This is going to
work in any mode. If you're in vertex
selection mode, again, holding down old and clicking is going
to let you do that. And then same thing for faces. Now it's going to be a little
bit different with faces. If you hold on Old key and
then click on this face, you can see that it's going
to select the face loop. But the direction
in which it's going to it will be determined
by your cursor. Since this loop goes both ways, up and down this way, it loops this way, and it also goes
around the object. Whichever direction your
cursor is closer to, the loop is going to be
selected in that direction. If I hold on old and click here, then it's going to
select it this way. And same thing with the
site over here like that. If my cursor is up here, then it's going to
select it this way. Now let's go back
to selection mode. We also have what is
known as ring selection. And ring selection
basically means it's going to selected in the opposite
direction of the loop. For example, our loop goes
this way on the object, but our ring selection is
going to select all of these. To do that, we hold on Elt and Control and
then click on it. And you can see how it
selects that ring of edges. Again, you can add to your
selection by holding down Shift key and then again clicking will remove it
from your selection. Next we have what is
known as class path. Now this is a really
helpful way of selecting. It lets you select
between two points. For example, if I
click here and then I want to select everything
in between until here, I can hold on control
and click here. It's going to use the
shortest path into that face. In this case, it's
going to be like this. If I click here and
then hold on Control, click up here, you can see how it selects everything
in between. Next we have shrink
and grow selection. To do that, let's say that I
selected these four phases. I can hold on control and
then use plus on the numpad. And you can keep
growing the selection. Again, I can shrink
it by holding down control and then using
minus on my numpad. Now you can use all
of these functions through this select menu. If you go to the Select menu, you'll notice that we
have select more or less. You can see selecting less
control minus on the numpad. And then for more
control plus numpad. But it's better to use of shortcuts because that's
an easy way of doing it. Then we also have some other
things, like for example, if I select this
loop, and I want to deselect every other phase. To do that, I can go
to the Select menu, and then I have
Checker de Select. You can have that deselect it. If I open the
operator panel here, we can change the offset. I can change the offset
if I want to Like that. These are the more
advanced selection methods available to you in blender. When you combine both these
advanced selection tools and the normal object
made selection tools, you'll be able to make very
complex selections and very easily edit your
complex three objects.
12. Transform Orientation: Media will be taking
a look at what is known as transform
orientation. It's a really good
concept and it makes your life a lot easier. So far we've seen how
we have this quoting a system in our
three D world where we have three xs, XY and Z. But there are certain
situations where we want to change that to look
at this better. Let's say that I
have this object and let's go to
activate the move tool. And you can see that this gizmo, or this manipulator is
aligned to our world, xs, X, Y, and Z. But let's say that
I want to move this object diagonally in this direction with this
current manipulator, you can see that I have
to do it in two steps and it's not very precise
and bit annoying to do. I'm going to go out
and press Control Z. That's where we can use
our Transform orientation. This first button on the header is called Transform Orientation. You can click here
and it's going to open up this drop down. By default you can
see our manipulator is aligned to our global axis. This is our world axis. Next we have local. Each object in Blender
also has its own axis. To look at this better, let's
go and press R to rotate along z axis and rotate
the object like this. You can see even though
my object is rotated, manipulator is still
aligned to world. Now we can go ahead and change
that and set it to local. And you can see
immediately it changes. Now we're using the
quotinate system of this object
that we have here. Each object also has its
own local quotinate system. Now I can just very
simply drag it here. We're going to go and
press control D. Now if you want to do
this with keyboard shortcust, that's pretty simple. You don't have to switch
through this menu. If I press D to grab
and then I press Y, it's going to align
to the y axis. If you look at the
top left corner, it says distance and then
it says along global y, which means we're using
our world coding system. If you press Y again,
now you can see that it says along local y. And I can just move it
locally on the object y axis and press control z. There are a few more options. The next one is normal. And this is a little different. Let's get rotator object
back by pressing control Z. Now we're going to
tap into edit mode and you can press control B. This is going to let
you bevel your object. Now the reason we're
doing this is so that we can get an extra
phase in this area. Now if you click
on this icon here, it says Mesh Edit Overlays. Down here you have normals here, you can click on this one
that says Discipline Normal. Now in these three objects, we have a pointing
direction of a phase. You can see that each
phase has a normal. It tells you which direction
this phase is pointing in. That's where you can use
this third option, normal. It's useful in
situations like this. If I switch to phase
selection mode and select this phase now with my
move tool activated, you can see that by default
we're using our global. That's not going to
be really helpful in this case then if
we go to local, that's not helpful either. Finally, we can go to normal, and now you can see
that it's properly aligned and I can move this object diagonally when I'm editing parts of my object. That's where you would
want to use this normal. Let's go at and tap
out of edit mode. And I'm going to
go out and delete this object and add
a new mesh object. Let's go to add a new cube. Next we have Gimble.
This is going to be a bit advanced now, we're going to
just skip over it. Next we have our view. This basically aligns
it to your view. As you rotate the view, you can see how that
manipulator also changes. These are some of the
most commonly used ones. There's a three decursor,
one that's going to align to the three decursor
that you have in three world. But again, that's going to
be a bit advanced for now. Most of the time you'll be using a normal local and global. That's what I use
like 99% of the time. That's how you can use a transform orientation
in blender.
13. Transform Pivot Point Origins: D will be taking a look at
what is known as pivot point. This is a very important
concept in Fred software. To understand this
better, let's move this object a little
above the grid. Now in Blinder, each object
has its own origin point. You can tell where origin of an object is by looking
at this orange dot. You can see by default, in the center of each
object that we have this cube origin or
this dot is in the center. Now sometimes we
need to change this because a lot of the things that you didn't
blender depend on this. For example, if I
press to scale, you can see how object is scaling towards
that origin point. Same thing with rotation. It's going to rotate
around that point. You can see how scaling and rotation is dependent
on that origin point. But sometimes there
are scenarios where we would want
to change this. If you click on the second
icon on the header, it's our transform pivot point. It lets you change
that by default. You can see it
says median point. What it means is that if
I create a copy of this by pressing shift D and
move it along the X axis, then let's just create few more copies, something like here. Now if I make a
selection like this, let's enable to move gizmos.
You can see it better. You can see that this
manipulator is now appearing in the center
of my selection, but not exactly in the center. That's because it's
finding a median point. The median point basically means whichever side has
more object origins. So you can see we have
three object origins here. This is going to
move more towards these three objects if we
move it towards this one. And let's make a
selection again. Now it's going to
be in the center. It depends on where most
of your objects are. When you make selection, then this manipulator is
going to be displayed there. Now if we rotate, you can see how it's
rotating around. That scaling is also going
to happen towards that. That's our first
option, median point. Now we have this
bounding box option. This is going to be
like, for example, if we go here and let's
make a selection. Now you can see that
this is not exactly in the center because it's
using median point. But if we go ahead and
switch it to bounding box, now you can see it
moves back to center. What's happening here is
that just to demonstrate, let's press Shift to Duplicate and move it along the X axis. Then here on this object tab, you don't have to worry
about it too much for now. Then down here we have
Viewport display, it just changes some
options for the object. Down here we have
display, and we're going to show a
set it to bounds. This is going to make our object just like bounds and outline. Now we're going to press
to scale along x axis. Let's also move it
slightly like that. And then we're going
to scale it on the y axis, something like here. Blender is drawing
an imaginary box like this when we
make a selection. And then it's setting our
manipulator or origin point to that block that's
creating imaginary block. That's why we have
this bonding center. I'll go ahead and
get rid of that. We have three
decursors going to use this three decursor that
we have in our scene. We can move that
three decursor to different places by holding shift and then right clicking. If I make a selection, this manipulator is going
to be displayed there. If we select three decursor, you can use snaps there. And now we can use that
as a rotation point. We can also scale our
objects towards it. If I want to move that, I can just shift right click here, and now I can rotate my
objects along this area. Bounding box is going to create an imaginary box around
your object or selection, and then use that
as the pivot point. Then we have this
three decursor. Finally, we have
individual origins. Now if we rotate our objects, you can see each
object is going to use its own origin for rotation. And same thing for scaling. This can be really helpful in a lot of different
situations. For example, if you have
car wheels and you want to scale each wheel without moving, you can use individual origins
and those kind of things. Finally, we have
active elements. This is going to use your
last selected object or active element if we make
a selection like this. Let's shift click here. This is our active
selection now. And you can see how
it's moving there. But if we shift click here, that's going to move there
and then we can use it. That's how you can use
transform pivot point.
14. Snapping: We'll be taking a look
at snapping in Blender. Snapping can be really helpful in a lot of different
situations. Snapping can be accessed with this third button on our header. Now this works a
little different than these two other
options because it has a toggle that can be
toggled on and off. You can left click to toggle, snapping on and turn it off. You can also use a keyboard shortcut shift tab
to toggle it on, and shift tab again
to toggle it off. Or you can also
hold down control key while you're
moving your object. Scaling or rotating to
temporarily turn on snapping. If I go ahead and
select this object, grab it along the y axis, you can see I'm able
to freely move it. Snapping is not turned on. Let's go to Toggle Snapping, and then click on the
options for Snapping. First we have snap it, we're going to come back
to this in a second. Next we have snap too. By default, we have
increments selected. What it means is that
it's going to snap in increments if I move my object slightly,
something like here. And then turn on snapping. Now each time I move my object, it's going to snap
in increments to, relative to its
previous position. The next snap is going
to be somewhere here, and then the next one
is going to be there. Let's press to
grab along y axis. As I start moving, you can see that it's moving
in increments. If we want to snap it
exactly to this grid, then we can open our options and enable this absolute
create snapping option. And then if we, and you can
see immediately it snaps to the grid and then it's just
going to snap to the grid. The next type of snapping that we have is vertex snapping. It's going to use our object
vertex points for snapping. Let's go and create a
copy of this object by pressing shift D
and move it there. Now what's going to happen is that if we open our options, it's going to snap
between vertex points. And now the snap with
function is going to work. It's going to find the
closest vertex point. Now we're moving this object and trying to snap it
to this object. If I press to grab, then the closest vertex
of this object is going to snap to
the vertex point where I hover my cursor. This is going to make more
sense if I press to grab and move my cursor and you can
see how it snaps there. I'll go ahead and
press control Z. What's happening is
that it's finding the closest vertex points. In this case it's
going to be this vertex point and
it snaps it there. If we go ahead and move this
object slightly to the site, now this vertex
point is going to be the closest to that
vertex points. If I pros to grab
and move my cursor, you can see how
that snaps there. If we move this object
up a little bit, in this case this vertex
point should be the closest. Let's go and drag that over there and you can see
how it snaps there. The next option that we
have is sent center. This is going to use
the origin point of our object and snap it
there to that vertex point. If we press to grab and move, you can see how it
snaps it there. I'll press control Z to just show it to you. Show
it to you again. Let's go and snap it there. Then the next two
options that we have snap with is
median and active. This is when you're
snapping multiple objects. If I create a copy of
this object and bit, let's set to median point now. It's going to find the median
point of these two objects, which should be
somewhere around here. And it's going to snap it
there to that vertex point. Let's press G to
grab and move there. You can see it snaps it there.
Finally we have active. This is going to use
our active elements. It's going to snap
origin of this object to that vertex point there.
Let's go and move it. Just like that. If I move my
last active selection there, the snap, you can see
it snaps it there. That's how these snap
with options work. Let's go and set it
to center so that the origin point of our
object snaps there. Let's go through some
of these other options. The next snapping type is edge. This is going to snap our object to the edges
on the next object. Let's press you to grab
and move it there. You can see how it
snaps the center or origin of our object
to that edge over there. Let's just scale it so we can
see it a little bit better. Let's move it there. And
you can see it snaps there. Next we have select
the face mud. Let's go and select
this big cube. Now it's going to move or snap this face top of this area. Because that's going to
be the closest face, actually we set it to center. If we set closest, then that's
going to be the behavior. Let's press to grab
something like that. If we set center, then
it's going to snap the origin point of that object to the top face like that. Now when using any of
these snapping modes. Now starting with Blender region 0.0 we have a new option. For example, if I go
to vertex snapping, if I prog grab, I can press B and that's going to let me pick
up my snapping. It's called snapping base. You can pick up whichever
edge you want to snap there. If I select that
edge point there, then I can snap my object
and you can set snaps there. One more thing that's
new with Blender Virgin 4.0 is that if you press G two, grab as you can see that I'm between this
movement action, if I want to rotate my view now, this wasn't possible
prior to Blender Virgin 4.0 but starting
with Blender Virgin 4.0 you can hold on El
and that middle Must button and you can orbit or
change your camera angle, then you can continue
that movement. Now this is helpful in
cases where, for example, if I press G two grab and then I press button to pick
up the snapping point. Let's say that I want to
pick the snapping point on the other side
of this object. Now before the Blender
4.0 we would cancel out of this action and then redo it by rotating our camera. But now we can just hold on
old and middle, spit in, rotate the view,
pick up this point, and then we can snap
it wherever we want. That's going to make it
really easy and convenient. The next type of snapping
that we have is volume. It's going to find volume of your object and
place your objects stores. It's helpful for placing one object between or
inside another object. Then we have centers. This is going to snap
object to center. If we make it a bit smaller, like that Pg to grab and move, you can see that it's going
to place it exactly in the center of this
object's edge like that. Then we have edge perpendicular. This is going to do
is that it's going to snap in perpendicular
directions. In this case it's going to be
like these four directions. If I prog to grab, you
can tell it snaps there. But if I move it diagonally, then it's not going to snap in this area because
it's only going to snap in perpendicular
direction. Then finally, we have phase
project and phase nearest. These are a little bit advanced because these are more helpful. We're editing parts
of our objects and we have multiple elements. It's when you have really couplex shifts that you want to wrap around objects. In those situations, it would be helpful just to quickly
demonstrate it a little bit. I'm going to go out and create this UV sphere and
tap into edit mode. Now you don't have to
follow this along, This is just to
demonstrate this function. I'll go ahead and set
this to face nearest. For now, I'm going to
turn off snapping. Now if I start extending
this object to the top axis, you can see that
it's not snapping and I have to like
manually scale it down. And then again repeat
the same process. You can see that it
becomes really annoying. In that situations, I can
turn on face nearest. Now what's going to happen
is that as soon as I start extending this
object and press Z, you can see it's going
to automatically snap there to my object. I can just keep extending
very easily and quickly. It's going to automatically snap all the individual
vertex points, all of these vertex points to the nearest point on
the other object. Finally, we have this
rotation to target and backface culling options.
Let's go with those. What happens is that if we have this sphere is going to
be a really good example. And let's go and add
a few cone objects. And move it up like that. I have to turn our snapping and then move it up like that. Let's just scale
it down slightly. Now if we select our phase
selection might here. And then we start snapping this. You can see that even though
it snaps to that object, but it's not rotating or
aligning to spherical shape. In that case, we can turn on
align rotation to target. Now if we prog to grab, you can say it aligns it
to that object underneath. Then finally we have
backface culling. What happens is that
in three objects, we only have one
side of our objects. If I select this cube and then if I go ahead
and delete this, face this inside of the object like this
is an empty object. Now by default, Blender has
an option to display this, but I'm going to turn it off. This is what our
object now looks like. Now what's going to
happen is that if I try to snap this object there, you can see that it
snaps there, right? Actually, let me just quickly
move it up like that. Now, if I try to snap this object from
underneath this area, since this is the top side of
the face, which is visible, but then from the inside, this has no data,
it's not visible. If I try snapping it
from the bottom side, you can see that it's
not going to work. But if I want to make
sure that it works, then I can enable this option. Let's turn that back off. And now it snap down here. Actually we have to turn it off. You can see that
it's snap there. But if you turn this
backface culling, then it's not going to snap down there from the underneath. This is in very rare
circumstances you would use this. Finally, we have exclude
non selectablesld. Using our outliner, we can make that some objects
are not selectable and you can exclude that from snapping so that it doesn't
snap to those objects. To demonstrate that, we're going to go ahead and
click on this filter icon, and then click on this icon. Now we can select this sphere
and enable this icon here. Now what's going to
happen is that we can no longer
select this object. Now if we move our object, you can see it
still snaps there. If we go ahead and
enable this option, now, it's not going to
snap there anymore. We're excluding non
selectable objects. Finally, it's
affecting our movement as we're moving our object. The snapping is
affecting our movement. But if you want to also make it affect your rotation and scale, then you can enable those. By default, you can
see if I rotate, it's not affecting it, but movement is affected
by the snapping. We can go and turn on snapping
for rotation and scale. Now if I rotate, you can
see how it snaps there, if I rotate along the axis. And same thing with scaling. Just a quick rundown
snap allows you to select the part of the object that you want to snap
to the other object. Snap two is going to be which element of the
next object that you're trying to snap to is going
to use for snapping snap. Individual elements is a
bit advanced topic for now, but it lets you snap multiple parts of your
object to other objects. Then we've already seen how some of these options work here. And then finally,
effect is going to let you change whether you want to snapping to affect
movement, rotation or scale. Or you can enable
all three of these. You can also enable
multi snapping if you hold on
shift and click on these, enable multiple methods. You can use them if you want to.
15. Proportional Editing: The final icon on our header
is proportional editing. It works similar to snapping. We have a toggle that can
be turned on and off, and you can use
keyboard shortcut on your keyboard to enable
or disable this. Then you can click
here to change the type of Pset
that you're using, or this is also called fall off for your
proportional editing. This can be helpful when you're
editing organic objects. Let's go and delete this cube, and we're going to
add a UV sphere. And it's going to be more easy
to demonstrate that here. Now if we tap into
edit mode and using our vertex selection mode
to this first mode here, that's going to select
this vertex point, or let's just select some of these multiple vertex points. Now if we go grab for movement, you can see that
this movement is very jerky and it's not smooth, it's very abruptly changing
the shape of the object. If you want to change
this more smoothly, that's where you would want
to use proportional editing. Let's go to toggle
that on if we to grab, you can see there's
the circle that can be changed with scroll wheel. This is the region or
also called fall off. Anything within this
circle is going to slowly get affected
by the movement. Anything that is really close to our selection is going
to be affected the most. And then it's slowly going to wear out towards that circle. Now you can see
that this movement is very organic and smooth. We can really easily, this works with
one vertex point. You can select multiple vertex
points, edges or faces. It works with any of
this. Now, the fall off by default is set to smooth, but you can also
set it to sharp, then it's going to be
a very sharp fall off. You can see that it's
affecting this area the most. Then in comparison,
the smooth one is going to be a
little different. That's how you can
organically edit your object. Then we have connected only. This option is helpful
in cases where if we press A to select everything and press
Shift duplicate. Now if we go ahead and select this object and press to grab, you can see how it's
affecting both object even though they're not
connected to each other. In that case, we can enable
connected only if we move it. You can see that it's
going to only affect objects that are connected,
like not separated. This is really helpful for
creating organic shapes, how you serve this sphere. And then press L to
select it and then press X to delete and vertices
just to get rid of it. For example, for
creating an apple, we can go ahead and select
this mean vertex point. With our proportional
editing enabled, we can just press to grab, then we can increase
our falloff. And then we can move
it slightly like that. We're going to affect it a
little bit more like that. Select some of these
points here to just give it more random
and organic shape. Let's go ahead and select
some of these points here. And change the fall off
a little bit to give it a little bit random
shape like that. You can see that immediately, it looks more like an apple. We can select this point down
here and start moving it. Then you just play around
with the shape until you're happy with the
looks of your object. This is a very rough example. If you right click in the
object mode and shape smooth, it's going to make the
object look smooth. That's how you can use
proportional editing in blender.
16. 3D Cursor: We'll be taking a look
at Three decursor. Three decursor has
many different uses, but the first use
that we have for threecursor is adding objects. Whenever we add objects, those are added at
the three decursor. By default you can
see the threecursor is at the origin of
a three D world. Just go to get rid
of this object and then we're going
to add a plain object. And you can see that it's added there at the threecursorow. To move the three decursor, you can select the
threecursor tool on the tool bar and
then simply left click Or a better
way of doing this would be holding down shift
key and then right clicking. That's going to be more easy. Now if we go ahead and
add a cube object, you can see how it's added
at the three cursor. But then we also have
some other uses. For example, if I shift
right click there to move my three decursorow, we can go to this object menu. And then under snap
we have this menu. But I like to use
board shortcut. Shift S is going to give
you that same menu. This is called a Pi menu, and it's easier to select
these definite options. We have things like
cursor to the grid. What it does is
that it's going to find the nearest point for the three D cursor and snap it to that intersection
of the grid. Let's shift right click here. In this case, this is going
to be the intersection for this three decursor shift
and then cursor to grid. Actually our three is
up there in the sky. Let's shift right click here. It's a little hard
to get it right because this three space now, it s snap to this point. Let's snap. And you can
see it snaps there. Now that this was just
to demonstrate this, it usually works better if
you have objects close by. So if we shift right click, you can see that it's
going to be here. Now let's say that
I want to move it to this intersection. I can just click here and
it's going to move there. The next option that we have
is cursor to world origin. It's going to snap it
back to three D world. We have curse selected. This moves it to the origin
of the selected object. If I select this object, it's going to move to the
origin of this object. Shift cursor to selected, and it's going to snap there. This is helpful in edit mode. For example, if I want to add new object on
this vertex point, I can go A and select it.
And then press Shift. And then that
cursor to selected, it's going to move my
three decursor there. And then I can press shift A, and I can add new objects
like this sphere. And then maybe I want
to scale it down. You can see how
easy it was for me to add it exactly what I wanted. If I didn't have this
three decursor function, then I would add it and
then I would move it here. It would have taken
a lot more time. Then we have some other
options like cursor to active. This is going to move it
to the active selection. If you have multiple
objects selected, this case this is going to
be the active selection. So we can click here and
it's going to snap there. Now we have some
opposite uses of this. For example, if I have
my three decursor over there and I want to move
my selected object there, I can press Shift S, and then
I have selection to cursor, and it's going to
snap it over there. If I have multiple objects selected and I did
the same thing, you can see it's going to mess
it up a little bit because it's going to snap both
objects to the three decursor. If that's not something
that you want and you want to keep that
offset of the objects, then you can press
Shift, and then you can move selection to cursor,
but keeping offset. Then we have some more things
like selection to active. This basically moves your
selection to the active point. And then you have
selection to grid again, is going to find
the nearest point, or in this intersection of the three D grid to snap
your selection there. In this case, that
point was there. Let's go to select
this object and scale it down so we
can see it better. Now it's going to snap
to this point over here. Snap selection to
grid, just like that. Now these tools are helpful both in object mode
and edit mode. You can see that
the three decursor has many different uses. In addition to that,
you can also combine it with your transform
pivot point options. For example, if I have
this object up here and I want to rotate it around this origin point of
the world by default, if I try to rotate, you can see that it's
rotating over there. But if I go ahead
and change it to three decursor now
you can see that I'm able to rotate
that around here. That makes it really
easy and quick. That's how you can use three
decursor inside blender.
17. Outliner: Now we'll be taking a look
at Outliner in Blender. Outliner gives you an
outline of your three world, but it has other uses too. Let's see how we
can use Outliner. Now the most basic use of our Outliner would be to
simply select our objects. And we can simply left
click on any object in this Outliner to select
it in a three Viewport. Now we can select
multiple objects. Let's go and duplicate some of these objects
by pressing Shift. We have more objects
to work with. We can click on one
object, hold on control, and click on multiple
objects to select them. Or we can select
between two points. If I click on this first
cube, hold on Shift, and click on this cube 004, everything in between
will be selected. You can rename your objects by simply double clicking and
then typing in new names. For example, we can type in
something like first cube. A better way of doing this
is that you simply select an object in the three Viewpoard and then press two
on your keyboard, and then you can type
in the name here. That's how you can select
and organize your scene. Now we can also create what
are known as collections that are equivalent to folders on your computer to organize
your scene better. By default, we have
this collection and everything goes
into that collection. Now to create new collections, you can either
click on this icon at the top or you
can write Click, and then you can click
on New Collection. One more way of doing that
is in the TD Viewboard, but let's just click
on this icon here. And it adds a collection to, let's double click here and maybe type in
something like cubes. Now to move our objects,
we simply select them and then we can drag them
into the collection. Now if you want to create collection from
your three D viewboard, I usually do it that way. You select the objects that you want to move into
the new collection. And then you press M key on your keyboard and it's going to open up. Move to collection. You'll see the list of
collections that you have in your three project or you
can create a new collection. In this case, we're
just going to move it to the Cues collection. All of those objects
are going to move into that collection. Now you'll notice that there's this gray box around
our collection. This tells you the
active collection. Whichever collection is active, when you add new
objects, those objects are going to be added
to that collection. If I add something
like a sphere, you can see how
that's added there. But if I click on
this icon at the top, and let's just add one more sphere and you can see how
that's added up there. Then we can also use this for accessing some
additional functionality. For example, we can
click on this icon here to enable certain
filters like these. Now what that allows
us to do is that the first option can be used to make some objects unselectable. For example, if there are something in the background
that I don't want to accidentally select when I select or when I'm
selecting objects, I can just disable my
selection for that, either for individual objects
or an entire collection. We can make it like this, and none of you make a selection. You can see that these
cubes are not selectable. Then again, we can enable
it really quickly. This is also good when you're
using reference images. You can make a collection
for your reference images, and then you can make it
unselectable so that you don't accidentally select
your reference images. Then we have visibility, We can tuggle visibility
very easily on and off. Another way to do this, I
like to do it this way, is that you select your
object and then you press H key on your keyboard and it
hides the selected object. Again, you can do this
for multiple objects. Then if you want to
bring all of these back, you simply press old H and it's going to unhide
all your objects. One more way of doing this would be selecting
the isolation met. When you have an
object selected, you can press forward
slash on your keyboard, or you can also press this
slash key on your numpad. And it's going to enter into the user perspective local view. But I'd like to call
it isolation Id because that was a trim
familiar to me from Tds max that hides everything
And you can work very, it hides all those distracting things around your object and you can freely work
on your object. And then you can
press that slash key again and it un
hides everything. I prefer this over
hiding objects. Sometimes next we have
a hide in the viewport. This hides it in the viewport, and then this camera icon is going to hide
it in rendering. When you're finally
rendering out images out of Blender and you want to hide these objects in that rendering, then you can use
this camera icon. Right now, it's not going to
affect these objects really. I think we can test that. Okay, if we go to render
and render image, you can see that it's going
to open up this new window and this cube is visible and rendering happens
through this camera. If we select this object
and hide that in rendering, then we can render
our image again. You can see that this cube is not hidden in our rendering, and there is a sphere
inside that cube. It's visible there, but this cube is visible
in our viewport. If we want to hide that as well, then we can just
click on this icon. There's that sphere that
we have in our render. You can see that Outliner
can be really helpful. First, you can select
your objects very easily. You can make your
objects unselectable, you can hide them, show them
really quickly and easily. You can create collections, and then using
those collections, you can really
organize your scene. As you can see that Outliner
has many different uses.
18. Duplicate vs Linked Duplicate: Pd will be taking a look at a very important
concept in Blender. It's called Linked Duplicates. This is a concept where you can save a lot of
computer resources. The way it works is that
if I select this object, and we've been
familiar with creating duplicates of this object
by pressing Shift D, Let's go ahead and move this
along the Y axis like that. Now since we know how
our outliner works, let's expand these two objects. We have our cube and
then we have cube 001. Now inside our cube, we have data for our Tht object. The cube itself is a container. In Blender, all our, the
objects are like containers. Then within those containers, we have object data. Since we press Shift, it's called duplicating
our objects. You can see that
we have this cube and then we have cube 001. These are two separate objects
or two separate meshes. Now if you select
this same object, and then we can go ahead and create a copy of
this on this side. But instead of pressing shift D, we're going to press L. Let's
move this on the Y axis. Now if we go ahead
and expand it, you can see that even
though it says cube 002, the inside the data itself
matches to the first cube. We have cube and cube up there. The container itself is changed, but the data within
it didn't change for the link duplicate.
When we press LD, this would be important since it's not using new mesh data. Our computer doesn't need to do a lot of extra calculations. We can save resources there, but it has other advantages too. Now, one of the advantages since the container
itself is different, we can go ahead and
rotate our object. We can scale it down, but if we go into edit mode and start editing
positive our object, you can see how it's connected
to the object at the top. That data for our mesh is connected and if we make
change to one object, it's going to affect all the
instances of those objects. Now this is really
helpful if we have a lot of the same
buildings, trees, or those things
where you want to distribute them throughout
your three project, while at the same time
saving a lot of resources. It's going to give
you two advantages. First, you're going
to save resources, Second it's going to
give you convenience. If later you want to change or make a
change to your object, you make change to
one object and it applies across all
the instances. You can see that
it can be a really powerful concept for
this other object. If we go into edit mode
and start editing, you can see it's going to be completely separate mesh data, it's not going to
affect that, but these two objects have
same data for the mesh. If we make change in edit mode, it's going to affect
both objects. But if we make change
in the object made, then it's only going to
affect our object container. That gives us freedom to freely scale and
add randomization. If you have a lot of
trees, you'll be able to place them at
different positions. You can have different
scale, different tutation. When you want to change the look of the object itself and
the data of the object, then it's going to apply across all those objects because
they'll be using the same data. Another thing that we
can do is that if you go into edit mode
for your object, you can add multiple objects
data inside a single object. Here you can see
we have this cube, but if we go ahead and
add something like this, U sphere, we can also have that same U sphere
data inside our cube. With this cube, we have two
different objects inside it. Usually we don't do that, but you can see that if
you want, you can do that.
19. Viewport Shading: This video will go
over Port Shading. This is going to be important
as you start working on more complicated
and intricate objects. Let's start at this
first button here. When you click here, it says selectability and visibility. You can toggle selection
and visibility for different types of objects
that you have in blender. For example, if we turn off
selection for mesh objects, then if we make a
drag selection, it's not going to select
the mesh objects. It very quickly
turns off selection for an entire collection
or set of mesh tools, mesh objects very quickly. In easy, you'll be able to
make math objects selectable. Maybe you want to
hide the lights. In that case, you can see that lights are not being selected. You can do that.
And you can also hide them in viewpoint
if you want to. The next set of tool
is Viewport Gizmos. This is going to make
more sense if we enable their move tool gizmo that
we have for the move tool. By default you can see we have this navigation
controls on the right. Some people don't use these, I also don't use them, but for this course I
kept these turned on. Then we have our active
tools down here. We have Gizmos that can be
enabled even if you have the selection tool enabled and you want to see the
move tool at all times. I'm going to go
and turn that off. Next we have a viewpoint list. This is more of an important
menu that we use oftentimes. Here we can turn on
things like our floor. What usually people
use that if they want to have a clear
look at their object, they just simply
click on this icon. And you can see it hides
everything, the grid. And even if you have
the object selected, it's not going to display
the outline around it. You can make that
appear really quickly. Then within that, you
have individual settings, like your floor, you have
your X, Y and Z X's. We can toggle those if you
want to enable the Z axis. You can also do that. Down
here we have our text info. This displays the text info
on the right side there. You can play a run with these. One of the important
thing that you might want to use is
face orientation. It tells you the direction in which your object is facing. Also, I'm going to
turn out the z axis. This blue side means that it's
pointing towards outside. If we go into edit mode
and select this face, and then press this is going
to open up the normal menu. Let's flip it Now you
can see that I can very easily tell that
this is pointing inside. This red color is the
outside of the face. This faces inside out. I'll go a out and
press control Z. Another thing that
you might want to use is this wireframe option. It displays the wireframes
on your objects. If we go into edit
mode and right click subdivide this
object couple times, you can see that it's going
to display the wireframe at all times even when you're
not in the edit mode. Here you can change the
wireframe and also its capacity. If you want to
highlight it slightly, you can hide your three. You can change the scale
of your three grid. I'll go ahead and
right click and reset this value to default. I'm going to go ahead
and turn this off. Next we have our x ray mode. This is really helpful when
you have an object that you're working on inliner
inside edit mode, when you're selecting
these vertex points, you make a direct selection. It's can only select what's
visible on your screen. It's not going to select the
vitices on the back side. If you want to
select that, then in that case you can
enable the x ray mode. And you can see, you'll
be able to see through your object and you can
make a selection like that. Now I use the keyboard shortcut LC to toggle this on
and off very quickly. Next we have a wireframe mode. It displays your object
in a wire frame, all of your object,
your entire scene. Next we have our solid sheeting, and then we have
Material Preview. This is going to display the
materials on your object. For example, if we click on this Material tab and
change our material color, you can see that it's visible
in the material preview. But if we go to Solid sheeting, it's going to turn back
to the default material. Finally, we have our rendering. With this, we can enable
our rendering also, you can click on this
icon and then it's going to change depending on the
mode that you're currently in. If we're in solid sheeting, we can tap here, and then
here we can select Madcap. Click here, and then we have a number of different choices. This is really good
for looking at your object quickly in
different materials. If you're working on something, cars or those kind of things, you can select these mats, for example, this
very reflective one. There are more like
these clay ones, it makes your
object like a clay. Then down here again,
you have X remote. You can toggle that on and off, and you can change the
transparency amount. You can enable the
backface cling. You can also change
your object colors. By default it's
using this material, but you can make it random. And let's go back to the
studio lighting now. Every time when you
create a new object, it's going to be
assigned a random color. You might have seen this
online a lot of the times. Then we have the
wireframe color. You can set it to random object. The object color is going to match to the wireframe color. We have the
background, it's using our settings or
preferences theme. You can set it to
your world color, or you can set it
to the viewport. And then here you can
change the color. This is just playing around with these different
settings and stuff. Now to switch between
these different modes, you can press Z key
on your keyboard, and you can see it
opens up this Spy menu. You can select Wireframe,
Solar Shating, Rendered, and Material Preview. If you want to quickly
toggle this wireframe mode, you can press Shift Z,
that also does that. These are some of the settings
for our Viewport shating. That's how you can play
around with these.
20. Annotate and Measure tools: Three D, we will
be taking a look at annotation tools in Blender. You can access your annotation
tool on the tool bar here. You can left click to access the tool and then you have
some settings at the top. First we have our placement. It's going to place it
close to a three decursor, but we can change that,
align it to our view. Now what happens is that if we make strokes by simply left clicking and holding
and then dragging. Every time when we
rotate our view, you can see it's
aligned to our view. Let's press controls these so that we can undo these steps. If it's set to three decursor, what it means is that if
we draw these shapes, it's going to be aligned
to a three decursor. It's going to stain that three D space as you
can see it like that. I'm going to go ahead
and press control Z. Finally, we have the
surface option here. What it's going to do
is that if you draw, it's going to draw
on the surface of the objects underneath that. We have some settings
like stabilized stroke as you're
drawing it's going to try and stabilize your drawing the stroke.
Here we have radius. Another way to access
these settings is by pressing bin to
access the side bar. And then here under the view tab down here we
have annutations. This can be helpful if
you've already drawn stuff. And then you can see that
Tegra have this layer. You can double
collect to rename it. And then you can change the
color of your annotation and it's going to apply to
everything on that layer. If we have another stroke here and maybe I want to
write something like that, we can create new layers. And then maybe I want
to measure something. It's really good to scribe
ideas interactively. Then to delete these, you simply just minus on the layered icons. Now what I like to do is
that with my selection tool, if I hold on button
on my keyboard, I can start describing
this really quickly. Then to erase, I can simply
right click and erase it. I find it more easier than switching to the
annotation tool. You can also left click and hold and then you
have notate line. This is going to let you draw
state lines, hold and drag. Then you have things
like eneritate polygon. You can click at one point, click on the next point, and it's going to
drop between that. Finally, you have eraser,
you can erase with that. Next we have these
measuring tools. These measuring tools
can be really helpful. I'll go ahead and delete
these annotations. With this measuring
tool enabled, you can left click and
hold and then drag, and it's going to let you
measure between two points. I'll go ahead and
press control Z. If you have a
recursor over here, you can see we have some
keyboard shortcuts. Says drag left mouse button
to make the measurements. Then if you hold on X button, if you press X while you
have something selected, like this ending point, you can left click to select these. You can also left click in this middle area to
add more points. But if you have
something like this, selected pressing X is
going to get rid of that. Same thing for these
ending points. Then if you again
have a recursor, you can see that if you hold
on control while dragging, it's going to snap it to
the surface underneath. Right now when we draw
these measurements, you can see it's going to
be in this three D space. But if we hold on control
and then we start drawing, you can see it's going
to snap there like that. This cube is 2 meters. But there's a better
way of measuring the distance or size
of your objects. You can see that it says
if you hold on shift key while you're dragging, it's going to let you measure. It's interactive. You can
see as soon as I move, micros tells me the size
of my object on that axis. Again, I'm going to hold on let mouth button to start
dragging Hold shift. And you can see, let me do that. This can be really helpful
for quick creating these. You can create more points and stuff to get some
quick measurements. Another way to check the
size in things would be to access edit mode. And once you're in
the edit mode a peri, you'll notice that we have
Mesh Edit mode overlays. Here you have things
like measurements, so you can enable edge lengths. It's going to display
length of the edges. You have things
like edge angles, you have face areas, it's going to display that.
You can enable those. Again, we have some normal
options here as well, but those are not
used very often. That's how you can use
some of these tools. Again, to delete these
measurements, it's pretty simple. You simply select them
and press button. You click on the one point edge there and you can get
rid of all of these.
21. Add Interactive: Now we'll take a look at the
final tool on our tool bar. It's called a interactive, it's a really good tool for blocking out here three D scene. You can left click on
it to activate the tool and you can see that it changes
the cursor a little bit. You can left click and
hold and then drag out to create the base
when you let go. And then you can define the
top shape. It's really good. For example, if I'm blocking out some buildings and stuff, you can see that it makes
it really easy and quick. Something like that. I can
draw on these other objects. Maybe I want to set or
draw an AC unit up there. I can do something like there. You can see that it's really
easy and quick way to quickly block out your scene. You can left click and
hold here and you have different shapes that
you can select from. So if you have cursor over, it's going to display
some controls. It says if you hold on left
control to tagle snapping, oil dragging, you can
hold on old key and it's going to dry
it from the center. As I'm doing this, if
I hold on old key, you can see how it
expands it on all sides. If I let go to the old key, you can see that it just goes on one side. You can
see effect there. If you hold on shift key then it's going to keep
the proportion. You can see that
it's going to make it exactly perfect square. If you hold on both
old and shift, then you can start drying from the center and it's also going
to keep its proportions. This is going to make it
really easy and quick. That's how you can quickly
block out your three D scene.
22. Join and Separate: Let's take a look
at how you can join and separate objects in Blender. Here we have this object,
let's press D to duplicate and move it along the X axis,
something like there. Now, surgeon
functions in blender only works when you
have a single object. It doesn't work on
two separate objects. To join two objects
together, it's very simple. We select both objects. If you look in the Outliner, these are two separate objects. Let's sect three, D, Viewport, and then we can simply
press control J, and it's going to join
these two objects together. If you look again
in the Outliner, this is a single object. Now let's tap into edge mode, using the phase selection mode. Select these two phases
and press I to inset. And it's going to
use this inset tool, let's say that I want to bridge these two objects together. Now this function only works when we have a single object. It doesn't work on
two separate objects. To do that, we go to Edge menu and then bridge Edge loops, and it creates this bridge
between these two objects. Let's go and press controls
a couple times to undo a few steps to
separate an object. Let's see how we can do that. Also, there's a very
cool selection method called select Linked. The way it works is
that you simply hover your cursor over the object
that you want to select. But it only works
when two objects are not connected or
merged together. You'll see what I mean
by that in a second. But if you have two
objects that are not, like really connected
or welded together, you simply have crustal over the object and press L
K and it selects it. Then as you have crust over more parts of those
objects and press L, it's going to keep
selecting those. It's a very quick way to select. Let's press L here, and this is going to select. Then to separate, we simply press and it opens up
the separate menu. We can separate by selection. It's going to separate whatever we have selected by material. If you have an object
with multiple materials, it's going to separate all the different parts that
has different materials. And then we have loose parts. This is a loose part. Either of these is going to
give us same result. Let's go and separate
by selection. In the Outliner we have
two separate objects. Let's type out of
the edit mode so you can select this new
object and work with it. That's how you can join
and separate objects. Let's take a look
at merging objects. When we select two
objects and we join them together by
pressing control J, these objects are
now a single object, but this is still not connected. Now the reason you
might want to bridge two objects is that sometimes when you have organic shapes or more integrate objects and
you don't merge your objects, then it creates
weird art effects. Let's enable our snapping to vertex mode then if we switch to vertex selection
model like this vertex point, grab it and move it there. You can see that it's going
to snap right over there. Just like that. Now,
even though it looks connected in these two
objects are not connected. If I turn of snapping
and then left click to select this
vertex point to grab, you can see it's not connected. Even though it looks
connected, it's not connected. And then it's going to
give me weird artifacts if I have more integrate
object that I'm working with. When you have something
like that, you would want to merge these objects
together so that they're really connected
to connect these. If you make a
selection like this, these are overlapping, both of these will not be selected. So it's easier if you select the x ray mode and then select to select
both vertex points. And then to merge,
you press M key, it opens up the merged menu. Or you can access the
sender mesh menu. And then here you
should be able to find Merge. Let's
go and do that. Click Merge, and then we
have merged by distance. Click here and down here you'll notice it says
removed one vertex. We can open this
distance option here, and you can see that
it's a very low number. What it means is
that it's only going to merge what's really close to each other,
Anything that overlaps. The benefit of this option is that if even we don't
select both of these, this was just to demonstrate. But if I press A to select everything in my object
and then press M, and select merged by distance, you can see it
removed one vertex, and that's for this
vertex down here. It's only going to merge everything that is
really close to each other or almost
overlapping each other. That's how you can
merge these objects. Now if I go ahead and select
the vertex point and move, you can see that it's
not connected and both objects are
merged together. Let's go Ad and press
controls a couple times to go a few steps back. Now if we select both of these vertex points
and press M key, we have some other options
like merge at center. It's going to move
both of these vertices to the center and merge them. If we do that, it's going to automatically merge
them at the center. Then we also have other
options like merge at cursor. This is going to do it
at the three cursor. And we can also move the first vertex point
to the last one. Or we can move the last one
to the first one like that. Or if we do this one, it's going to be opposite.
That's how you can do that. First you can join
two objects together, and then you can separate
them if you want to. If those two objects
are joined together, but they're not really connected
unless you merge them. All of these different
functionalities have different uses on
different use cases. That's how you can join and separate objects and
what it means to be a loose part or really welded together
or merged object. This is something
that we will be using a lot in the final
project for this course. Again, we type into edit mode. We select the part of our object that we
want to separate, and we press shift D
to duplicate that. When we press it, duplicate it. And then it gives us
control for movement. When we click, it, just
cancel the movement. But we did duplicate this. Then we can just
separate this by pressing separate My
selection Tap out of it mode so that we can
select the new object that we just duplicate it and then
we can move that object. You can see very easy and quick, that's how you can separate and join objects
together in Blender.
23. Parenting lol: In this video, we'll be taking a look at parenting in blender. That parenting, let's
see how it works. Parenting can be a very
important concept in blender. This can be used in many
different scenarios. Let's first understand
how it's going to work. Now let's go and
create a copy of this object and move this
along the X axis like that. Parenting is important when you want to connect two objects together so that they transform together without
joining them together. You'll see in this
matter if we do it, let's go and select the
children object first, and then select
our parent object as our active selection. Then we can go to
the object menu. And down here we have parent, or we can press control
the keyboard shortcut, and then we have
the options here. Let's select this first one. As soon as we do
that, you'll see this relationship line moving
between these two objects. Also, if you look
at the outliner, we have our parent object and then there's a
hierarchy inside that. We have our children object
when we parent two objects together and we select the parent object and then
we start transforming it, all that transformation
is going to be applied or the children object
is going to be affected by the
transformation of the parent. When we move the object
rotate or scale, all of the transformation will be applied to the
children object. This can be really
important in cases. For example, if you have a car and you want to move the
wheels along with it, you can't join wheels
and car together because then you can't rotate
the wheels individually. In this case, if we select
the children object, we can rotate, we can scale, and we can do all
transformation to the children object without it affecting
the parent object. But when we move the
parent object or do any transformation
to the parent object, it will be affected on
the children object. It gives us a lot of advantage in a lot of different
situations. Now, there are a few
things to keep in mind as you're parenting
these objects together. Because if you want to unparent
this object, for example, here you can see that
we did move this object around a little bit after
parenting these two together. If I select the children object,
I want to unparent this. I can press Lp to open
the clear parent menu. Now here we have clear parent, but as soon as I do that,
you'll notice something. This object gets unparented from that object and it
also loses all of that transformation
that happened to the parent object and was inherited by this
children object. If you want to keep that, when
you unparent your objects, then you have another option. Let's go and select this
child object again. Old, open the clear
menu and then you say clear but
keep transformations. Now it's unparented. If I move the parent object, you can see it's not affecting but at the same time it kept the transformation
that it inherited while it was child
of that object. That's something
to keep in mind. There's one more thing very
important if we go ahead, let's go and reset by pressing
control Z a couple times. Actually, let's
just delete both of these objects and create
a new cube object. Let's say that I have
this object here, and then we duplicate
this on the x axis, and then we parent
this object to this one. Let's do that. Then I move this a little bit to that
place area like that, so that there's a
transformation for some reason. Let's say that I want to parent this to a
different object. Let's go and add a separate
cube and move it up there. This object is not parented
to this one for some reason. Let's say that I want
to parent it here. If I select this object and then this object and
the press control, and you can see
something happened. What's happening here is
that this object is first getting unparented from
that object and moving, or reverting back to its
original transformation, and then it's getting
parented up there. If you don't want to do
that in those situations, you would want to use
the second option when parenting object while keep transforming when you're the object but at the same
time keeping transformations. Now you can see that
it parented object, but it kept its
original transformation from that other parent object. Now these are the two options that are used often in Blender. But there's one more thing
that we can go over, but I haven't had any use for it, but
let's just go over it. Anyways, let's go and select all of these objects
and get rid of them. Shift A to add a object, Let's add a cube object, and let's enable the
wireframe mode at the top so we can see
this a little bit better. Let's add a cylinder object. Let's say that I have
these two objects. And I moved this cube object, and then I scale it
up a little bit, and then I rotate
this a little bit. Now if I select the
cylinder object and then select a cube object and
pairing these together, you can see that the il
object didn't inherit the transformation
that happened to the E before parenting
these objects together. If that's something
that you want to do in that before parenting, you can press control P, and then you can select
this third option that says object
without inverse. You can see that it inherits that I haven't had
any case for that, but you might find
something useful. That's how the parenting
relationship works in Blender.
24. Extrude: We have entered into the
modeling section of this course. In this section,
we'll take a look at all the modeling tools that
we have in the edit mode. Let's start at the
very first tool, if we select our object
and tap into edit mode. The first tool that we
have on our toolbar is Extrude Region Tool. If you look closely, there is this triangle in the lower right corner and it means that there are
nasty tools inside it. We can left click and hold and it gives us access to some
of these additional tools. Now when you select this tool, you can see it gives you
this very basic gizmo. And I wouldn't recommend using these tools from the toolbar, because then you'll
have to switch between these hundreds of times per day and it's going to make you work very
inefficiently. I would recommend using
keyboard shortcuts because it's easier and fast. Let's select our selection tool, and let's go over
this first tool. This first tool is
called extrude. And you can extrude vertices, you can extrude edges and
faces, all three modes. We're going to do this
in the faces mode. Now to extrude an object, you simply press and it's
going to let you extrude. This is adding more data, adding new regions
to your object. When we press to grab, it just moves the previous
object that we have. But when you extrude, you can see that it allows us to add more data to our object. This is the most basic
form of extrusion and that's what you'll
use 99% of the time. But when you have multiple
parts selected, for example, if we select all
these different parts then we use to extrude. You can see that it doesn't really work
the way we want it to. That's where you can press out
to open this extrude menu. And then we have
the extrude faces, which we've already seen. Next. We have
extrude faces along normals when we click
here and then move. You can see how it moves it
along each phase normal. In this case, this is
something that we wanted. But you can see this shape
is a little bit skewed. And if you look at the top
left corner of the screen, there is an option called
S or even thickness off. Every time when you're
using tools from edit mode, you'll often see options available to you
on this tab bar. In this case, we can
enable even thickness. Let's press S to
toggle that and we can again between this or we can hold on Lt and it's going
to give us same result. Once we're happy
with the result, we simply left click and it's pretty
interactive like that. Let's go and press control S. Now if we select these faces, again, accidentally
selected some of those. L open the menu again. The next option that we have
is extrude individual faces. And it's going to extrude
each face individually on its own nexis like that. The final option that we have can be helpful in cases where, let's say that I have this
polygon here and here. If I select this face and then extrude it normally by pressing, you can see that it gives
me this weird result. Now in some cases you might want to do
something like this, but the last option we have
here, extrude manifold. When we do that, you can see that it gives us
a different result. It can have a lot
of different uses. That's how you can
use the extrude tool and all the tools inside it. Now there's one more
thing that we can do. If you have a phase selected, you can hold on control key and then right click
and it's going to keep extruding the object
wherever you click. It's really good for
creating pipes and quickly creating wires
and those kind of things. It's a really good way you can intrude pretty
much anything. For example, I can select
these vertex points like this and then I can
extrude them as well. For example, if I press, I can extrude it up like that. And then I can maybe extrude
this a few more times. Let's move it down like that. The reason I'm doing this is that I want to show
you something. If you just extrude overtices, you can see that
there is no data. And you can go into edges
mode and select two edges. And then press F key
and it's going to fill the gap between that area. Now Blender is smart
enough to figure this out, so you can select
this very ending edge to fill and it's going
to fill that first one. And then you can keep pressing and it's going to fill
all those for you. This can be really helpful, this FK works anywhere. If I have this phase selected
and I delete the phase, and then again I can just select this and press F key
and it's going to fill that. You can also hold on old key, click here to select the
border, and then press. And that's going to
do the same thing. One other use that I
have for this tool that I'm going to walk you
through is a very cool one. Let's go and add a
simple plane object and then inside the edit
mode we can press X key. At the very bottom we have
collapse edges and faces. What it does is
that it's going to delete everything, combine it, collapse it at the center, we'll be left with a
single vertex point. Let's do that now. It out of the edit mode, so we can move that
vertex point and you can, here's that vertex point
that is left there. Let's go back into edit mode and make sure that you're in
the vertex selection mode. You can direct to select
this vertex or you can press a key to select
all the vertices, in this case just a single one. Then you can go into the
front view or the right view. It's going to let you create more complicated shapes
really easily and quickly. For example, I can
start extruding this. You can combine
this with different type of snapping modes. That's also going to give
you a lot of control. You can enable grit, snapping in those
kind of things. One really cool thing is
that if you select a point, you can hold on control and
then you can right click. You can see that if you're
creating a tree and you want to quickly add branches
and those kind of things, this is going to be a really
efficient way of doing it. If you go to the right view, you can extrude this on
the other axis like that. Holding down control,
keep clicking from here. Maybe I want to
extrude more branches. Same thing on this side. You can see that it's
going to give me this very complicated
ship very easily. Now to add data to this, we
can go back to object mode, right click, and
then we can convert this into a curve object. Then down here we
have curve properties or this data properties. Let's go in here, Enable
this geometry tab. And then under bevel
we can increase the depth. Just like that. We can see we have a very
quick looking trait like that. Now there is a way to
make this even better. Let's go and tap into edit mode. We're going to go and select
these bottom two points. Let's press old, and it's
going to let us scale this up. Now before we do that, let's enable our proportional editing. And then we can press old, then it's going to let us scale. And we can increase the
fall off like that. It's very quickly thicken this area and then it's going to gradually affect some of
these branches up there. Then we can shaped like that. You can see very
easily and quickly, we can create more
complicated shapes. That's how you can use the
extrude tool inside blender.
25. Inset Faces: This video, we'll be taking a look at the next
tool that we have. Let's tap into edit mode. The next tool that we have after the extrusion tool is instting, insting, Let's inset faces. You'll see in a
second what it means. Let's go to the face selection
mode, select the tap face. To use this tool, we use
keyboard shortcut I. As soon as I do that, you
can see that it lets me inset the face, lets
me add more data. Now if you look at
the top left corner, we have some controls that
we can use with this tool. If I hold on control key, you can see that it lets
me control the depth. Then we have the outset feature. The way this outset feature
works is that if I complete this first inset and then I
start doing another inset, then I want to go beyond that
first inset that I add it. You can see that it's blocked, but if I enable the
outside by pressing O, you can see that it
lets me do that. I can add new inset outside
of the previous one. I can turn that off again. I'll press controls
you to undo these. Let's start in setting again. The next option that we
have is called boundary. To explain that the web boundary works is that we have to remove
this space at the bottom. I'll go ahead and
delete that now that there's no connected
face with this one. Let's say that I'm
instting this by pressing, you can see that it's creating
a face at the bottom. In this case, I don't
want to use that there because I want to create
a door in this area. That's where you can turn
off the boundary feature. You can see how that changes the behavior of the
tool, just like that. Now for this feature to work, make sure there's
no face down there. Then I can extrude this
inverse to create a door. I'll go and press control Z. The final feature that we
have is called individual. I'll guide and cancel
out of that if I select all three
phases like here. And then we press I to inset. You can see that it's insetting
all of these connected. Also, I'm going to turn
off the boundary feature by pressing a key. You can see that it's
a connected inset. I don't want to do that. I'm going to press for
individual, just like that. You can see I can
individually control these, then I can confirm that. Maybe then we can
combine it with extrude long face
normals, just like that. You can see we were
able to create this create like
within a second. That's how you can use this
inset tool in Blender.
26. Bevel: Next tool that we have on our toolbar is
called Bevel tool. It lets you bevel edges. In real world, most
of our objects are rounded, has rounded edges. Not every, unless you're talking about knives
or things like that, we don't have very
sharp 90 degrees angles or sharp corners. That's why most of
the time you'll end up bevel edges on your objects. That's where you can
use the Bevel tool. Now this works on vertices,
edges, and faces. Let's go and select
this top face, or actually let's
press to select everything we can bal
everything together. Now press control to
activate the Bevel tool, and you can see that it's going to start beveling the object. Then you can change the
distance by moving your cursor. And then to round it off, you can use your musculeo, add more edges and it's going to create this rounder
edge like that. And then we can tap mode. You can see that it reflects this light really
beautifully on these edges. In this case, it's quite big. Bevel, usually we keep
this a bit smaller, but I just wanted
to show it to you. If you right click and
then select she smooth, it's going to smooth the object. And you can see how
it works like that. Now if you're going to press
control a couple times, if you're going to
bevel vertices, then you have to press
control shift and B. Because it doesn't work
unless you press these keys for edges, it just
works normally. You press control B and then
it lets you bevel and you can use your mouse roll weel to add more cuts to
make it smoother. Another use for this
tool is that if you press control are
to add a loop cut. Oftentimes when you have loops
like these and you want to quickly divide these
or two loop loops, instead of adding
two, you can just press control and it's
going to let you do that. Then on your Mousecl wheel, you can adjust the number
of edges you need. You can divide these like that, or if you want to add more data between them, you
can also do that. Oftentimes you'll find yourself
using this tool a lot. That's how you can bevel
objects in Blender.
27. Loop Cut: Tool that we have is
called Loop cuts. It allows us to add
additional geometry wherever we want on our object. Let's zoom in and
tap into it mode. You can press control R, and it's going to
give you a preview where you're adding
this edge loop. And then you can
hover your cursor on different edges to see
where you want to add this. Now you can left click once and it's going
to add that loop cut. But then it gives you
control to position it. You get or add this and
then you can position it. But in this case, I don't
want to move it anywhere. I just want to add this exactly in the center
of the previous edge. I can right click to
cancel the movement. It's going to add
exactly there in the center. Let's
press control Z. When you press control R
to add these loop cuts, you can use your
muscular wheel to increase the number of
cuts that you want to add. If you want to be more precise, you type the value
on your keyboard. If I press ten on the numpad, you can see how I'm able to add ten loop cuts very easily. Again, it shows you a preview
and when you left click, it adds it there, but then it gives you option to position. Then if you position these
and press left click, it's going to add it
wherever you positioned it. But if you press control R, and then let's type in ten, left click. Once it is going to add these, but then
if you right click, it's going to add
it exactly where it previewed the loops there. This is a very good
way to quickly add more detail to your model. For example, if I
want to add two loops this way, I can
just do like that. And then I can modify the shape. Maybe I want to bevel this
extruded inverse like that. I can do all that stuff
very easily and quickly.
28. Knife: That we have, our tool
bar is called knife tool. It's really good for adding
details on your models. For example, if you're
creating something, a break point in your
object or a tree with cuts on it or rocks
or those things, it can be a really helpful
tool for that to activate it. You press key on
your keyboard for knife tool and then it
gives you this knife tool. Now you can left
click anywhere on your model and then it
starts adding points. And then you can keep
left clicking to add or create custom vertex
points like that. Once you're happy with
your vertex shape, you can press Enter to confirm. Just like that we
have the model, we can maybe select this and
then extrude long normals. You can see that it gives a very beautiful sort of shape for creating rocks or creating broken window or parts of
cards or anything like that. Let's press controls a
couple times to undo these. Let's go over some of
the controls key tool to activate the knife tool. Then as we're
adding this detail, we can use certain shortcuts
to make things easier. If you hold shift key, it's going to snap it exactly in the center of the edge
that you're hovering over. Then you can left click
to start editing. And then you can
move across again holding down shift that
it just snaps there. And then you can left
click again if you want to cancel out of it,
you can press Escape. And it's not going
to add that now by default when you
use the knife tool. So let's press K and you add a cut like that.
And press Enter. You can see that it only has
it on the front side or on the back side if you want to cut through
your entire object. Then with knife tool activated, you can press C key to
toggle the cut through. Then when you add the cut, it's going to add it on
the bot size like that. Then enter to confirm but I'm going to press
escape to cancel out of it. Let's activate a
knife tool again. Another thing that
you might want to do is enable the
angle constraint. For example, if I start here by pressing left most
part and start moving, I can press A on my keyboard and it's going to enable
the angle constraint. Then I can move it between
set amount of rotation. You can see down there, it lets me only move in certain angles. That can be helpful in a way. You also, when you start
moving with this tool, instead of pressing A,
you can press X, Y, or Z if you want to
move it along one of those X in this case like that, that can be a really
helpful thing. You can cut through
your objects, you can add these to create
any free form shape. One final thing that I'd like to Google is make sure to
enable these options. If you look at the
bottom status part, there are these
options cut through is key and then you have angle constraint which
was a you can hold control that's going to ignore the snapping your
journal snapping, you can toggle shift
to midpoint snap. Those, all those
options are done here. You can also see the
distance by pressing Sky. When you're making
this you can press S key and it's going to
show you the distance. Now this knife tool
has a very cool use. Let's go ahead and click
and hold here to enable the Bicc tool and then to select everything
on our object. And then you simply
left click and hold and then drag into an angle where
you want to add this cut. And you can see automatically
add that for you. Then it gives you this controller
that you can move run. For example, I want to
have a cut at this edge. Then if I open the
bicect controls, you can see it says fill option. It fills that area and
we can clear the inner. So you can see that it deletes
that part of the object. And then this fill option
is going to fill it. And we can also cut the outer part of the object like that. I often use this to
create quick rocks. If we clear that area,
you can see like that. We can do this really
easily and quickly. Just quickly draw
shape like that. And then we can
enable that option. Now if you enable this
option first at the top, then you don't have
to do it every time after completing the action,
for example like that. And we can fill it as well
and we can clear the outer, let's enable those
options up here. And then we can select Object. And then just like that you
can see that it as the cut, let's cut and press control
Z also fill the object. And now we can just really
easily cut that like that. If we want to adjust it
we can still do that. All fun stuff. Another thing that I often
do is that if I want to have the same effect
with my vertex tool, then I bavel those
control shift and B, and then it lets you
do the same thing. Let's go ahead and
quickly do it to some of these edges down here like that. Then we do the same
thing around here. If you look from a
way where easily, locally rocks can be
created with this tool. That's how you can use the
knife tool in blender.
29. Poly Build: D, we'll be taking a
look at a Polybl tool. That's the next tool
on our tool bar. To take a look at this,
let's go and delete the default cube and we're
going to add a plan object. Let's go into edit mode. Right below our knife tool,
we have the Polybild. This is often used for topology. Topology is when you have a very high density mesh and then you want to
build on top of it. For example, with this
plan object selected, let's right click and subdivide
it a couple more times. As you can see when
you sculpt objects, you'll have a lot of detail
like this on your model. You'll want to create a low
resolution version of it. And to do that, let's go
and add a new plan object. We can scale it down in the edit mode, something like here. Then you can enable
the face snapping. It just snaps if you have
a more organic shape. But in this example,
it's a flat plane. So we don't have that issue, but we're going to
slightly move it above so you can see
it a bit better. Now let's go to the top view and activate our poly bill tool. Now with poly bill
tool activated, you can hover your cursor over these edges and you can see that it highlights
in blue color. You simply left click
and hold and then drag. This way you'll be
able to very quickly rebuild a lower version of your object very
easily and quickly. Another thing that
you can do is that if you hold on control key, you can see that you
get this preview. You can left click it, adds that triangle
there, but then you, while holding down control, you can click again
on this edge and it's going to let
you move it around. That's going to make it a quad. Also, you can just
simply hover your crusted over these vertex
points and move them around. You can see that it makes it
really easy and quick to add more data and you can really easily manipulate
these points. For example, I can do
something like here and then maybe here
and move it there. Now you can also enable
auto merging so that these two vertex points merge by clicking on this option icon. And then enabling auto merge. And here you have the
threshold on how far these niches to be to
be able to merge them. But you can see that it combines
a lot of tools into one. Because you can move these vertex points by simply covering your cursor over them. You can extrude from edges
and then you can hold on control key and you can
quickly build shapes. This is often used
for retopologi. You can see that I'm
very easily able to connect shapes and build object. I can move it closer and
shut merge over there. That's how I use the
polybile tool in blender.
30. Spin: Tool that we'll be taking a
look at is called Spin Tool. It's a really helpful tool
that I use very often. The way it works is
that it lets you spin your objects
around an axis. For example, let's say
that I select this space here and I want to rotate this around. Let's
go to the top. Uses easier. It's going to use your three de cursor
wherever this three cursor is. Let's hold on shift and
then right click here. And then we can activate it
here by left clicking on it, and it's going to
display this gizmo. Now if you're in
one of the views, you can see that it shows that. But you have to change this axis by clicking on these
icons at the top. Let's go back to the top view, and we're going to
select the axis. Now it's going to rotate
around this point, we have this face selected. In this case, that's not
something that we want. Let's go and select
this one over here. Now we can hold on left
Ppton and start rotating. And you can see how
it rotates that over. Now once you do that,
you can move that point, initial point where you
started rotating around. You can change the
arc that you created. And you can also move
it up and down as well. This is helpful for creating arcs and those kind of things. For example, if I select
this top phase and let's align it to the Y axis, let's go to the front
view and whole shift, right click here or
creating an arc. It would be better if
we right click here. Now that we have that set up, let's go and rotate
this like that. Then down here in
the operator panel, we can increase or decrease the number of steps
that's added up there. Then we can change the angle. We can also make some
final adjustments. We can move aside, we can move it
down a little bit. You have really fine
control over that. You can see something
like there. Then maybe we can extrude it
again towards the bottom, and it's going to let you
create arcs very easily. Now there's one
more tool under it, it's called Spin duplicates. You can also enable that function while you're
spinning your object. It's got to press control
Z if we select this face, and then let's use z axis and
we're going to rotate this. You can see as I'm rotating, all of these phases
are connected. If you enable the
duplicate option, it's going to only duplicate
the like that it's helpful. Let's go to the top view and we're going to shift
right click here. If you use the second tool, it's going to do the same thing. It's easier to just
use the Spin tool and enable that duplicate
For some reason. Blender has this weird bug where it does the same thing with
both of these tools for me, but you enable these
and turn them off. If you don't want to use
that, you can see it either rotates or creates
a spin separately. Or you can add more steps like that if you
want to create duplicate. This is often very helpful when you rotate columns around. You want to create
arcs in those things. I often find this useful in
those kinds of situations. That's how you can use spin and spin duplicate
tools in blender.
31. Smooth: Now we'll be taking a look at the randomized and
smoothing tools in Lender. Let's go and delete
this Default cube, and we're going to
add a plan object. Let's tap into edit mode. We can right click
and subdivide, It's going to subdivider model. Each phase will be divided
four times and then we can do this multiple times to add data quickly across our
entire object. Once we have this data added. The next tool that we have
right under a Spin tool, we have the randomized tool. Inside this, we have so and randomized left click and hold
and select between these. Let's start with randomize. When you have this
tool activated, you click and hold on this icon and move your mouse
left and right. You can see that it randomizes
your entire object. You can hold on shift
so that you have more control over how you
want to randomize this. It's really helpful for quickly creating ground and
those kind of things. You can open the operators panel and you can change the seed. You can also change
the amount afterwards. Then you can also
play around with the normal direction done here. Then if you have an
object like this and you want to smooth it out, then you can use
the opposite tool. The smoothing tool
is going to give you opposite of randomize. Again, you hold on
left mouse button. Then in the operators panel, you can increase the repeat
to smooth it further, but you'll notice that as
shrink towards the center. That's how you can use
these two tools in Blender.
32. Edge Slide: Tool that we have on our
toolbar is called edge sliding. Now, we went through
a lot of tools. These tools at the very top, This first set of tools are the tools that you
use almost every day. Every time when you
work on some project, you'll be using these tools. But then there are some tools
that you don't use often. For example, this poly built, I don't use it, I have
very rare use for that. Then the spin duplicate
is often used. Then the smooth, randomized, I really use those. But then we have this
tool called sliding. This is the tool that I
use almost every day. What I'm working
on something, what it allows us to do
is slide edges. If we add an edge
loop by pressing control R and add a
loop cut like that, let's say that I
want to move it now. I can press G two, grab, and then along the y
axis and move it around. But these are two steps, If you want to do this
more efficiently, then let's see how
this tool works. And then I can show you
the keyboard shortcut, you left click and hold on
this icon and move it around. Now you can do this
with keyboard shortcut, and that's going to be two grab. And then again it's
going to let you do the slide that makes it
really easy and quick. Oftentimes what happens is
that if you have a model, for example, if we rotate
this slightly like that. Now if you press to grab, then you can't move
this on the X or Y Xs because that's no
longer align to the object. Lighting is still going to
let you do that price twice. And then you can very
quickly align the edge. If you need to double
G just like that. That's where you
can use this tool. It's a very helpful
tool that I often use. Next, we have this vertex slide. It lets you do the same
thing but for vertices, if you have loop of
vertices selected, you can also G to
move this around, just simply double
price or twice. And then you can
move that around. You don't necessarily need
to switch to this sliding. That's how you can use
a slide in blender.
33. Shrink/Fatten: The next tool that we have
is called shrink and fatten. Now this tool is often used because it's a
really helpful tool. Let's go ahead and get
rid of the default cube and add a cylinder object. Now we're going to
go ahead and select this top and bottom face. Let's go and inside these
faces by pressing and then we can extrude these
along normals that. Let's say that I
have this pipe and I want to expand this
area a little bit. I want to add more
thickness to it. What we can do is that
if we select this loop by holding on old and then
clicking on the loop, if we use the scaling tool, you can see that it moves it
uniformly in all directions. That's not something
that I want to use, in this case, that's
where you can use this shrink and fatten tool. Now you can use the
keyboard shortcut, and that's easier to access
old instead of just, it's going to only
move each faces in its normal direction old. And then we can move it, it no longer moves
these faces up and down or doesn't enlarge, it just moves each
face outwards. In this case, you can see,
I'm going to do that, something like that.
Very easy and quick. Now, you can also do this
with a different technique, and that would be scaling it And then pressing shift and Z, that's going to
exclude the z axis, and then you can get
the same result. Then you scale only
on the x and y axes. But sometimes when
you have object that would be like at
a diagonal angle, then it would be a bit hard
to do with that trick. Because now if I scale
and hold down shift, press Z, you can see that it just gives me a weird result. I can press Olds and
then I can still get that result very
easily and quickly. Just like that. That's how you can use the
shrink and fatten this push and pull tool. I haven't used this a lot, but what it does is that it
pulls all vertices together. Just to show you a quick
example, let's go to the top. You add this plan
object, move it there. Let's create a few more
copies by pressing Shift D, like that, and let's
select everything, and then tap into edit mode. With this tool enabled, push and pull, we can
hold onto this icon, move our curst left and right, and you can see how it
pulls everything together. I haven't found any use for it. So that's how you can use shrink and
Fatten tool in blender.
34. Shear: Tool that we have on our tool
bar is called Share Tool. This is often used when you
want to create molding or 90 angle turns for buildings
and those kind of things. So let's see how
it's going to work. You can activate the
tool down here and then using the phase selection
mode, you can select a phase. Then you get this
manipulator that, let's share the object. When you do that, you can access the operator panel down here and then you can
change this value. Just simply type in one for
one side or you can type in negative one for the
other side and it's going to give you an
exact 90 angle turn. Then you can press to
extrude and you can see that it goes along
objects local normal. We're going to move that
to Y axis like that. Let's just grab this along
the Y axis model like that. Then again, we can
start sharing this. Actually we have
to use this axis now like that to move there. If you look in the top left
corner, there's negative two. We're going to type that in
negative two, just like that. And then we can extrude along
the Z axis, just like that. To share this again,
we can use this axis. We're going to type in
negative one, just like that. You can see that
I'm able to create these 90 angle turns
very easily and quickly. If we had this object, let's rotate this on the
y axis, 90 degrees. If I was creating a molding
for my building or anything, you can see that I
have these exact 90 angled turns very
easily and quickly, I would something like
maybe select this one, move it along the
x axis like that. And now we're going to
have a turn over here, this controller like that. Then I would type in the
value done here, one. Then I can just extrude this. We have y axis over there. Let's extrude along the y axis. Then I can fix this again
by simply using the tool. Let's type in one again, and it's going to
reset that for me. Again, if I use the tool, I can type in one and then extrude it along
x axis like that. You can see that it
can be helpful for creating moldings or
these 90 angle turns, you might find
other uses for it. The next tool that we
have nation inside this is a sphere to sphere. The way you use
that tool is that if we create a cube object, let's go into edit mode. We're going to add
some loop cuts. Let's add random loop cuts. About four or five loop
cuts in all directions. Let's say that I want to
turn this into a circle. To do that, I can
select all of these and then this two sphere
tool can be activated. We simply left click and hold in the viewport and
move left or right. You can say, let's create or
convert that into a sphere. You can also use this
keyboard shortca. If you have your cursor
it says old shift S. If you don't have
the tool activated, you can simply press Old shift and then move your
cursor left or right. People often use this
when they want a bit of different topology of how
these edges are distributed. When you create a
sphere, it might look a little different.
Let's go and do that. And we're going to move
this along the y axis. You can see how both of these
objects have different way, how these lines
are moving around. This is often
useful for creating characters because you can start at this point
and then to create S, you select something
like maybe these ones. Then you can inset these, then you can inst these
inside like that. To create the nose, you would take these faces and then you can rotate these along
the y axis like that. You can scale, you can play around for
creating the mouth. You can select it
at this area at the bottom, then like that. And then you can extrude. Now I did it very
quickly and roughly, so you can see that afterwards you can click and shade smooth. And then you can also
add a subdiv modifier by pressing control
two on your keyboard. When you go to the gear icon, there's the
subdivision modifier. Again, we'll be
taking a look at how these modifiers work a
little later in the course, but you can see that
how quickly we were able to create that head. We have a really good
topology where we can add loop cuts in this eye
area to add more detail. And we can add more loop
cuts in the face area to add details to
our mouth area. All of this is, this math is created in a very beautiful
way, distributed properly. To add these ears and stuff, we can maybe select some of these faces and extrude
them outwards like that. Then maybe we can rotate
these a little bit. These faces, we can insert these like that and
then we can move them inwards. Very quick, quick model, but you get the idea, it's better compared
to that other object. That's how you would use
these two tools in blender.
35. Rip Region: The final tool that
we have on our toolbar is called Prision. It's a very helpful
tool, you can quickly open your optics. In this example,
let's go ahead and activate the knife
tool by pressing K, hold on shift key so that
it snaps to the center. And then we move our cursor over there and add a loop like that. Press Enter to confirm that. Let's say that I want to cut
open this from the center area. I can use this tool now. I would recommend using
the keyboard shortcut, and it's V on your keyboard. The way it works is that
wherever your cursor is, once you have a vertex
point selected, wherever your cursor is, it's going to rip
it on that side. To give you a bit
better example, let's go and select
this vertex point. If my cursor is down here, it's going to
separate this face. Let's press V, and
you can see how it separates that. Let's
press control Z. If I move my cursor over here, press V, you can see how it
separates from that area. If my cursor is up here, then it's going to
separate from that area. Let's use that to separate
these two points. I'm going to select
both of them. Press V Key and move
it up like that. And then I'm going
to select these again and press V Key again. You can see that very quickly
and easily I was able to create this open box. Now I can add a
solidify modifier. Let's go to this icon, Add modifiers, generate
and then solidify. It's going to, let
me add thickness. I can add thickness to my object like that. Just like that. Very easily and
quickly I was able to create this open box. That's how you can use the
reprision tool in Blender.
36. Modifiers: We'll be taking a
look at how you can use modifiers in blender. Modifiers allows you to work non destructively and make your
work more efficient and easy. Let's see how it's
going to work. Let's say that I'm
modeling a chocolate bar. To do that, let's
select this object, tap into edit mode, and
scale it along the Z axis. Then in the object mode,
let's move it up like that. Let's select this top face, in the face selection
mode, scale it down. Move it down a little
bit like that. Maybe add an inset, extrude it towards
the top like that. Add one tiny extrusion again, you can see that we added this, but in real life, we have our objects that
are more soft and rounded. To do that, I have
to select my object, select all parts of my
object, and then add a bevel. You can see that it's going
to mess up it a little bit. Once I do that, you can see
that it's added permanently. And if I need to go a step back, I don't have any option to go back except that I
can use control Z. But let's say that
after adding the bevel, I modeled this like that. Now if I want to
remove that bevel, I don't have any way to
go back remove that. On top of that, let's say that I need to create more
pieces of this chocolate. To create a chocolate
bar, I'm going to press all D so that
it's a link, duplicate. And move it along the Y axis. Let's just do this more, and then along the Y axis, you can see that place. It isn't so easy to do, so we might use the snapping, but then again,
that's an added step. Then let's say
something like that. You can see that it
can be really time consuming afterwards. Maybe I'm going to add
more pieces to that. This is all manual work. Now, we can do this much more efficiently by using modifiers. Let's select everything and get rid of it by
pressing delete key. And let's add a new Keb object. We're going to go ahead
and scale this again in the object mode when you're
working with modifier. Something to keep in mind
is that if you press key, make sure that your
skill is at one. Because if you scale your
object in the object mode, then it's going to change and oftentimes you'll
get weird artifacts. If you apply modifier and
something isn't working, then make sure to
check your scale. If you have skill
modified and you want to move this back to
the default value, that's pretty simple, just go to the object menu and then here
you'll shoot fine, Apply. Then you can apply the scale. I just like to use the
keyboard shortcut, that's control, and
then apply scale. You can also do the same
thing with location and rotation. Let's apply scale. And that's not even,
let's close our sidebar. Now what we can do is that if
I change a shape like that, just like before, like that, let's say that I want to
add those rounded corners. Let's go to this care icon, and that's where we
can add modifiers. Click on Add Modifier, and we have a few
different categories. Generate, you'll be using
mischief for the time, this generate category,
we have a lot of these. Let's start with the
first one we want to do, bevel, let's go
ahead and add that. You can see immediately
we see the changes on our object and we can bevel
our vitices or edges. Then we have the amount. So we can change that hold on shift key while greting this
so that it's a bit easier. Then you can increase
the number of segments. And then we can right
click and share our object smooth so
that it's smoother. And you can see that it's a
pretty non destructive way. We can very easily change
and edit these values. Even if I start modifying the shape of my
object like that, I can still go back
and change any of those values very
easily and quickly. Now down here we
have the method. By default it levels
every edge that has 30 degrees or more curve. In this case, any part
of the object which has curved more than 30 angle, then it's going to
level those edges. But we have other
methods like bevel with that you'll see in the final project
for this course. You can also do with that. Now something to keep in mind is that when you're
using modifiers, the of the modifiers
is important. Anything added at the top will be affected by the bottom one. You'll start from top
and work towards bottom. You can use this area to
drag modifiers up and down. You can collapse the setting so that if you have
a lot of modifiers, you can change the name so to something more descriptive
so that if you come back, you know what this modifier
is doing to your object. Then here you have some icons. You can click on
this and it lets you see the changes
in the edit mode. You can turn that off, then you can also turn that
off in the viewport. If you're not in the edit mode, you can toggle the visibility, what this modifier is
doing to the object. Finally, you can hide
that in rendering. If you click on this drop down, you can apply the modifier. You can create a duplicate
of the modifier. Again, you can see that we
can move these up and down. You can remove the
modifier by clicking here. One more way to apply
this modifier would be covering your cursor over it
and then pressing control A. Now when you apply the modifier, all the changes
that this modifier is making will be applied or baked into your object that would be finalizing your shape. Now you can see that
those bevels aren't here, we just have the single edge. But if we go into
object mode and you can only apply these
modifiers in object mode, click on this strap down,
apply the modifier, and you can see all those
changes now applied. Now we will have to
manually do this if we change our mind later on. What I'd like to usually do is that I create a
copy of my object, cancel the movement, and
hide it in the viewboard. Now if I apply the
modifier and later down the road I made a mistake
and I want to go back, I can just delete
this object and turn on that other
object that I had. You can see that allows you to work very non destructively. The Bevel modifier allows us to bevel our edges very
easily and quickly. Let's go in and click
on Add Modifiers. And go through some
other modifiers. You can click on Ray modifier. Okay, we have some weird bug. Let's press control Z,
and we can do that again. And this should let us do that. Okay, Blender is acting
up a little bit. It often does that when
you find cero glass. But you shouldn't
have this problem. Let's go to increase or
decrease the counts. So you can see that we
can very easily and okay, let me just say I tapped
out and tapped back in. And you can see that
it's fixed now. It was just a simple weird bug. You can see that I can increase
the number of counts I need with determining which
side these bars needs to go. Is this relative offset? By default it's going
to go on the x axis. We can do this to negative
one axis like that. It's just moving one
unit relative to itself. If we increase that, we can
increase the gap like that. It's going to give us even spacing very easily and quickly. Let's say that I don't want
to do this on the X axis, but rather on the Y axis. I can type that in
just like that. Then we can add more modifiers. We can stack these. I'm going
to add another modifier, but this time we're
going to increase the number of counts
on the x axis. You can see all of
that. The great thing is that I'm still working
on this first objects. If I make any change
to this object, maybe I select these Vitex
points and move them. You can see it applies across
all those other copies that are created using modifiers
Until I have applied these. Let's go ahead and go
over some more modifiers. We have this bullion modifier which can be really helpful. Let's go ahead and
create two cubes object. We can create one
shift to duplicate, so we can use one object as
a cutter for the other one. Let's go and select this object, add modifier, and regenerate. We're going to add
a bullion modifier. It tells us which object we
want to use for the bullion. Let's click on this
eye dropper icon. Click here and it's going
to cut that object. Now we can see this because
this object is in the way. Let's go to Object
properties and we port display as we can
change that to fire, and you can see how it's
cutting that object and it's pretty non destructive. We can select this
object, move it around, and you can see how it's
cutting through that object. That we can change the mode. That modifier, a difference, means that it
subtracts the object. We can unionize, it's going
to combine both objects. We can select intersect, it's going to only leave the
part that is intersecting. Something like that. Let's see what other modifiers
that we often use. Another great one is
that let's go and hide all of these objects and
add in a new cube object. Now this is a very common a modifier that often people use. Let's say that I'm
modeling a car in Blender. I can go into edit mode, add a loop cut in the
center like that. Select these vertices on
this side and delete them. Will only model one
half of the object and it's going to apply on the
other side automatically. If we're going to add modifiers, generate and add a
mirror modifier that we can tell it to
mirror on the X axis. We can tell it to be
mirrored on the Y axis. We can also select
a mirror object by default is going to
use the object origin. It's going to mirror object on the other side based
on this origin point. In the edit mode, if
we move our object, you can see it moves that. This clipping option
is going to make sure, so you can't move beyond
this merging point. If this is not enabled,
then you can do that. Let's enable that. Let's start modeling our object
a little bit. We're going to scale this
on the y axis like that. We can add in a loop cut here, level that loop cut, without adding any more
additional loops in the center, the top face, Make sure that
the clipping is enabled. Otherwise, if we extrude
this by pressing E, you can see that these will
be individual objects. Make sure that this is enabled, then it wouldn't be like that. Now we can go ahead and
scale it slightly like that. Move it up, then let's
select this edge. Move it to the axis. Let's go select the entire loop. Click to shift. Click on these points like that. Move these on the
y axis like that. We can do the same thing
for the back face. You can see that I'm just
modeling one part of the object and it's
applying on the other one. Let's select these bottom faces control. Click over there. Move it up like
that. Now we can use the bullion modifier to create the cutout
for the vehicle. Let's also create
the windows first. We're going to add one
more loop cut here, these faces in the
face selection mode. And then we can press to inset again for
individual insetting. Then we can extrude these
along normals like that. Let's add in a new object
in the object mode. We're going to add
a cylinder object. Let's reduce the resolution by changing the number of
vertices to something like 16. That we have less vertices
that we need to rotate. Let's rotate this along
the Y axis, 90 degrees. Let's go to the front
view, so we can drag it around more easily like that. Go to the side view
by pressing three. Move it like that,
type into edit mode and scale it down to
something like that. Finally, let's go
and scale this on the x axis to make it
smaller like that. Then we can go into
add modifiers, generate mirror modifier. We can select this car
object as the mirroring, and you can see that it creates
this on the other side. Then we can also enable
this for the Y access. And it's going to
create it over there. Shift the duplicate so we can create the vels and
the bullion object. Let's hide this new copy
that we just created. Then we go back
to our car model, add modifiers at a
bullion modifier and select this object. Now we can go to the
object properties tab. Then down here under display, we can display it as a wire. Let's enable our Veles
that we created and hidden and we can scale it
down slightly like that. Tap into edit mode. And
we're just going to work on one object and it's going
to apply to all the vels. Let's press IT inset
to extrudes inside IT. Inset again to extrude
it outwards like that for the front side. Let's select this face, move it down slightly like that. Maybe add a bit of bevel
with a little bit. Runs like that. Let's
select this face. Let's press Si D, and we can
separate this by selection. Now we have the separate object go back into the object mode, select that new object,
type into edit mode. Select the entire object
scale along z axis, and then move it down like that. And then we can extrude
it to create the bumper. Select everything again,
si to duplicate and grab it along the Z axis like that and then go back
into the modifiers. Disable the clipping, then
enable the X remote by pressing Z in the
vertex selection mode, like these vertices,
switch back to the normal shading and grab
this along the X axis. To move it like that,
then we can fill this by pressing K. Then we can do the same thing
for the back side. We can move these objects
to the back by pressing shift D. Move this along the
Y axis like that over there, you can see that the origin
point is somewhere else. If we have movement
tool activity, it's going to show up there. We can simply right
click and set the origin of our
object to geometry. It's going to fix that for us. Here we have the open edge
that we can fix very easily. Okay, there's some
weird bug happening. The reason is happening
is that we turned off the clipping option and we combined headlights
and bumper together. We can just delete this and let's go back to the front side. We can go ahead and select everything and separate
by loose parts, and this is going to give
us two separate objects. Now we should be
able to do that, but first let's enable
clipping for the bumper. Like both of these,
shift to duplicate. Again, move them along
the y axis like that. Now it shouldn't give us
that problem anymore. Again, we can select this face and move it a little
bit like that. We're creating a
very rough shape. Let's add a bit more runnesscn,
use these modifiers. Let's go through some more
modifiers to generate. We have things like build. It's going to slowly
build your objects. Let's go ahead and add it now You can increase
this start frame, builds your objects
slowly over time. So it's really
good for animating the build up process
of your model. And then you have other things like the subdivision modifier. You can click here
and it's going to round all the objects. It's going to subdivide your
model to see this better. Let's add in a new cube object
and move it to the side. Let's press control two. And it's going to
add a subdivision modifier with level two. If you press control one,
it's going to be one. Control three is going to give you three level of subdivisions. The reason why we use this is that if I go into edit mode, you can see even
though this object is very round and smooth, let's right click
and shade it smooth. In the object mode, editing
this would be much easier. I can just select one
face and move it around. But when we apply this modifier, let's click on this icon. And you can see this would be the final geometry
of this object. The reason we use this often is that if you have
very organic object, you can still work on a very
small number of vertices. For example, let's increase
this two to three. And let's say that I want
to change the shape. I can select this face and
move this on the x axis. You can see it's much easier. But if we go ahead and
apply this modifier, and now I have to do
the same thing Now, every time I want to
make a small change, I have to go ahead
and select all of these faces, all of these. And then I have to move
them and you can see it's going to give me
very weird results. And then I can use the
proportional editing. It lengthens the
modeling process. It's much easier to just use the septive modifier
as you're working. Once you modeled object, then you can just
apply this modifier. We have the solidify modifier, which is going to give
you thickness or depth. So let's go ahead and select
these objects, delete them, and add in a simple
plan object like that. And then you can go
into Add modifier, you can add solidify modifier,
and you can change that. It's going to give you depth
very easily and quickly. You can enable this
even thickness. Sometimes when you
have different shapes, you might need to
enable this function. These are some of the modifiers
that you use regularly. There are a few other
ones, like you can bend objects and you can
do things like those. But I would recommend you to experiment and play
around with those. That's how you can work
with modifiers in Blender.
37. Rendering Basics: We know how to model in Blender, it's time to take a look at our render settings and how
rendering works in Blender. To access your render settings, you can click on this first
tab in the Properties editor. Then at the very top, we
have our render engines. By default, Blender
has EV render. This is real time render. It's a bit faster, but you can get really realistic
results with it. For that, you'll
need to use cycles. You can switch your
rendering type here or the render engine, and then you can use
a device with cycles. You can use your
CPU or processor, or you can use your
graphics card or GPU. You can see this GPU. I can't use it
because it's great, that's because I have to go
into Edit menu preferences. Then under system we can enable the type of graphics
card that we have. If you have invidious
graphics card, tried to use a or
this optics render, but if you're on
EMD graphics card, you might see something
called open GL. I think it might be this one. I don't know about that, but
there should be open GL. I think it works with
MD Graphics cards. I'm going to select optics. Actually, let's go with cut. Then we can close
out of that and you can see that it is
no longer grade out, which means I can
use my graphics card down here. We have our samples. The more sample you add, the clear cleaner the
image is going to become. But at the cost of
more render time, we're going to leave
everything a default for now. Now below this, we have
our output settings. We're not going to
touch these just yet because we don't need
this. In this video. You can set up the resolution
at which you want to render images out of your red software,
in this case, Blender. You can select the file
type that you'll be using, where you want to save those
images and all that stuff. In this tab, let's take a
look at how rendering works. The way rendering works is very similar to photography
in real life, we need a camera and you can see by default Blender
comes with this one. You can add multiple cameras or you can delete the
ones you don't need. Then you set up lights in your scene and then you can
render images out of Blender. By default, we have this camera. And to adjust this camera, there are a lot of
different ways. Now you can use
your standard grab and moving and rotation, but that would be
very inefficient. The next method that
you can use is you can press zero on the Numpad and it's going to look
through that camera. This will be our final render. Anything within the
Porto boundary, you can press end to
open the sidebar and then under view
there's an option. Let's go ahead and expand
this a little bit more. There should be an option
called lock a camera to view. Now, every time when you
rotate with middle mouse put, when you pan around
and all that stuff, your camera manipulates
along with it. Now this is one
way to adjust it, but I personally don't
like to use this option, but it's there if
you want to use it. Now what I like to do is that when I'm inside
this camera view, I just press Shift plus Tilda. This tilda key is right
below this Cape key. It attaches it to Mics and I can look around just like
when I'm playing games. Then I can use to
go forward As to go back to go left
and D to go right. I can press to go
down for going up. If you hold on shift, it's
going to make it faster. It's just like playing a
shooter game on the computer. It makes it much more easy
to move the camera around. You can left click to finish the movement if you want
to cancel out of it. For example, if I move my camera here and I'm
not happy with that, I can just right click and
it's going to cancel out it. You can see that
it makes it really easy to adjust a camera. Next, we need lights
in our scene. Let's go and set up
a very basic scene. Let's go and press
shift A under Mesh. We're going to add
a plain object, let's scale it up
really big like that. Let's tap into edit mode. Select this edge, then we can extrude it out on the
z axis like that. Let's go and select
this edge again, control B to baffle, and we can add more cuts like that to give it shape like that. And then we can right
click and shade smooth. Now let's go and move
this up as a platform. And we can scale it
up if we want to, just a tiny bit scale down. Just adjust this a little
slightly and then we can add this monkey head that let's just place it slightly that we're
creating a very basic scene. By default, we have
this one light that's going to illuminate this. At the top, we have our
wire frame made solid, shading is the Mad that
we're currently in. Then we have our
material preview. When we click here, it uses
a bit of default lighting. There's an STRI image, STRA are 3,600.60 degrees images that wrap around the three scene and it gives light to
our three D scene. We can click on this drop done, and you can see
this is the image that Blender is currently using. We can select a different
type and you can see how it immediately
changes the effect. We can change the rotation, and you can see how the
lighting changes a little bit. This is a quick way to
preview your materials, but it's not going to give
you really realistic results. But it's a good way to quickly put some basic materials
in your three D scene. For example, let's go
and select this cube. And then click on
this material icon. We have the default materials, We're going to remove that. Let's go and add a
new Material slot. Click on, I think we're
going to just leave this, actually just change it to
something like orange color. Just yellowish. Then we're going to select this monkey head
and we're going to use the same material that we
just created for the cube. Just link that down here. You can see we have blur
and other things like that. And then we have
the world opacity. I think it just shows
it in the world. You can see that the image
that I was talking about, you can see wraps around
our three D scene. We can also remove the blurness. If we want to, we can blur that. And then here we have the
strength of the light. Then the next button
that we have is for rendering that enables
our rendering engine. Whichever engine is selected here is going to enable that. Let's go to start with EV and then we can start rendering. You can see immediately
everything becomes dark and nice using
the lights that we have in our scene instead of the default lighting
that Lender comes with. You can see that is
a real time lender. It's really fast,
but it's not able to produce very
photorealistic results. But it's good for
a lot of the time. It depends on the project
that you'll be working on. If you're just
creating something low poly like cartoonish, then V would be much
better choice than cycles. But if you want something
photorealistic, then going with cycle
makes more sense. Let's go and change
that to cycles. Now you can see
that it takes a bit more time to clean the image. By default we have
this point light. Let's select that
and delete that. Now we're going to press
zero on the pad and it's going to move into the
camera press shift Tilda. And let's just adjust the
camera angle slightly. Just adjusting that. Let's move out of the
camera view for now. We're going to start adding
some lights and stuff. Press shift eight to
open the add menu. And then under lights we
have the point light, sun, spot and area. Let's start with
the point light. Let's press to grab along
the Z axis to move. Now point light is going to
emit light in all direction. We can click on this icon here
for the data at the light. And then here we
have some settings. Now when you create the light, you can change the type of light that you'll be using afterwards. So you can see we
have point light. Then we have the sunlight
and it immediately brightens everything. Then
we have the spot light. We have aerial light.
With each light we have the color of the light. We have power by default is just ten watts. Just
like in real life. The light decays
over the distance. The further away the light
from the objects and the lower the light effect
will be on the objects. Let's go ahead and
increase this to something like maybe 250
because we will need a lot of light power
and we can move it. You can see that a mis
light in all directions, the sunlight, the
position of the light itself doesn't affect the light. It's just the
direction. Let's reduce this pack to something
like maybe one. If I press R will rotate. And as soon as I
rotate, you can see how it gives us the sunset effect. And then just like in real life, the way sun works, it's going to give you
the same result. Usually if you want
to create sunlight, you can either
create the sunlight or you can use an TRI image. By default, we don't have any GRI image in the render mode, it just appears in
the material preview, we're going to see how we can set that up in the next medium. The next type of
light that we have is spot light with spotlight. You can see that
it's a spotlight. Let's go and increase the
power to something like 500. And you can see that
there's the effect we might need to
increase it even more. Let's go with something
1,000 Actually, let's go with something like
5,000 As you can see that, it gives us this
spotlight effect. We have the radius of the light. Then we have the area light. Aera light is like a plane. For some reason I think
it's bugged again. Let's go and delight
that. And we're going to create a new area
light from scratch. Let's move it up. You can
see that just like that, there's our area light. It's like a square shape
that we can scale up. The more you kill it up, the softer the shadows
are going to be. Okay, blender gleached out. I think I might need to
close blender and reopen. I'll try and save the file and see if I can fix this buck. Okay. I was able to recover
my skin. There's our light. The kill it up. The softer the light is
going to affect your scene. And then again, we can
increase the power. Let's go with really high power. Let's go with something
like maybe 8,000 now, it's going to light
our scene up. As I scale it down,
you'll notice that the shadows become
more sharp and sharp. You can increase
that. It's going to give you the best result. So it's just a missed
light in one direction. Usually, when you want
to create studio lights, you would want to use
this area lighting. You can also use
this for creating ceiling lights and
those kinds of things. This is use light for me in a lot of the projects that
I created in blender, you can see that we can set up the lights and then when
we press zero on the pad, it's going to show
us our camera view. Then we can adjust
some settings. Let's go to our camera in our outliner, we
have the camera here. When we do that, then we
have the camera tab here. We have the camera type.
We can use perspective, which is going to give
us that three D depth. But if you want to
create orthographic view which removes that depth,
you can also do that. Then we have the focal length by default is set to 50 millimeter. You get more close up shots then you can increase it if
you want to get more wider. Look for example, one of the famous lens type
is 35 millimeters. You can also create that. Let's go with 50 foot. Now here we have the shift. We can shift that
if you need to. Here's the safe area, if
you want to add that, then as you change that, you have a lot of things here. We have had this option, we
highlights the area that will not be rendered
in the final image and you can change the
transparency for that, this is useful thing. And then we also have
this depth of feel. You can enable that to add
blarness to the background. And then you can select the object that you
want to focus on and it's going to make it easier for you to
focus on that object. Then down here you can
adjust the settings stops, and these would become more
technical for this course. If you want to learn
more about this, I would recommend watching how miles or DSLR cameras work. A simple trail on
Youtube will be enough for you to
learn these basics. You can see that it's
a very basic concept. We set up our camera, then we add lights
to three D scene, and then we render
those images out. Right now you can see
that we're rendering at a full HD image. If we go back to the second tab for the output and we change it to more of a square
resolution like 1080 x 108, so you can see it's going to
give me more of a square. This can be good for social media and those kinds of things, but if you're rendering
a video, in that case, you would want to
use a resolution that is current standard. And usually people
render at ten EDP. Down here we have the frame rate and
those kinds of things that covers up the basics
of rendering in Blender.
38. Materials Basics: Video will be taking
a look at how you can work with materials in blender. I'm using the same scene file
from the previous video. If you didn't know
how we ended up here, I would recommend watching
the previous video. To create materials in Blender, you go into this material tab in the Properties editor with the objects selected by default. We have
this material here. We're going to click on this
minus icon to delete that. Let's understand how
this works in Blender, you can add multiple
materials to a single object. We have these two buttons
here, plus and minus. You can click on plus button, adds an empty material slot, and then you can click
on this new button. It creates a new material and
places that in this slot. If you click on this drop down, it's going to show you all the
materials that you have in your three D scene
and you can use one of the materials that
you already have created. This is going to make
more sense in a second. Let's go ahead and
create a new material. Then you can either
double click here or you can just click here
and type in a name. We're going to type
in something like maybe our red material. This is going to give
us this red material. Let's go ahead and click
on this base color and we can change it to red. It's applied to our monkey, so you can see that it's
updating in real time. Now that we have this applied. If you want to add
a second material, we can click on this plus icon and it's going to
add a new slot. Now I can either create a new material or I can
click on this drop down. And you can see that red
material that we created is the can select it and it's going to import the same settings. Now if I make a change
to the second material, since it's the same material, it's going to update
across both of those. If you use the same material on multiple objects, for example, if we select this base and
then click on this drop down and select that material
and then we make a change, can apply across all instances, can update across
all the objects that's using the same material. The material at the very top is going to be applied to
your entire object. And then if you want to apply a different material,
remove that. We're going to click
on this minus icon. It's going to unlink
that material. We can create a new one.
Let's call it green. Let's go and change the color. Let's say that I want to
apply this green material, but only to certain
parts of this object. To do that, we simply
go into edit mode. We go into the edit
mode and then select the parts of the object that we want to apply this material to. Let's go to phase selection
mode and maybe select these. Yes. Then with our
material highlighted, we can click on a sign and it's going to assign
material to that area. Now if you want to select Object based on the materials,
that's pretty simple. Let's say that I want
to select the area where I have this green
material applied. I can highlight the material
and click on Select, and it's going to
select those faces. If I grab those, you can see
how it makes it really easy. You can deselect those
only the material area where this material is applied.
Same thing with this one. If we click, it's
going to select everything except
for that ice area. Now let's go through some
of these icons Here. You can see that we
have these materials and down here we
have some icons. Blender is going
to delete some of the unused materials
if you save your file, if you want to protect the material even if it's
not used in your thre C, then you can click on this
protection shield icon. Another thing that you might
want to often do is that, let's say that I created
this new material slot. But I want to take
settings from one of the previous materials
that I already created. In that case, I can say I
need this red material, but now I want to create a copy of this so that when
I change the settings, it's not updated in
the original material. In that case, I can click on this copy icon and it's
going to create this 01. Now it's a separate material, so if I make a change to it, you can see that
it's not going to apply to the previous
red material. That's how you can create, copy, and pick one of the previous materials as a starting point. Another thing that you
might want to do is copy materials to multiple objects.
And that's pretty simple. Let's say that I created a
few more cubes like that. Let's create a few more copies. Now, if I want to copy materials from one
of these objects, let's say that I want to
copy Suzanne materials to the rest of the objects. I can select all these
objects and then select the Suzanne
as active selection. Then I can click on
this drop down and select Copy Material
to Selected. You can see that it
copy those materials to all these three objects. Another way to do this would
be if I press control Z, Select your object that you want to copy
materials from as Active Selection and then
press Control else you open the link menu and then
select Link Materials. It's going to copy
those materials. Let's go and get
this red material. That's how you can
copy these materials. Okay, now that we know how we can add and
remove materials, let's go through some more
settings in material, We have a preview, where we can change the type of preview
that we want to see, where our material is applied. And then usually
I'd like to just preview my material in the three viewports. So
I have this collapsed. Then we have, by default we use the shader type which is
set to principal BSDFow. This should be able
to give you most of the results you need like
creating plastic materials, metals in any material
that you would use. Normally you'll
be able to create them for more
complicated materials. You can use what is
called the shader editor, and we're going to
see that in a second. Here you can see that
we have the base color, we can set the base color, or we can click on these icons, and then we can select
a different type of image that we
want to use here. If you want to use an
image from your computer, you would use something
like image texture, you can click here and then. You can create a new image
and paint inside the blender, or you can op an image
from your computer. That's how you do that. Down here you can see we
have metallic properties. So we can turn those
on and it's going to make our object look
more like a metal. Then we have the
roughness slider. It allows us to make our object rough or we can make
it really smooth in this case is
reflecting everything and you can see that there's
this dark background, so that reflects off
of this monkey head. To preview this better, I would recommend going into
the material preview. It's going to give you
a bit better result. It's showing this black result because we set our
image texture, but there's nothing in there, so we're going to go
ahead and remove that. Let's reset this value. An easy way would
be to simply have Arcyserup here and
press back space. Now that we've
removed that color, you can see that here's how
we make our object metallic. And then here we
have the roughness. We can make it rough
or less rough. Down here we have
some more properties, like if you want to
make it transparent, you can increase this
transmission value. But then we have to
reduce the metal. It's going to make it
look like a glass. And you can see that it's a frosted glass because we
have a lot of roughness. As we remove, the roughness
become more clear glass. You can also play around
with this emission it makes so that your
object emits light. It acts as a light. It's often used in
roof lights where you want to change a simple plane into look like there is a light. Then you have this can be used in adding an outer coat
layer on your paint. Usually used for car cards
and those kind of things. These are some of
the basic settings for materials in lender. If you want to create more
complicated materials, then you would add a
new panel like this. Then change the edit type
to Shift Editor by default. You can see that here we
have our principal BSDF, but you can press Shift A
and then we have a lot of different types of materials. This can be a really
deep topic in itself, so there can be an entire coast dedicated to creating procedural
materials in Plender. We're not going to dive
too deep into this, but for example, if I want to
quickly create a gradient, I would go with color wrap
and then add that and we can drag and plug these
into the base color. It's going to give
us a gradient. Also, we need to change
our emission slider. Let's open that.
This BSDF slider, or property, mirrors the
settings we have here. It's same as that
inside emission. We're going to set
this back to zero. Let's also reduce
our transmission because we don't want to have a transparent material like that. Now we have this ingredient
that we can play around with. So we can click here and
we can change the color. Then on the other side
we have the black color. We can change that the way it's going to be
applied to our object. We can use nodes like
texture coordinate node. We can use that. And
then we can combine it with something
like mapping node. Again, as I said, it can
be a bit complicated, but let's go with that. We can link that
into the position and we want to use this object slider
as you can see here. Now the black color is
affecting half of the object. We can change this color to
something that may be blue. Blending these two
colors together, we can change how it's blending by using
this mapping node. The good thing about this is
that it's all procedural. So you can very quickly and easily change any
of these properties. And change the look
of your material in comparison to the materials that you'll create in other programs. And then bring it
into the blender. That's how you would
use the Sha editor. Finally, before we wrap up here, we have this tab, Cold World. And it allows you to change
the image that you'll be using inside your world when
you're in the render mode. You can also access
that same setting, the same settings
by clicking here in the shader editor and
selecting world By default, you can see that we
have this background that we can click and change. As we change that, you
can see how changes that. But we can remove
this and we can add an environment map again. Let's type that in here,
environment texture. And we can link that into the surface and you can see that it immediately
becomes pink. Really good source
to get these images is using this website
called Poly Heaven. And it's going to
give you a lot of these DRI images and you can also get a lot
of good textures. Let's click on Browse DRI's. They have a lot of
these. And you can download all of these for free. Let's say that I want to get
this sunny DRI image here. We have the resolution.
Let's go with something low. For now, let's go with two K. You can use DRI or X R
bit extension works. Let's go with focus. And
that is a little bit better. The size of the image goes up significantly. Let's
click on that. Okay, now that I've
downloaded that image, we're going to go ahead
and open that up. On my desktop, I
have folder called DRI and I've
downloaded that there, so I'm going to select that
and select Open Image. And it's going to bring
that in, and you can see it's just like
the material preview, but now we're using
it in rendering. Now even if we
remove these lights that we created in blender, our scene is still going
to be lit up by that DRI. You can also change
that to color and other things like that,
just like we had here. These are some of the basics of setting up
materials in blender.
39. Making a wallpaper in blender: Now let me know
how blender works. Let's get and create
a quick wallpaper for a desktop using some
of the tools we lens. So far, we're going to create
a quick background using a plan object just like
we've seen multiple times. Now let's just extrude and add few look cats like that
and share the smooth. Now you can just use
any random shapes. But I have and you need some
reference. I have an idea. I'm going to create
cylindrical disks. Then I'm going to place them
or stack them on top of one another and that we'll be able
to create this wallpaper. Let's go to add a
solidified modifiers. We have some thickness.
Reason I like the modifier is that it gives me more control sheet is smooth. Let's open our operators panel and we're going to
enable out a smooth. And then let's just go ahead and quickly
create more copies. Just shift to duplicate and then just scale up
and experiment run. And this is a trial
and error process. You play around with settings and stuff until
you're happy with it, you just go back and forth, play until you're happy with it. I'll just spend a few minutes. Okay. Now that we have
this shape completed, as you can see that I
created some UV sphere, scale them down, and
I added these shapes. You can do that
using this U sphere. Now let's go and add a camera. It should be somewhere. I
often forget where that is. Let's go through camera and you shift till that you
move our camera. I'm going to just move it
back, something like here. Just fine tune and adjust
the placement of the camera. Let's add a new
window so that we can look through this
camera in that window. Let's just turn off
all the overlays and then we can enable the
rendering mode on this window. It's going to give
us a quick look while we work on in
this other viewport. Let's enable cycles,
GPU compute. For now, we're not going to
touch our sample settings. Let's just add some
lights under light. I'm going to add an area light. Let's move it up. Scale it up so that we have, so shadows. Let's go for light
data and increase the light to something
like 8,000 Okay, as you can see on the right,
I'm able to quickly see how my scene is thinning
up and then I can freely work in
this right viewport. Okay, so I'm happy with the
shape that I turned out. So let's get and create
a few more copies of these lights and then
I can place them from a different direction just to
give it a side angle light and make some of the darker as more soft Then same
thing on the other side. I think I might need two
lights for the background. I just need to rotate
this light a little bit. I'm going to press Period
on my keyboard to open this pivot point and then I'm going to change
it to three decursor. You can do the same
thing at the top. We've already seen how
transform pivot point works. Just like that, a
light is now set up. I'm rotating this around the predcursor in
the world origin. That makes it a bit easier. Okay. I think I'm happy with
the heights training out. Let's go ahead and create a
few copies of these lights. I'm going to select it,
move it to the back there. Let's just create one more copy. Okay, still rotating
around that. I'm going to press period
again and go back to the median point
transform pivot point. Let's just keep rotating
the light and stuff. I think I might need
to play around with the light color a little bit
because it's too bright. Okay, I'll go and
select the light. Go to the light properties area. Let's just make it more
of a reddish tone. Then let's go to
this other light, and I think I'll go with some
more of this cyan color. Okay. Again, as I said, it's a back and forth
process because I'm creating an abstract art and I don't have an exact
reference to match. It requires going
back and forth, tweaking stuff that
you don't like and then settling for
things that you like. Let's just give it
same color tones for the background lights
and there's other light. Let's go ahead and
select that again. I'm giving it the matching colors that I have on the front. Okay. I think I'm happy. Let's just I had a
bit of final tweaks. I'm just moving this down to see if I have a
plain background or do we more background
where it rolls over. I think I'm happy with
the results so far. So let's get and render
this a quick render. I'm going to go and enable render to see how it turns out. Okay, I see a bit
of problem there. We have our initial
sphere that I created as a copy in case
I wanted to go back. It's visible in our render. So I need to close out of this render window and fix
that. Let's just do that. I'll go ahead and close
out of this window. Let's just find that in Outliner and we're going to
hide that in our render. Also, I'm going to
increase the samples under my render samples. Let's go with something like
maybe, let's go with 236. And if we need we can add more. Let's just render this again. Okay, As you can see, I think I'm pretty
happy with the results. I'll go out and save this
image on my desktop. All right, here's
the final image. As you can see, we just spent less than 10
minutes and we created this beautiful
wallpaper in three D. Here's what it looks
like on my desktop. Now here's a quick
exercise for you. If you follow it along
with this material and you want to create
the same wallpaper, I would give you a
bit of challenge. You can see that
we have a bit of jagged edges on these plates. Go ahead and spend some
time and try and figure out how you can change this to a more rounder object without
recreating this whole thing from scratch because
it's quite easy to do. You can see that by just
spending like 2 minutes, I was able to create this
another same wallpaper, same plate, and
everything was same. I just moved from this
step to this one. This is a challenge for you.
40. Final Project - Base Shape: Welcome to the final
project for this course. In this final project,
we'll be modeling this beautiful isommetric
room in blender. This room will be
modeled from scratch. Everything that you see will be modeled by you step by step. Let's go ahead and get started. Let's start by pressing Abarino, Select everything, and
then press Delete. This is going to delete
everything that we have. Now we can press
Shift to open a menu. And then under Mesh we're
going to add a cube. Now we're going to press to grab along the Z axis
and then 1 meter. This is going to
make sure that it's placed exactly above the grid. Now we can tap into edit mode, switch to phase selection mode by pressing three
on the keyboard. And we're going to select
these three phases. Press X to open the delete
menu and select Phases. Now we're going to
select this bottom face, and then press button on the keyboard to open
the separate menu. And we're going to
separate by selection. Now we can tap out
of added mode. Now we have these two objects, one for the floor and
one for the walls. To add thickness
to these objects, we're going to use Solidify Modifier because
it's going to give us better control over the thickness and it's going
to be non destructive. Let's click on this icon and
then add Modifier Generate. We're going to go ahead
and add Solidify Modifier. Since we're not modeling
against a reference image, what I'd like to do is just
play around with this value until I like the result and
then I enter an exact amount. If this value is
moving too fast, you can hold on shift
and then left click and to drag this is going to give
you better control over it. Let's go and click on this box. And then we're going
to type in negative 0.2 just like that. We have the depth added. If we look from the top, you can see that this
extrusion isn't even. We're going to make sure that
even thickness is enabled. Now we just need to
copy this modifier over to the floor object. To do that, we can
select our floor object. Hold on Shift,
click on the walls, that's this inactive selection. And then we can press
control to open the link data menu
and copy modifiers. Now we're going to select
our floor object and change the offset so that the extrusion
happens on the inside. Now we just need to apply these modifiers so we can select our object and then
click on this down pointing arrow and select Apply. Or we can also have
a crestor over the modifier and press
control A on the keyboard. Now we're going to
select our walls and add few more modifiers. Let's go and click on Add
Modifier and Regenerate. We're going to add Babble
Modifier immediately. You'll notice that
it's going to bavel every single edge
on this object. That's not something
that we want, so we're going to
change that now. To change that, we need to
change the limit method. Right now it's baveling every that has angle
of 30 degrees or more, but we're going to
change that to weight. Now if we tap into
edit mode A to select everything and then perhaps
button to open the side bar, then we have edges
data and here we have something called
mean bevel weight. We're going to increase this all the way and we're basically telling blender to only beveled edges which has
this bevel weight. This way we have finer
control over this. Now we can tap out
of added mode. And we're going to change
some settings here. We're going to increase
the number of segments to two and we're going to
change amount to 1 meter. Then we're going to add another
modifier under generate. We're going to add a
subdivision surface modifier. If we look from the side, you can see that this shape
is a little bit curved. We're going to fix that by going into the profile for
the babble modifier and increasing this all the way. We're going to also increase the levels for the
viewport to two. Just like that, we
have stylized round looking, more cartoonish walls. And now we can apply these modifiers again
to the floor object. So we're going to
select it, hold on Shift, click on the walls, and then press control L to open the link menu
and then copy modifiers. Then we're going to
select the object, tap into edit mode to select everything and
then add a babble weight. Now we're going to
tap out of edit mode. Select the floor object and select the walls.
Right click Shade. Smooth that objects
a smooth shade. Now we're going to add a window in this area of the walls. Let's get and select them. Type into edit mode. Control R to add a loop. Cut left click to add it. Then if you move your mouse, you can see that you're
able to move it. Right clicking will
cancel the movement, but you did add the edge loop. Now if you look at the top, you can see that this
is a little bit skewed. That's because it's creating an edge with an average
of these two edges, but it's an easy fix. What we can do is we can press S to scale along the Y axis, and then we're going to type
in zero and press Enter. Now we're going to go
ahead and grab this by pressing along the Y axis, move it to this
part of the wall. Then we can baffle this by
pressing control B again. I'm going to move my cursor
until I'm happy with result. If you look at the bottom
status bar, this is the value, the width is currently close to 0.4 We're going to
type that in again. You can adjust this if you
want to by pressing G two, grab along the y axis. Now we're going to
do the same thing for the horizontal edge. Control R and then cursor here. Left click to add, right
click to cancel the movement. And then control two, bevel, I'm going to just
keep moving this until I'm happy we'll
go with something like 0.5 We can make slight adjustments
later on if we need to. Now we can press two, grab along z axis to move it up. A
little bit like that. Then we're going
to add an area for tour in this area control
R to add a loop cut. This time we're going to
just move slightly and then left click
control to pebble. Let's go with 0.25 I would say, yeah, that would
be a good value. We're basically creating
a stylized room, exact size doesn't
really matter. Just eyeball for
something that you like. And that would be good. If you make a mistake,
that's not a problem. Controls to go a step back and then you can do
the same thing again. We can press control B. Let's go with like
0.28 I would say. Then we can press to grab along y axis to just fine tune the
positioning a little bit. Then we're going to
add one more loop. Cut down here for the door. Finally, we're going to move this part a little down here. And to do that more easily, we can go ahead and
switch to selection mode. Or click on this icon, select
this edge, orbit the view. Hold on control. And click here. It's going to find the
shortest path to that edge. It's going to select
all of those, like that two grab along z axis. And we're going to move
it down something here. Now we're going to go
ahead and create the holes here for the door and window. Let's switch to face
selection mode. And we're going to select
both faces on both sides. And then control to
open the edge menu. And then we're going
to bridge edge loops. Now we have a bit of
shading issue here because we don't have the
babble weight applied. So we can press to select everything and then
add babble weight. Then we're going to
use same technique for selecting the door frame. Then control to open
the bridge menu. Bridge edge loops to select everything and
add babble weight. Tap out of that mode to
high selecting so far. Okay, now we need
to create the door and the window. Let's
select the walls. Tap into edit mode, and make sure that you're in the face
selection mode. Hold on. Old key and click here. Now make sure that
you're clicking here, because if you click here, then it's going to
select a different direction of face loop. We're going to click here so that the inner loop is selected. And then we're going to
press ship D to duplicate. And then right click to
cancel the movement. We did duplicate this, but
we cancel the movement, it's snapped back to
its original position. If you look down here, it
says at and duplicate. We did do that. Now we can press button to
open the separate menu. And we're going to
separate by selection. Type out of edit mode and then select that new object
that we just created. Type into it mode to select everything and then old to
open the extruded menu. Now we're going to extrude
along, face is normal. We're going to move
our concerns outside. You can hold on
shift. Actually I made a tiny mistake here. Controls to undo that. I forgot to dissolve
these edges. Let's switch to
the selection mode and make sure that these
two edges are selected. This one and that
one over there. And then press X and
select Dissolve Edges, because we want a
smoother door frame. Now again to select
everything and then old to open
the extrude menu. Extrude long face is
normal and we're going to hold on shifts so that we
have more finer control. Now also if you look at
the top of the interface, there is an option called
even thickness right now, which is set to,
what we're going to do is press S key and
it's going to enable that. Just like that. We're going to finish that to
select everything, then we're going to scale
this on the x axis. Tiny bit to scale along x axis. Just move it out
of the wall like that to select everything. And then add a Bbl weight. Again, we're going to hold
on Earth key and select this inner loop in the
phase selection mode. And then we're going to
scale this by pressing. While we're doing this,
we're going to press shift X to exclude the X axis. Now it's only scaling
on Z and Y axis. We're going to fix it until that tiny edge in
the corner is fixed. Just like that, we
have the door frame. Now we can again select
this entire loop. Shift D to duplicate. Right click to cancel
the movement to open the separate menu
and separate by select tape out of edit mode. And then we're going to select
this new object type into edit mode to select
everything to fill. And then we're going to select this phase and then orbit the
select on the outer face. Now we can press to
inset and we're going to inset this to create the
outer frame of the door. Then control to add loop cuts, let's increase loop
cats to about three. Left click to add and right click to cancel the
movement control. B, two level, we can
hold on shift key to just fine tune a tiny bit. Then using the phase
selection mode, we're going to select all of
these phases on both sides. Then we're going to
inset them again by pressing and just a tiny inst. Then we're going to
press to extrude and right click to
cancel the movement. The extrusion did
happen if you look in the bottom left corner,
but we didn't move that. Instead we're going to scale. Let's press and then X, just to move a tiny
bit in like that, to select everything and
then add babble weight. Just like that. We have a frame. Now if you want to change this depth, that's pretty simple. You just select these
faces on both sides. That then to scale along
x axis, just like that. Create a handle for the door. Inside the added
mode, we're going to select this phase
shift to duplicate. Ightlect to cancel
the movement to open separate menu and
separate by selection, tap out of it mode. Select the new phase
that we just created. Tap into edit mode to
select everything, and then we're going to scale
it down just a tiny bit. Tap out of edit mode. Grab this along the by axis
just to move it slightly. Tap into edit mode. And then we're going to press to extrude and then
to extrude again. And then we're going
to select this face, and then to extrude, link that to select everything, and then add babble weight. Just like that. We have the door handle created and
now let's work on the window. We're going to use very similar, almost the same method,
to create the window. Let's tap into Tm. Using the face selection mode, we're going to select
this inner loop. Shift to duplicate. Click to cancel the movement
to open separate menu. And separate by selection, select the new object
that we created. Tap into it to
select everything, then open the extrude
menu face is along normals and press to enable even thickness,
the shift key. And just slightly move
it out like that. A to select everything
scale along x axis like that and then
add babble weight. Finally, select this inner loop. Again, make sure that you click on this inside so that
the inner loop is selected. And we're going to fix
this corner again to scale shift x to
exclude the X axis. We're going to move it until that corner is fixed like that. Then we're going
to create a copy of this shift D to duplicate. Right click to
cancel the movement. And then we're going to
separate by selection. Now we're going to select
this new phase type into edit mode to select
everything and then to fill. Now we're going to do this
a little bit different, this time control R
to add a loop cut. And we're going to add a loop
cut exactly in the center. Now to select phases
on both side, we have to go into
a wireframe mode, or what is known as X ray mode. Because if you make a
selection like this, then it only selects the parts of the object that are visible. We can either click on this icon here to tuggle the x ray, or we can press L, Z.
I'm going to do that. And then switch to
vertex selection mode by pressing one on the keyboard. Select vertices on both sides, and then press X and then
select the Let vertices. Now we're going to
press Old C again, switch to the selection mode. Zoom in a little bit, hold on Old, and click on this edge. It's going to select the
entire border around this area and press
to fill that. Now to select everything
and then add babble weight. Now we're going to create
one part of this window, and then we're going to mirror
it over to the other side using a modifier That's going
to make it a bit easier. Now in the face selection mode, we're going to select both pass. Then we're going to press to Inset to create the outer frame. And now we're going
to add a loop cut. Then we're going to
bavel these loop cuts. Something like that. And then using the
face selection mode, we're going to select
these faces on both sides. Now we're going to
press to inset, then again to extrude, right click to cancel
scale along x axis, to move them inward
to select everything. And then I add babble weight. Again, you can
increase this depth. I'm going to fine tune that
if I need to later on. Then we just need to mirror
this over to the other side. I think we should increase
the depth, just a tiny bits. I'm going to go ahead
and select that. And then scale along the x axis. Okay, not much better. Now, we're going to
select the window, right click, and set
origin to geometry. Then the origin point
is in center of this. Then we're going to
select the window frame. And the same thing now we're
going to select the window, Go to add modifier,
Generate re modifier. Scroll down and then click
on this eye dropper icon. And we're going to click
on the window frame. Then we're going to
enable the Y axis and disabled X axis. Then we just need to create
the handle for the window. Tap into edit this
phase D to duplicate. Click to cancel the movement to separate, open separate menu. And we're going to separate
that by selection. Let's go in and select that
object that we just created. We're going to go into the
vertex selection mode, Select these two vertices, and then we're
going to scale them along z axis in type zero. This is going to fix
the screwed angle, scale z and then zero. And press Enter. And now we're going to press A
to select everything. Scale it down just a tiny bit. Then we're going to move
this along the Y axis. I think I'm going to scale
this even more on the Y axis. Like that also scale it a
little bit on the Z axis. Now we can press to extrude
and then to extrude it again. And then select this outer
phase and extrude this to this side to select everything
and add pebble weight. If you need to tweak any of that parameters, you
can easily do that. We can select these edges
to do this more easily. We can go to the side view
by pressing one and then enable the x ray
mode by pressing LC and then selecting
these edges. Or if you want to fix
this middle part, you can select that
and then grab this along x axis like that. We're going to select
everything as a whole. Grab this along x
axis to make it bit mode thinner like that. And then we're going
to go back into the normal sheeting
mode just like that. We have the handles
for the window. Finally, we're going to
create some tiles down here. We're going to select
the floor object. Right click, set origin to geometry so that the
origin is in the center. Type into edit mode using
fish selection mode. We're going to select this
phase shift D to duplicate, right click to cancel, then
we're going to separate that. Now select that new object, type into edit mode. Control R to add a loop cut. And we're going to
enter ten loop cuts, typing in ten on the keyboard. And press Enter, and then right click to
cancel the movement. Now we're going to
go ahead and press control B and hold on shift key. And add a tiny bbl like this. And then press X to open the delete menu
and select Faces. Now press seven on the Numpad
to go to the top view, we're going to add
some loop cuts. Control R to add a loop cut. And use more scroll wheel to increase the number of
cuts that we are adding. Then we're going to
add them. And then right click to
cancel the movement. Now we're going to use the
same technique over and over again to add more
and more loop cuts. We're creating random
tiling control R and then add the loop
cuts just like that. Then while in the top view we're going to hold on shift key and just make a quick selection over the edge loops
that we just added. Just a few more edge loops, then we can just go closer to it control to bevel
and hold on shift key. And make sure that it's
just a tiny bevel, like that extra open
the delete menu and delete the faces. Now we're going to press a to select everything
and then to ex, we're going to ext like that and then and press to select
everything again. And then add bevel, weight
and tap out of that mode. Just like that. We have
tiling added into our scene. Also, I'm going to go ahead and scale this a little
bit on the x axis, the window itself as
to scale along x axis. Just a tiny bit like that. Same thing for this
door to actually, we have to set the origin
points. Right click. Set origin, origin, deeometry scale along
x axis. Like that. W we messed up a little
bit of the handle, we need to grab this
along the x axis. Same thing for these handles. Right click, set origin,
point, deeometry, grab along x axis and
move it closer like that. There we have it, that's
the base shape completed. We have a window, door, and frame for them,
tiles, walls. What I like to do when I
reach a point like this, I save my file so that if
something unexpected happens, like blender crashes
or anything, we can always revert
back to this step. We're going to go ahead
and save this file, and then we're
going to continue. We're going to save this
in an incremental way. Go to File menu and then Save. Now I have a folder on my
desktop called Final Project. We're going to save it here. You can use any
naming convention that's easier for
you to remember, but what I'd like to do is
type in base shape completed. I can also add a
number at the start, so that's going to
make it easier for me to remember it's
01 ship completed. And I'm going to save
this blender file. Now if anything
unexpected happens, I can always go back to
that step and start over again instead of starting
all the way from scratch.
41. Final Project - Modeling PC Desk: We have the file saved, we can go ahead and continue working. We're going to start adding a
computer desk in this area. Let's go ahead and
stop with that. Now what I'd like to do is take objects from the previous
objects that we have here, because then we don't have
to reapply these modifiers. Let's select our wall
Tap into edit mode. And then using the
face selection mode, we're going to select this
face shift to duplicate, click to cancel, and then press P and separate the object. Now we can go a and tap into edit mode with that new
object that we just copied. Then we're going to press
to select everything. And then we're going
to scale this along the y axis to make it smaller.
We're creating a drawer. And then in the object mode, we can right click Set
Origin pointed geometry. And then we can just move
it slightly up like that. We're going to move this on the y axis closer to this part. Tap into edit mode. We're going to
move this slightly on the X axis like that. Again, I'm just fine
tuning the position. Then we're going to
extrude this out. To extrude it out like that, to select everything
at Bible weight. Then we're going to
select this front face to inset and move this
inward so that we have. Now I'm creating
a stylized room. I want to make sure everything
is cute and rounded. That's why we're
adding these really thick edges and stuff. And then we're going
to press to extrude. We're going to keep moving it
until it disappears there. And we're just going to move
it slightly back like that. Left click to finish, to select everything
at Bible weight. Now we're going to
select that face in the back shift to duplicate. Right click to
cancel the movement. And then separate by selection. By now you should have a pretty good idea how we're doing this. Then we're going to grab
this along x axis to move it to the front like that,
tap into edit more. Then we're going to go ahead
and add some loop cuts. Let's add about four loop cuts and we're going to
cancel the movement. Now we're going to
enable x ray mode to verte selection mode, select these vertices
and then we're going to press X and then
delete these vertices. Now we're going to turn
off the x ray mode to select everything,
add babble weight. Then we're going to
press to extrude, let's just add an
extrusion like this. Again to select everything
and add babble weight. Then we're going to add a loop cut in the center like this. And we're going to
increase that to two cuts. Left click to finish and
then cancel the movement. We're going to do the
same thing again. We're going to scale this along the y axis, just like that. Again, if you make a
selection from the front, it's only going to
select what's visible to you and not the
vertices on the back. To make a selection like that, make sure that you're
in the X frame mode or wire frame mode. Then we're going to
make a selection like that and grab along z axis to select everything
at babble weight. Again, we're going to fine
tune the shape a little bit until we're happy
with the result. Now we're going to
grab this along the x axis to move
it in like that. Then we're going to add a
modifier and regenerate. We're going to add a
modifier, scroll down. Then by default it's adding
new objects on the X axis, we're going to set that to zero. We're going to enable
this onto negative one for the Z axis that is
adding towards the bottom. And then we can just
increase the number of cuts, a number of copies,
just like that. We have this drawer
completed now. We can tap into edit
mode for the drawer, copy this top face, and then separate
that by selection. Tap into edit mode
with that new object. We're going to select this edge, grab this along the y
axis to move it all the way to that end of
the wall like that. Then we're going to select
everything to extrude, Add the thickness again. We can fine tune the thickness
later on if we need to. Then we're going to
select everything and add the babble weight. Okay, then we're going to add an edge loop closer
to this part. Select this phase to
select everything, and then add weight to
add selection mode. And select this edge loop here. And then control to bevel. And we're going to increase
the number of cuts. Let's go with 3455 lo cuts. And we're going to make
it more under like that. Now we're going to click
on this edge loop, so that this part is selected, hold on Shift and Old. And click on this to
select both of these, and then increase
the Bible weight. Just like that, we
have the table top now we need to create
two legs for this table. And to do that more easily, let's go to the top view. Shift right click on this area so that the new
object is added here. And then we're going to
press shift eight to open and add a circle. Let's click on the
operators panel and change the site
to about eight. That is easier to work
with this later on. If we need to add more detail, we can add a subtive modifier. Finally, we can tap into edit mode to select everything
and then scale it down. We're going to scale it
even further like that now. We can just grab this, a long Z access to move it to
the bottom side like that. Now we're going to tap into
edit mode to fill this. Then we're going to
press to extrude, make sure that you're in
the edit mode to fill, and then to extrude. And we're going to move
this to the bottom like that and then tap
out of edit mode. And then also we can
add subdive modifier by pressing control
two on the keyboard. And it's going to add a
subdivemdifier like that. Then we just need to
fix this slightly by adding an edge loop and
then leveling that. We're going to
decrease the number of cuts. Just like that. Again, we just tweak
this slightly. If we need to go into the
vertex selection mode, select these vertices and move it slightly upwards like that. Then we're going to
go to the top view to create a linked duplicate. And then we're going
to move this along the y axis to
something like here. Now the reason we did a link duplicate is that if we make
change to one of the object, for example, if I start
moving this round, you can see how both of
those objects are edited. Since these are the same, we can just use a link duplicate. And then for this tile phase, I'm going to select this one. And then move this slightly on the y axis and go
into the side view. And then enable x ray mode. And using the vertex
selection mode, we're going to select
this part like that and then grab this
along x axis slightly. If we need to increase
the thickness, we can just use phase selection mode to select these phases and then grab this along the
x axis, z axis, like that. There we have it, we have
the table completed. Let's create a
bookshelf in this area. To do that, we're going
to select the tile. And then select this tile phase, You have DT duplicate. And then we can separate
that by selection. Select that new phase. We're going to scale this along the X axis, it's
something like here. Then we're going to scale this
along the Y axis slightly. Again, I'm just fine tuning the shape until
I'm happy with it. Let's just grab and move
it slightly like that. Let's just scale
it down slightly. Okay, so we have the shape
control ow to add loop cuts. And we're going to
add two look cuts. Then we're going to bubble these slightly and then
delete the faces. Now we're going to press
to select everything, and then extrude to select everything and
add babble weight. Okay? And then right click, Sets origin pointed geometry. Then again tap into edit mode. Duplicate this phase
and then create. Separate that by selection and then select that new phase. We're going to
scale it down along the y axis to make
it more square. Then we can just scale
it down even more. Okay, now go to the top to grab and move it closer to
this part of the object. We can just grab it slightly
to the ground like that. Then we can press to
extrude and move it up like that to select everything
and add pebble weight. I think it's too thick. Let's cut and scale
this by pressing S and then shift Z to
exclude the Z axis. That's only scaling on two axes. Then we're going to move
this slightly up like that. I think I should increase the thickness a little bit
to make it more acute. Again, we're going
to go to the top. This is some thing that, where you find tune it a
little bit so that until it looks better, you
just eyeball it. Then we can just set
origin points back to geometry so that it's
easier to work with these. Then we're going to add
a mere modifier to this. Let's go a ungeneratedd
a mere modifier. Then for the object,
we're going to use these, we're going to enable
this on the Y Xs two. Then for this we can add in
a ray modifier ungenerate. Let's add in a ray modifier, then we're going to set
this x value to zero. And then for z,
let's hold down the most and move it up like that and increase
the number of copies. And then we can just keep fine tuning this until
we're happy with this. We can grab it a
little bit like that. Again, I think the
size might be a bit, not like the way we like it. So we can just fine
tune it if we need to. Later on, it's going
to be pretty simple. We just select everything
and then we just scale this, excluding the z axis, then we will be
able to do it shift z, I'm going to
cancel out of it. Because when we
create more objects, then we'll be able to
determine the size a bit better. I
think we can also. A few books on the bookshelf. That's going to be pretty easy. Let's go and tap into edit mode. Select the center face duplicate and separate
by selection. And then select that new object. Type into edit mode,
select everything. And then we're going
to scale it slightly on the y axis like that. And then we're going to extrude it just a tiny bit like that. We have a ray modifier, we're going to go ahead
and get rid of that from this new object here to select everything and
then add pebble weight. Again, we're going to
fine tune the size a little bit until
we're happy with it. Now we can go ahead and
press forward slash the key next to Shift
key on the keyboard. And then we're going to
select these three faces. Shift to duplicate,
click to cancel, and then separate by
select that new object, it isolates our selection and it's easier to work with it. And then we can press
that key again. Now we can tap into that new
object to select everything extrude a long face is normal
to enable even thickness. Let's go with something like that to select everything
and add babble weight. I think I'm going to increase
the size a little bit. Again, I'm going to go into isolation mode by
pressing forward. Then we can to shrink and fatten even thickness chin down. And then we can increase so
that it looks a bit better. Then we can end isolation mode. Now we're going to go ahead
and select this inner part. And we're going to
scale it slightly. Actually click and set
origin point to center. And then we can scale it
down slightly excluding the Z axis that now with
that inner part selected, we're going to click Shift,
Click on the outer part and then press control
to open the parent menu. And then we're going
to parent this. What happens is that now if we select this outer object
and move it around, you can see that the inner part is going to move along with it. Now we just need to
position this better. Let's R to rotate along x axis. And we're going to
press 90 negative, that is 90 degrees above
the, something like that. And then we're going to
grab this along the z axis, rotate this along
axis 90 degrees. And we're going to set
origin to geometry again. I'm going to rotate
this 180 degrees. We can press to grab shift
Z so that it doesn't move on the Z axis and only
on the X and Y axis, so that it's easier to move
it on the ground like that. And then we can
create more copies by pressing shift shift again. We're going to move
it closer here. And then we can rotate this a little bit on the
Y axis like that. Then we can move it a
bit closer up like that. Let's select, oops, we didn't create a copy
for the inner part. What we can do for
this one, it's easy. We just move it like
that. For this one, let's just get rid of this. And then select both of these. Shift, duplicate, grab along the x axis and then rotate
along the y axis a little bit. Then we select these books. Shi, da, duplicate
along z axis like that. Then here we can rotate this
along the Y axis 90 degrees. Then we're going to make
sure that these are placed properly like that. And then we just rotate
along z axis slightly. And just keep moving it
on the ground like that. Let's go ahead and
select this book. Rotate this, whoops. This one is still
linked to this object, so we're going to press LP to separate and
clear the parent. Sops P and select the second option, clear
and keep transform. And then we can just repairing this to this new
object link that. Then we just select this object and rotate this along
the Z axis like that. And then create one more copy
and move it up like that. Rotate that again.
Again, I forgot that. The inner thing, I didn't know why I
keep forgetting that. Let's move it up like that and then we're going to
or that like that. I think that's too
much. Let's go ahead and get rid of this one. Okay, I think this looks better. And then we can add more
objects for decoration up here. We have our table and
bookshelf created. Again, I'm going to
go ahead and save the file, and then
we can continue.
42. Final Project - Modeling Clock, Painting & More: Now that we had the
basic completed, and you've seen how we're
modeling this so far. Moving on from this point,
I will not be seeing out the keyboard shortcuts
so that we can model this at a more
moderate speed. Also, as you've seen, we're adding these different
modifiers and it takes some time to go through this menu and
add these modifiers. What I would like you to do
is click on Add Modifier, and then add some of these
modifiers that we're using over and over again
to your favorite menu. And to do that, you
simply right click and then you can add the modifier. If I right click
here, you can see that it says Add to
Quick Favorites. Now I've already added these and you can't reorder these
or rearrange these. Add them in order
that's easier for you. For example, if I press
button on the keyboard, you can see that it opens
up my quick favorites. Here I have set origin,
array modifier, bevel, mirror, solidify
and subdivision. It's really easy to access
all of that with one key. We don't have to look for these modifiers in
the modifiers menu. With that out of the way,
let's start modeling. Will cut and select our walls, tap into edit mode using
the face selection mode. We're going to
duplicate this and then separate this
from the selection. Now with that new
object selected, tap into edit mode and
select everything. And then we're
going to scale it. I'm creating paintings on
this area of the wall. We're just going to
eyeball the size. And then we're
going to grab this, we're going to move it to
that part of the wall. I'm going to make it a
little small like that, and now we can get a bit closer. We're going to extrude it
and then we're going to insert it and then
extrude it in words, select everything and
then add mean Bbl weight. Now we're going to
write click, and set our origin point to geometry. We're going to create a
few more copies of this. Move it up slightly like that. Create one more copy
and move it down. Let's sect both of these and
scale them down just a tiny bit that now we're going to create a clock
on this area of the wall. And to do that, it would be easier to add
three decor here, Fight, Click to move that there. Then we're going to go
ahead and add a circle. Let's change our size
to something like ten. Then we're going to rotate this along the y axis, 90 degrees. Tap into edit mode and scale it down something like that.
Just ipale the size. You can tweak this if
you want to later on. Now we can zoom in here, tap into edit mode to fill this. Now we're going to
just extrude it. Actually, I was
not in edit mode. Then we can just extrude it slightly and then scale it up. Extrude one more time
and scale it up more. Then we can add a subdiv
modifier shape it smooth. Then we're going to
add one loop cut in this area to preserve a
bit of that shape there. Now we can add one more circle. We have sides already set up. We're going to just
scale it down. Also, we're going to rotate this 90 degrees on the Y axis, We might need to move
this slightly on the X axis, we can
scale it down. Let's go to the side view
by pressing three on the Numpad and then using
the vertex selection mode. We're going to go
ahead and select these vertices and move them
up on the z axis like that. Select everything,
fill the face, and then extrude
it out like that. Add a loop cut in the
center like that. And then add a subitive
modifier and shade is smooth. Now we're going to go
ahead and click and set our origin to a geometry. It's going to move
that to the center. And then if we go to our
tool options under here, we have effects only, and
we're going to select origins. Now what's going to happen
is that it's going to only move the origin even when
we're using the move tool. Now we can go ahead and press
G to grab along z axis. And you can see we're
changing the origin point. We'll move that down there, and then we can turn it off. Now what happens
is that if we go to the side view
and then rotate, it's going to be really
easy to rotate this, then we just need to
create a copy of this. We're going to duplicate that
and then enable x ray mode. Tap into edit mode and select
some of these top vertices. And then move it down
slightly like that. Then we can just
rotate this like that. And then we need to move
this slightly on the x axis. Now we're going to create some
flower pots for this area. Let's shift to move this three decursor back
to the world origin. And then we're going
to add a circle. Move it up and scale it down. Actually, I'm going to
scale it down in the edit more then we're
going to fill it up. Now we're going to
move to this area. The easiest way
would be to enable snapping and set it to
fish snapping more. And then we can just grab it and it's going to just stick there
on the surface like that. Turn off the snapping again. We just need to tweak the
positioning a little bit, then we can scale it down. Then we're just going
to ex it up like that. In set. Just a tiny
bit like that, Extrude it inwards, and then
scale it down slightly. We might need to add
some supporting loops. Then we can add acceptive
modifier Share. It's smooth. We're
going to add face here. If you want to move
this face to the side, you can just press G twice
and that edge slide. That's going to give you
that control more easily. Then we're going to
select this centerface. Duplicate that, and
separate by selection. Now with that face selected to select that face,
we can hide this. Then select that face, old
edge to unhide everything. And then shift click on this
twice to deselect this. And that's going to leave us
with that object selected. Another way to do this is
that you can hide this by pressing H and then select this and move it slightly up, and then unhide
everything that way. It's going to be a little above the previous place
and easier to select. Let's type into edit mode, scale it down like that,
and then extrude it out. Add some supporting loops. Switch to x ray mode using
the vertex selection mode. Select these top vertices, enable the proportional
editing with smooth fall off. And then we're going to
start scaling it down. We're going to make sure
our fall off circle is to the top site like that. Then we can move it down
slightly like that. Now let's create a leaf. We're going to go ahead and add a plan object and then
we're going to move it above the ground type into
edit mode and scale it down. Let's go to the top view and scale it a little bit on the x axis and then
add three loop cuts. Then we just need to modify a shape so that it
looks more like a leaf. Just keep changing the shape
a little bit like that. Then we're going to add a loop cut in the middle, like that. Select this vertex
point and move it slightly on the y axis. Scale it even more.
Then we're going to select these two loops
and level these and make sure to add one cut between them using the mouse
cl wheel like that. Then using the vertex
selection mode, move it mode to the
end of the face. And same thing here. Then we're going to go and
select this inner part. And move it down like that.
Let's press control Z. We're going to leave this
one and move it like that. Now we're going to
press Q to open our Quick Fit menu,
Solidify modifier, and change the settings to add bit more depth like
that shape this object smooth, and add a level two subdivision. Then we're going to
go ahead and apply the solidify modifier
and select these spaces. Extrude them out like that, scale it down and then
extrude it again. To increase this
depth we can go into the Te and select these
edge loops in the center. Then we can just move them even more on the axis like that. Now to give it more
of a curve shape, we're going to enable
proportional editing with a more sharp file of. Then in the verte selected mode we're going to
select these two vertices. Let's go to the right view, then we're going to go ahead
and grab this on the axis. Actually it's not turned on, so let's make sure you turn it on. And then we can increase
the fall off like that. And then we can turn it off. Press period on the Nupato. Zoom in on the leaf. Think
it looks good enough. And now we just need to
scale it down slightly. I would do it in added mode so that we didn't
mess up the scale. And then we can right click,
set origin to geometry. Let's go to the top. Move
it closer to this area, then we're going to
move it up on the axis. Since we're going to need this
rotating around this part, let's make it even
smaller like that. Whoops. Okay, let's play around with the size a
little bit like that. Just adjust so that
it's placed like that. Now we need to move
this origin point here. And the easiest way would be to tap into edit mode
using the x ray mode. Then select these
two phases here. Shift as to open this pi menu and then cursor to select it. That's going to move
our three cursor to that part of the object. Then to move that origin point, we can go into the object
mode and set origin. Into three decursor. That's
going to move it there. That's the easiest way to do it. Let's go to the top. We're going to create a copy of this
and put it to the side. And then using this one we
can create more copies. So DT duplicate. And then we can
just rotate that. We're going to do this
a few more times, that let's randomize the
positioning a little bit. We're going to move it
like that, all of these shot duplicate and then
rotate, add randomization. Let's move it up even more, scale it down slightly. We're going to randomly scale these so that it
looks a bit better. And let's go ahead and
add one more batch. Okay, let's look from side view. I think it looks good enough. And now we can, I think we should scale up
these leaves a little bit. So let's go ahead and select
some of these randomly, and then scale these up. We're going to use this leaf as a reference for creating
a particle system. Let's create a pot here. And to do that, let's
just take this edge loop. In that mode DT duplicate, and then we're going
to select that loop that we just copied. Scale it down, extrude
a couple times, then we're going
to inset the face. We're basically just extruding and instting face a couple
more times like that. And then in the face
selection mode, we're going to scale, extrude these along the face is normal. Let's add a supporting
look cut there. Now for this one we're going
to create this stem part, a little different click to
move the three decursorn. Let's add a path from the curve. Then we're going to rotate this on the y access 90 degrees. We're going to scale it down. Let's move it to
the top like that, and scale it even more. Now let's go to the right view. Select these points like that, and then grab these to move. And you can see that
there's this path and we just need to rotate that
and move it down there. We need to select and just keep grabbing and rotating this. Now we can go to the front view to add a bit more randomization. Select some of these
points and rotate these. Okay, that's going to
give us this path. And then we can use this
leaf and place it along it. And to do that,
we're going to go ahead and go to this data tab. Enable the geometry and
add bit of depth to it. Then select this point
in the edit mode, old as to shrink and fatten. Actually, we have to enable
the proportional editing so that we can apply it
gradually to the curve. Just like that,
it's going to give us a bit of thinner end. Now we can create a copy of this and hide
it in case we need it. And then we can
select the one here. We're going to go and
convert it, Convey to Mesh. That's going to give us access
to this particle system, to click on this particle, then click on this button here to add any particle system. We're going to
change it from image to here and enable
advanced options. Then under render,
we're going to change it from path to an object. Then for the instance object, we're going to click on
this eye dropper icon and select that leaf over there. And that's going to
apply it all the way over to the curve. We need to change some settings. First we're going to
change this number to something like maybe 100. Let's go a little higher.
Let's go with 150. Then under our render settings, we're going to change
the scale randomization. And this scior depends on the leaf that
we have out there. Let's just increase
that a little bit here. We also have the rotation, enable that and
expand the settings. And then here we have the
randomization for that. Also under velocity,
we can change how some of the rotation
for the leaf works. We might need to play around with these settings
a little bit. We're going to go and randomize
it slightly like that. I think it's good. We're
going to leave it there. We can hide these reference
objects later on. Now, we're just going
to keep it there. Just like that. We have some of the props completed
at this point. I think we can go ahead
and save our file.
43. Final Project - Modeling Monitor, Switch & Keyboard: Going to model a few things
for the computer desk. Let's go and zoom in here. We're going to take apart from this wall so that we have
the modifiers applied. We're going to duplicate that
part and then move it up. Let's set our
origin to geometry, and then let's
move it like that. Now in that mode, we're going
to go ahead and extrude it. Then we're going
to set an inset, then using the vertex
selection mode, we're going to select this
bottom vertex, this one. Then we're going to, actually, we have to turn off the
proportional heating. And then we can just move it up to give it a bit of a chin. Select everything,
add bubble weight. Then select this face, and add an extrusion. Select everything. Add
babble weight for this face. You can just suggest the
depth using the scale. On the x axis, you can
grab it or scale it. Okay, we're going to enter into isolation mode by pressing
the pole with slash key. Select this back face, Duplicate that and
then select the face, tap into it mode
and scale it down. We're going to add an
extrusion like that. Add another extrusion
like this bottom face. Now we can add the
isolation mode. Eyeball the stand. So we're going to extrude
it until we reach that ground part like that. And then add a loop cut. Move it closer to the ground. Select this face
and extrude it out. Select everything and
add a babble weight. Select the monitor and
move it down slightly. And then select the stand. Click on the monitor and press control and
parent the object. Then we can scale both of these
down slightly and move it down and adjust the
placement a little bit. We're going to go ahead and grab it and adjust the
placement like that. Let's go ahead and create
a keyboard in this area. To do that, we can take a piece from the stand
and then separate that. Select that piece and
move it on the x axis. Set our origin
point to geometry. We might need to clear
the parent Alt to open the clear Parent menu and
then clear the Parent and keep transform
type into edit mode. Select everything
and scale it up. We're going to zoom out
so that we can eyeball the size and then scale
it on the x axis. Now we can add an
extrusion like that, Add an inset, and then add an extrusion
towards the bottom. Like that, select everything
at the pebble weight. Let's go to the front view by
pressing one on the numpad. Enable the x ray mode, switch to the vertex selection mode, select these two topics and move the map like that to give
it a bit of an angle. Okay, let's take a look. I think the size is a little
too big for my liking, so we're going to just
make it a bit smaller. Now we're going to select
this bottom phase. Duplicate that
separate by selection and select that new face tap into edit mode to add a loop cut and type ten
look cuts on the keyboard. And we're going to go
ahead and add these. Then let's add about four
loop cuts on this side. We're going to add
a just a tiny bit, let's add a tiny bit pebble with no loop cuts between
them like that. And we're going to go ahead
and delete these faces. Let's go to the top view
and select these edges. We just need to select
these edges and then we can add a tiny bit bubble. Let's add a tiny bubble
just like the other one. And then get rid of these faces. Select everything and
extrude it up like that. Select everything, add
bubble weight to it. I'll click anywhere in the empty area to
deselect everything. And then to create keys. For example, we need to create 01:00 A.M. big space
bar in this area. What we can do is a cursor over the button and
press L button. That's going to select Linked. Which means that you can
select the parts that are inside an object but are not
connected with each other. This is going to
make it really easy to go over these buttons
and select them, and then we can just
delete these vertices. Then we can select this face, and then we can just move
it and adjust it to create a bigger button if it's
a little too laggy. What you can do for now, you can disable the
subdivision surface and then it should be more
smoother to work with, then we can enable
it afterwards. For this button, I'm
just going to go ahead and select it
and get rid of it. Select this face and grab it to adjust it a little
bit this side face. And make this button
a bit tinier. And then move this
one out like that. Now we can enable our
subtive modifier. Then in the front view, we
might need to rotate this just slightly like that and
then move it slightly up. Okay, let's just adjust
our position a little bit. Places something like that. And then we're going
to create a mousepad and a mouse in this area. To do that, we can just
take one of the phase from this button and let's just move it on the y axis and set our origin
point to geometry. Select everything
and scale it up. Then we're going to add
an extrusion like that at the pebble weight
like this, top face. And scale it just
a tiny bit down. And move it on the C axis.
And then move it up. Then we're just going to
adjust the position like that for the mouse. I think we can add, we can scale it back up and move it down because
it's a little too thick. Then for the mouse, we can create that
using a plan object, or we can also do
that using a circle. Let's add a circle with ten sides and then
we're going to scale it down and go to the top. Then in the vertex
selection mode, we're going to select
these vertices and move them along
the x axis like that. Just adjust the
position a little bit, fill it, and then move
it out like that. And then scale. Just adjust
the position a little bit. And then add acceptive modifier
shape the object smooth, add a loop cut to keep a shape. And then select some of these front vertices and move them on the
x axis slightly. Now that we have the mouse and keyboard created, let's
just zoom in here. Shift right click
to move our three decursor and add a circle. And then using that mode, we're going to scale it down, fill it up, and extrude
it up like that. Then we're going
to inset that now if you're moving this
by extruding it down, and you can see the inside
with Blender 4.0 we have a new feature where you can hold on old key and then
middle mouse button. And that's going to let you
move your camera even when you're doing something
like extrusion now. Can just adjust it and
then click to finish it. Now we're going to go ahead
and add about five loop cuts. And then we're going to
select these two phases to open the edge menu
and bridge edge loops. And let's increase
the number of cuts. Let's go with about
eight loop cuts. Then we're going
to add a septive modifier and shade the smooth. Now we just need to add
some supporting loop cuts. Let's add about two
loop cuts in this area. And then add a single
loop cut in this area. One up here for the handle. Then maybe add a
single loop cut here. And then we can just level that. Maybe we can also add one
down there, one up here. Now we're going to
go ahead and create a giving console down there. Let's go and zoom
in on this area. Shift right click to
move our three decursor, add a plain object, and
then in that It mode, we're going to go ahead
and scale it down. Scale it even further
down like that. Then we're going to shift, click on walls and
copy the modifiers. Now with that new
object selected, we're going to go
ahead and ext it up, select everything, add
Bible weight to it. Let's just scale it down
on the X axis slightly. Also, let's just show it smooth. Then we can go ahead and
select these two edges. Then we're going to
go ahead and bavel these with two loop cuts. Let's just create a
button in this area. Let's select all three faces
and then add an inset. Let's make sure that there is no babble weight
applied to these. Then we can add in tiny
extrusion like this. Then we're going to go ahead and select this face and duplicate it separate by selection, Tap into edit mode. Select it and then extrude it out and then add the
bubble weight to it. I think this is a
little too thick. Let's just go to tre mode. Select some of
these vertices and move them slightly on
the y axis like that. Then we're going to do the
same thing for this object. Let's set our origin point to geometry controller, this
part of the controller. And add a mirror modifier. Turn off the x axis and use this as the mirror object
and set it to Y axis. Let's go and create some buttons in this area and shift Frank. Click on top of
this, add a circle with ten sides and then we
can just scale it down, fill it up, extrude just
a tiny bit like that. Then we can babble it
with maybe two loop cuts, and then add a septive
modifier and shoot it smooth, and add a supporting loop towards the bottom
side like that. Let's move it slightly inwards. Let's go to the top view. We're going to
duplicate this button, like both of these buttons, and duplicate them again. Let's click here, add a
circle, and then add it mode. We're going to scale
it down, fill it up, extrude it out like this. Add a tiny inset. Extrude it out, scale it up, Add, add another extrusion, and then add an inset and then extrusion towards the
inside. And scale it down. And then add one more inset. Let's apt modifier smooth. Then we just need to add
some supporting loops. Let's add one down there, one towards the top,
one in this area. And just kill it
down a little bit. A sad one in this area, maybe down here, and a few
loop cuts in this area. Now in the extreme
mode, let's go to vertic selection modes, like these top vertices
and move it down. And I think we can
scale it down, select everything and scale
it down just a tiny bit. Move it down a little bit. In the top view, we're
going to move it like that. Now, at this point,
you just need to adjust and add minor tweaks. We're going to select this
centerface control plus to add to our selection. And then we can just
move it slightly up. We need to grow even
more a little bit. Selection to control plus and then just move
it out like that. Just fine tune the shape to your liking until you're
happy with it. It just takes a
little extra time when you're fine
tuning these things, let's select all
of these buttons. Click on the controller and
control and select parent that actually we should have copied this over,
but Okay, it's okay. We're going to
clear the parents. Let's select all
of these shifted to duplicate along the Y axis. Move it there, and then
rotate along the Z axis 180 degrees in the top. We just need to adjust the
positioning a little bit. Let's just drag it on the X
axis, slightly like that. Then we're going to go ahead and clear the parent and
keep the transformation. Then with the selected, we're
going to select this part. Let's just parent that
control P and parent. It's a little messy, but it's not a problem
since we're going to parent this to
the screen anyways. Let's go ahead and do that. We're going to be moving
this using this screen. Now, let's duplicate the
screen, separate by selection. And then we're going
to rotate this along the Y axis, 90 degrees. Let's move it up like that, add a bit of extrusion and
add a bubble weight. We're going to go ahead and
add a loop, cut down there. This space extruded out
like that, like this face, extrude it up, select everything at the Bbl weight
using the X remote. We might need to adjust
this slightly like that. Let's just select some of these vertices and move
them slightly down. Okay, then we can select
the console itself, Rotate along the y
axis 90 degrees, move it along the z axis, grab along the X axis, to just position that
inside the stand. And maybe we can just select the controller and
parent it to the stand. Now we just select
it and grab it, let's just place it there. Let's just skill everything up slightly so that it looks
a little more cute. Also, I think I'm going to skill up the mousel just a tiny bit. Okay. And I think we can go
ahead and save our file now.
44. Final Project - Modeling Chairs: All right, and now we need to create a chair in this area. Now we might need to experiment
a little bit because I'm leaning towards gaming cheer and then also some office cheer. But we're going to
see how it turns out. Let's press C so that
the cursor is centered. And let's add a plane, move it above the ground. And we're going
to scale it down. Let's go to the top view. And let's move it closer
to this area that we have a little bit better idea on how it's going to turn out. Now tap into edit mode and
add a loop cut in the center. And then select these two vertex points and then delete them. We're going to use mirror
modifier so that we just model one side and the other
one will be taken care of. Let's add a mirror modifier, enable clipping and set Y axis. Now we're going to
go ahead and rotate this along the Y
axis, 90 degrees. Let's move it up, let's move it up along
the axis even more. I think it's a little
too thick on the Y axis, so we're going to make
it a bit thinner. Now, let's add two Lucas on this side and three
Lucas on this side. Now you can also do,
what I like to do is call it iterative changes. What I do often is that
I create a copy of the object that I'm working with and then I move it
out of the way. Now I can start working on this. And if I mess up something
or the thing that I'm trying to experiment with doesn't turn
out to be good, then I can just take that back. Instead of starting
from scratch, we're going to start
working on this one. Let's go and add a
solidify modifier. And we're going to move
it to the back side that is easier to work with these
points from the front side. We're going to also add
a sceptive modifier. Let's share a smooth. Now we just need to
play on with the shape. Let's select these two
vitices, Move it to the top. Elect this one, and add
bit more roundness. Same thing with this one. We're
creating a rounder shape. Whoops. Okay, I accidentally press and go to
solid shaping view. Let's select all of these
vertex points and move them down since the chair
is becoming too long. Let's select these
two vertex points, enable our proportional editing. And set our fall
off to smooth and move it on the x axis to give it a bit more
curve like that. With proportional editing, let's just start tweaking
this a little bit. We're going to move this
one up slightly like that. Okay, I think I like the shape. And then since we have
solidified modifier, the thickness is going
to be non destructive. Let's tap into edit mode. In the selection mode, we're going to select
this edge control. Click here, so that it
selects the shortest path. And we're going to just
hold on control and click on some of these vertices
a few more times. Then we're going
to press Shift to Duplicate and separate
that by selection. Now with that new object
that we just duplicated, we're going to turn
off the viewpoint for the solidified modifier so that we can see it a
little bit better. Tap into edit mode,
select everything, and add a bit of extrusion. Then we're going to
scale it down like that. This basically added
that extrusion and now we can enable our solidified
modifier and she is smooth. This is going to give
us this outer ring. Now we can go to
the side view by pressing three on the numpad. We have this object in the way. Let's press H to hide it. Select this sheep
in the x ray mode. We can use the vertex
selection mode to select some of these vertices here and move them slightly. Let's make sure you turn off
the proportional editing, just to round off this
area a little bit. Let's move it a little on the x axis that it's
easier to work with it. Okay, there we have it. This is one back style. If we go down here, we need to do a bit of
organization in this area. We're going to unhide
by clicking on this icon for the second piece. Now if you want to create
more of a gaming cheer, then what you can do is move these points up a
little bit like that. Then we're going to
apply the same modifier. Let's add a solidified
modifier to the backside like that auptive modifier,
then shade it smooth. Now you just need to play
around with these vets, let's grab them along the X axis to give it bit of a
rounder shape down there. And select these two points, and grab them along the X axis, and then just move them slightly
on the y axis like that. To pronounce this
crease a little more, you can add a loop cut
in this area like that, and it's going to give you a
more pronounced cut there. Let's select these two points
enable proportional editing and increase the fall off area and give it a bit
of a cut like that. Then you can play
around with the. Solidify modifier. Now you can see that we
have two different backs. This can be used
for a gaming chair. For the bottom part, it's
going to be mostly same, just minor tweaks, but we're going to move it
out of the way for now. And if we need to, we can
attach and create two chairs. And then we can hide one and
make two renders out of it. One with the office chair,
one with the gaming chair. Okay, let's go ahead and
add another plane object and we're going to move it up and then we can
scale it down. Make sure to turn out this
proportional editing, I keep forgetting about
it for some reason. Let's go to the top view. And then move this object
on the y axis so that it's center on,
centered on this. And then we can
just scale it down. Let's move it out like that, a little on this bottom side. Then we can go a,
add an extrusion, add two loop, cut this way. Two loop cuts this way. And maybe one loop cut to
the bottom side like that. And then add a subdive
modifier and shade is smooth. Let's go and add a bit more
thickness on the Z axis. Enable x ray mode and using
the vertex selection mode, select these back vertices, then we can go ahead and
move these on the x axis to give it a bit of a
shape towards that side. You can select some of
these vertices with proportional editing and start adding bumps in those
kind of things. A little bit to
that. Let's create a copy of this and move it down. Select everything
and scale it on the Z axis to create
a bottom plate. And we're going to scale
it just a tiny bit down. Okay, then we're going to also create this
for the gaming cheer, but in just a second, let's create the
base first slick here and then add a circle
with about ten sides. Let's scale it down, make sure to turn up
proportional editing, move it out of the ground
and scale it even more. Then we can go ahead and
extrude it out like this. Actually, I didn't fill it. Let's fill it first,
and then extrude it out again in true out. Insert again and then
extrude out one more time. Let's just eyeball, I think this bottom part is
a little too big. Let's go into tree mode. Let's just make it a bit tinier, Share a smooth add
aceptive modifier. And then we might need to
add some controlling loops. Let's just add a few of
these controlling loop cuts. Let's add a plan object type into added mode
and scale it down. Move it above the
ground on the x axis. And we're going to
scale it on the Y axis, like that, like
these two points. And just grab play on with the scale until
you're happy with it. And then we're going to
extrude it out like that, like this face and
scale it down. Then move it down on the z axis to give it a bit of curve. Also, let's just add a
tiny bit curve here. By using this loop cut, let's add acceptive modifier. She is smooth. And
then we need to add some supporting loops. Let's babble this loop cut and add a loop cut
towards the end there. And maybe one loop
cut around this area. Now rotating this around, we can use a technique using the ray modifier that's going
to make it much easier. First, we're going to
select this base object, tap into edit mode. Let's enter into the
isolation mode so that it's easier to
select this bottom face. Then we're going to press
shift S to open this Pi menu. And then we're going to
move curse, select it. That's going to snap our
three D cursor to this face. Then we can go ahead and
tap out of the edit mode. Right click and set. Actually we have to end
the isolation mode. Now we need to select
this part of the cheer. And then right click, Set Origin Origin
to three decursor. That's going to move
the origin point to that three decursor there. And we can then
shift a to add menu. Let's add a empty object. This empty object is just going to be used
for controlling. Now we can select our cheer and we need to add
an array modifier. I'm going to use the Quick menu and add an array modifier. Let's turn off the
relative offset. Increase the number of
copies to about five. Enable this object offset
and expand its settings. Then full object, we're
going to use this MT. Now what we can do is
select this empty object. For us are to rotate
along the axis. And you can see that
it's going to give us a very easy way
to rotate this. Now the good thing about this is that it's
non destructive. If we make change to the cheer, you can see how
it's going to apply to all of the parts
of the chair. Let's just move this slightly
on the X axis like that. It's pretty non
destructive this way. At any given time we can
rotate this and we can also increase the number of
copies using the modifiers. It's going to add more
and more. We're going to adjust the scale
a little later. Let's go ahead and add a circle. And rotate this along
the x axis 90 degrees. And then go to the front view by pressing one on the numpad. And then you can scale
it down like that. Let's grab and move
it to the side here. Let's select this base
part, and this empty. And move it above the ground
so that it's easier to see the wheel again, I'm going to go to
the front view. Scale it down a little more. We can adjust the origin point when we move object
in the edit mode, it just keeps the origin point
in the previous locations. That messes up a little bit. Okay, now in that mode,
we're going to fill it up, add an extrusion and
select everything, and then just align
it under this area. Okay, I think I like the shape. Let's add a loop cut
and then bavel that. Now in that selection mode, we're going to select
these two loop cuts and then bavel them. Now we can extrude these along the faces
normal like that. Let's add a sepdive modifier and shape this object smooth. If we want, we can add
inset on these two faces. Maybe let's add an extrusion and then scale it
along the y axis. Then let's add one more inset so that it
can keep its shape. Now we're going to go ahead and click on this face control. Click up here, so that we're selecting the
shortest path and control. Click here, duplicate and
separate by selection. Then select everything extrude, pass along normals to
give it a bit more depth. Then we can add
one loop cut here. Select everything scale along the y axis that now if you want, you can add a loop cut here. And that's going to
fix this roundness. But I like this, I'm
going to keep it. Finally we can select
this loop cut at the top and bevel
it just a tiny bit. Then we have this face here
and that we can extude up. Then let's switch to
extra mode and add a supporting loop cut like that. We might need to
add one down here. Let's go to select the veal
parented to the handle part, and then we're going
to go to the top view. Actually, we have
to make sure that heel and this top
part is selected. That can go to the top view. And then we just need to
create more copies of this. Now we can enable X mode so that we can see
it more better. And we're going to use
linked duplicates. That's going to give
us control so that we can change the rotation of the
object in the object mode. But at the same time, if we
make any change in edit mode, that's going to apply
over to all copies. Shift D to copy or create
a linked duplicate, and we're going to
place it like that. Then again, D, now we can just rotate this if we need to and adjust the
positioning a little bit. D again, place it there
at random rotation old and place it there
at some random rotation. Okay, now we can go ahead and select all of these top
parts of the wheels. And select this base part, and then that's going to
be connected to that, and then we can
parent that together. Now what happens is
that if we select this base part and
move it around, it should be able to actually have forgot about this empty, So make sure to
parent that as well. Now if we select this base
part and then move it, you can see everything
moves together and we can scale it together. We're going to scale
it down a little bit. Let's go ahead and select
our chair and its parts. And parent everything
to this cushion. And then select this base part. And parent that to
the cushion as well. But first, let's
adjust the positioning so we can place it. Let's go to the front
feature, that is easier. Let's go to the side view and move it along the
y axis like that. Okay, I think I'd like
the size and everything. We can make minor
tweaks if we need to. For the most part is completed, let's select this base
part and parent this to the cushion control and
parent to the object. Now we can work on
the second chair. Let's move it closer to this. I'm going to move it to
the very similar area. I think it's a little too
small for liking to select and scale just to scale it up just a tiny bit on
the y axis like that. Let's go ahead and move it
on the X axis back there. Let's go ahead and
select this base. And then hold Shift and
click on the right bracket. And it's going to select all of the children objects
and shift to duplicate. And move it along the
x axis like that. Now we're going to go ahead
and clear the parents from this top object old and then clear parents
and keep transform. Now it soon separate object, let's go in, select both of these and move them
out the x axis. Now we're going to
create the base parts. Let's go into Shift. Click
here and add a plain object. Move it above the
ground, like that. Type into edit mode
and scale it down. Let's adjust the
position a little bit, okay, Move it on the x axis that set the origin to the
center of the object. Type into edit mode. Add an extrusion like that. Add subdipmdifier shaded mode, and then add an edge
loop like that. Let's add some
controlling loop cuts. We're going to babble
these and then add a loop cut this way
and bubble it as well. Let's add two more
loop cuts this way. Let's add two more
loop cuts this way. Let's, let's select this
area of the object. Duplicate that.
And separate from selection, select both cushions. And move them down a little bit. Okay, now with this
one, we're going to add a solidified modifier and
center the origin point. Move it on the y axis like that. And we're going to play around with the solidified modifier a little bit, move it like that. Now let's go to the front view so that it's
easier to work with this. And then using the
verte selection mode, we're going to select
these top vertices and start moving a little
bit up to give it more of a shape that we want to like these and move it slightly on
the x axis like that. We might need to move
the solidify above the subdivision so that it fixes this sheeting
issue that we have here. And let's move it
closer to the cushion. Now let's add a mirror modifier and set the cushion
as a mirror object. And make sure to enable
the y axis and not the x. And then we're going to hide this object and then
select this base again. Let's select these faces
again and duplicate it. And separate by selection. Now we're going to
move it up like that. Let's select everything
and scale it on the x axis to
make it smaller. And then go back
to the side view. Select these two vertex points, enable proportional editing. And move it up to give it
more of a curve like that. Move it down center
the origin point. Let's add the
solidified modifier and move it above the
subdivision modifier, then we can play around
with the thickness. I think I'm happy with
the weight looks. Let's go and select this part. And let us add a mirror modifier
so that we don't have to add it again for the y
axis and the cushion. Then we're going to
select the centerface. Duplicate it, and separate
by selection, let's hide it. And select that
new object that we created, this bottom edge. And turn off the
proportional titing, and then drag it on
the z axis like that. Add a loop cut and then
babble it so that we have more control
over the shape. Now we can go out
and press old edge and it's going to
unhide everything. Let's move the shape
tiny bit down. We might need to change the solidification
just a tiny bit. Then move it on the
y axis like that, like bit objects and move
them on the y axis like that. Again, if you want to change the thickness
of this top part, you just need to select these vertices and move them on the z axis,
slightly like that. Now you can keep
this in one shape, or if you want to,
you can add like a loop cut and then move it out. Then if you extrude
this part down, it's going to be
a little thinner. If we extrude it, you can see
it's going to be thinner. But I like the shape, I'm
going to control that. Plus period on the path to
zoom in on this object. Now you can see that
if we extrude it, it's going to have a
bit of weird effect. To fix that, we need to apply
the solidified modifier. So make sure that you're
happy with the thickness. Now you can change it after it, but it's going to be a
bit annoying to do that. We're going to apply the solidification
and now we can just select this face here and
extrude it towards the inside. I'm going to press period again on the nath to recenter that. Let's go to the extra mode and select these points and move them down
slightly like that. We're adjusting this and we need to add some
supporting look cuts. Finally, we can select
this cushion and select these two front vertices enable proportional editing. And move it along the
z axis a little bit. Actually, let's
select everything and scale it on the z axis tiny bit, so that is a little
more thinner, thicker. Actually, let's go and
enable x ray mode. Turn off this proportional
editing for now. Select some of these
vertex points, enable proportional editing. And start moving this
on the y axis slightly. To move it inwards, we might need to do same
thing on the other side. It's a bit of back
and forth process because we're going for this stylized look and we need to tweak some of the
shapes and stuff. We can do same thing
for this shape, but since it has re modifier
we just need to do it for one side and the rest of
it will be taken care of. Let's just move it
inwards like that. Let's go ahead and select
some of these points. We're just basically tweaking the shape a little
bit to our liking. Okay. And finally, we're going to select
the cushion front part. And maybe select
these two points in these two and just
start moving them. Moving these to give it a bit
of bump on the front side. Let's go and select
these two points and move it down a little bit. Maybe add a little bit of
bump on the back side here. Now if you want, you can expand the size of this to hide
that part on the inside. But I like it the other way. You can also create a basic cover using the same
technique if you want to, but I like the
look of it so far. Now we have two cheers, and now depending on which
one you like more, you can keep that
one in your scene. Also, let's just create a quick
handle test in this area. So duplicate and separate
that by selection. Move it up like that, and
we're going to scale it. I don't know why I
keep forgetting this. I think I'm going to just
extrude it so that I can get a bit better idea on
how it's going to look up, select everything
and scale it up on the x is just a tiny bit. Then in the extra mode,
we're going to select this, enable the proportional editing and give it a bit of curve. Now move it down. Okay, I'm not sure if this is what I want, but I wanted to give
it a bit of try. We're going to keep
it there anyways. Let's go and add a
mirror modifier, that cushion as the mirror
object for the y axis. We can decide on if we
need these handles or not. Now we have these two
chairs, and finally, we need to adjust
this a little bit. Let's go ahead and select
all of these parts and paring them to the
cushion control parent. And then we're going
to adjust it from the side view that it
just sits on that area. Let's go to the right view, and it's already centered there. We can select the base. And paring that to the cushion. Now just click on this cushion and you can move it around. We're going to, for now, I'm going to move this gaming chair out of the way and put
it onto the side area. Grab it on the ground
and put it here. Then when we're doing our
organization and stuff. And then we can hide and create collections and
all of that stuff. Now I usually like to just rename stuff
as I'm doing that, But in this case, I
wanted to just keep it unorganized so that we can go over how I organize the things. There we have it, we have
the chair completed. Actually two chairs completed. Now we can go and sever file.
45. Final Project - Modeling Tablet, Controller, Plants & More: We have the chairs completed,
it's time to start adding more items to this room. Let's start by adding a
heating system down here. I'm going to select
the floor tiles and duplicate this face. And I'm going to go
ahead and select it. Then we can scale
it along x axis. I have proportional
thing turned on. I'm going to make sure
that it's turned off and make it a bit
thin like this, and then extude it up
something like here, and add the pebble weight. I'm going to make it a bit
more thinner, a bit shorter. Also, I'm going to make it
a bit short on the y axis. We're fine tuning
this a little bit, let's just move it
to the site here. And then add in a modifier. Let's increase the number of, let's give it a bit
more spacing like that and place it
around this area. Then we're going to
go ahead and select this plant and flower pot. Duplicate that and move it down. An easy way to do this
would be to just go to the side view and then pick
it up and place it there. I'm using X mode so that I
can see through this chair. Just adjust this positioning
a little bit more. Then I'm going to select
this plant and duplicate it. And then rotate this in
random direction a few times. Just rotate this a little bit. Okay, let's rotate this
slightly like that. Let's place it down there. Then I'm going to go
ahead and select all of these leaves in
the entire plant. And I'm going to move
it down there as well. Let's go to the front view, and then we're going to
make a selection like that. Now we can hold on control
and select some of the items that we accidentally selected while making a
selection around this. Okay, I think we got everything. Let's shift T duplicate
and then again go to the side view and
enable Xtra mode. Take it and move it down here. And then go to the front
view and move it there. Now we can just scale it up, place it above the ground. And then for this inner part, I think we can just scale it up. Let's enter into isolation
model like this bottom face, and move our cursor
to the selection, and then set our origin point
to that part of the plant. If we scale it up, actually accidentally clicked
on geometry. Let's go to three decursor
and then scale it up. Just a tiny bit like that. And then select some of
these random leaves. Create a copy of it. Move it up there, rotate
along the Z axis like that. Select maybe this,
create few more copies. And rotate them like that. Okay, now we need to
create a plank up here for putting
some item on its. Let's create a
duplicate of that. We're going to scale
it down like that. Then we're going to
scale it like that. And then let's just grab
it and move it up here. Also center the origin points, that's easier to move it. We're going to move
it out like that. Let's add the pebble weight. I'm going to scale it
a little bit more. Create a copy of
it. Move it down, and then slightly to the Xs. Now let's zoom in here
and add some more items. Shift right click to
move a three decursor, and then add a plane object. And we're going
to scale it down. Let's kill it on the y axis. A tiny bit like that. Extrude it up. Now in
edge selection mode, we can hold on control
and Lt. And click here. And it's going to select
the ring of edges. Then we can go
ahead and bavel it. Let's add more cuts so that it's more rounder shape
this top face. And move it down so that
it's a bit thinner. Finally we can go ahead
and add a pebble modifier. Then let's adjust
the pebble amount and increase the number of cuts. Then we can shot it smooth. Then finally set like this
top face and add an inset, just a tiny inset like
that for the screen. Let's create a
pencil in this area. Shift right click so that
it's above this tablet. And then we can add a circle, change the size to
something like ten. Then we can go ahead
and scale it down. Fill the circle that
we just created, extrude it out, and scale
it up a little bit. Then extrude again, and then add another
extrusion like that, and just a tiny extrusion
for the supporting loop. Now add acceptive modifier
and she is smooth. Let's add one more loop, cut here, then we're going to move the entire pencil
a little above like that. Let's go ahead and select this
bottom face, Add an inset, move it down on the Z axis, add an inset, and move it
again on the z axis like that. So we might need to play around with the shape a
little bit like that. Let's make this a
more pronounced, okay, Then we can just
rotate this on the X axis. Let's go with 90
degrees negative. Then Xs, we can just
rotate this maybe ten. Let's go with 25. Let's
rotate this again. 50. Actually I messed it up. Rotate along the axis
50 and negative. And then we're just going to
place it down like there. I think it's a little
too thick for my liking. So we're going to go into
editing mode like that. Select everything, and then
we're going to start scaling it to exclude the z axis. We're going to press shift
z twice so that it excludes the local axis of
the object and not the global, just like that. You're doing that, You should
be able to see it up there. I think it's a little too long. So let's select this. We're going to press to grab, and then if we press X
axis, you can see it twice. If you look at the
top left corner, when you press these buttons, you can see if we press z twice, it's going to move it
along the local z axis. And that's the object axis. Let's select our
monitor DT duplicate. And then we're going to move it on the y axis like
that over there. Then we might need
to unparent this and a P and then clear part
keep transformation. And then we're going to
rotate this top screen. Rotate this along x axis, 90 degrees negative
so that this edge, this bigger side on this side, you can also move it
to the other side. It really depends on the
look that you're going for. Then we can maybe like
everything and scale it just a tiny bit down and
then move it down like that. Now we can go ahead and
parent to stand again. Now we just need to place it, so we're going to rotate this on the z axis and then
we just move it. Let's fine tune it a little bit. Okay, I think I'd
like the look of it, so I'm going to keep it there. And let's create a
tiny Mac computer, Add a plan object
type into edit mode, and scale it down to extrude, Move it up like that,
add a septive modifier, shade it smooth, and then I think we can just
do it manually. So we're going to remove
some of the edge loops. Same thing on this side. I think we can select
these two edge loops and then actually scale
them on the axis. For the most part, Mac
is just like a cube. We don't need to add
any other details. Let's also add a
gaming controller. Ship right click here. And then add a plane
object. Scale it down. Go to the top of you and we're going to scale it
on the y axis even more. Then we're going to add a
loop cut in the middle. And let's get rid
of these vertices. And then we can add
a re modifier on the X axis and make sure
to enable the clipping. Then we can add a loop cut here. And then select this
edge, loop edge. And then we can extrude it
on the Y axis like that. I think we might need to move this slightly
on the x axis, that let's select
this tex point. And we're going to
move it on the x axis. Just a tiny bit to this side, select everything and
add an extrusion. We're blocking out the shape. Let's maybe add two
loop cuts on this side, a supporting loop
cut on this area. Maybe two loop cuts around here. Now we can add a subdiv
modifier smooth. Let's go ahead and
select these faces. Scale them on the axis tiny bit. Move them down on the
Z axis a little bit. Let's select this
edge and move it up. Also, select this one and move both of these up a
little bit like that. Let's select these
two vertex points and scale them slightly to give
it more of a rounder look. Same thing up here
for these two points. Just scale to give it a
bit more rounded look. Let's also select these loops. Scale them on the x
axis, just a tiny bit. Then we're going to
select these two and move them slightly
on the y axis like that. Also select these ones. We're just fine tuning the shape so that it
looks a bit more rounded. This loop down here,
we're going to also move this on the x axis to give it a bit more rounded look. Let's move the entire
controller above the floor so that it's
easier to work with it. Let's go and select, maybe select this edge and then select this one by
control clicking here. And then move it tiny bit down. Let's move this edge a
little bit above that. Let's select these two points. And move it out on the y axis, just a tiny bit to give
it more rounded look. Then I think we
might need to select these points in the middle and move it slightly
on the y axis. Whoops. Okay, I messed it up by moving it a
little too much, then select these points. And move it up on the
Z axis a tiny bit. And then move it on the y axis to give
it more rounded look. Okay, let's enable
proportional editing and select these points here. Then we can move it on
the y axis as we're doing this, let's
go to the top you. It's going to be a
bit easier there. Let's go and grab it. And we're going to
change the fall off, Let's limit it to the Y axis. Let's select the entire model and do not proportional editing, scale it on the y axis to
make it a bit smaller again. Okay, there's a
bit of bulk here. We might need to separate this angle a little
bit on the x axis. Okay, I think it
looks good for now. If we need, we can add
more details later. Let's create some
controlling points at the top shift, right click, and add a circle with ten
sides for the circle. We're going to scale
it down, fill it up. Let's extrude it up. We're
going to move it in like that. And let's add an
inset, extrude it out, scale it up again, add
another extrusion, and then add an inset. Extrude it inwards,
add an inset, let's add a sepdive modifier. And then we're going to add
some supporting loops there. One up here, and
then one loop here. And then we can just pavel
it with no segments. Let's click on this to
select the entire loop. Control plus to add
to our selection. If we press control
minus and plus, you can see we're just
selecting that loop. And then we can scale it
down inwards a little bit. Move it up on the axis To
reduce that a little bit. Then we're going to
add one more loop, cut here and make
it more thinner. Then also, let's just move
it down slightly like that. Let's move it on the
y axis, the tiny bit, a tiny bit on the Z
axis like that to duplicate along the
x axis and put it here for the buttons. We're going to shift rightly
here and add a circle, make it small, that
fill it extrude. Then we're going to go ahead
and bubble it with one loop, I think in between. And at deceptive modifier, let's add a supporting
loop down there. Move it inwards, go
back to the top view, and so DT duplicate,
put it here. And then so DT duplicate again. Then we're going to shift,
right click here at a plane object and scale
it down like that. Now we're going to
go ahead and add two loop cuts this way and
two loop cuts this way. Now we can go and select
these faces and delete them. Select everything, and
then extrude it up. Add a sebdivemdifier. Then we just need to add
some controlling loops. Let's add one there,
one close here. We're basically adding few
loop controlling loop cuts so that we can keep
this plus shape. Let's shape smooth everything we might need to select this entire edge loop and
babble it with no segments. Then finally, if you want, you can select this inner part. And then let's go to the
top and enable x ray mode. Using the vertex selection mode, we can go ahead and select
this entire inner part and enable proportional editing. Now we can go ahead and grab
it on the Z axis to give it, let's select everything
and move it up. Now with that selection, we can give it a bit
of shape like this. Let's move it down. We're going to grab it slightly
to this side. Let's just also create
a button in this area. We're going to go ahead
and add a Inst like this and turn off the
proportional editing. Let's scale it up on the x
axis a little bit, local x. We're going to scale it
up a little bit again, and then we can extrude
it out like that. And then add a loop cut
here for supporting. Now we can go ahead
and add a loop cut here to give it a bit
more shape like that. But I think I'm okay
with the shape. If you want, you
can add more detail to it and play around
with the shape, But I'm okay with the
shape. I like it. I'm going to select everything and select the control the body, and then parent
everything together. It's a little too
small to make it more rounded and cute.
I'm going to scale up. Okay, there we have it.
There's the controller. Maybe we can now go
ahead and select this keyboard and
this controller. Let's select this controller and the shift bracket to select
all of its children. That's going to make sure
everything is selected. Then we can select the
keyboard on both parts of the keyboard
shift to duplicate. Then we're going to go ahead and move them on the
x axis like that, grab them on the z axis, Just place it closer
to this rack area. Then same thing
for this keyboard. Now we can rotate this
90 degrees negative. Let's also rotate
this 50 degrees. Let's just make sure that it's
placed properly up there. And then again, I'm
going to move it slightly on the y
axis like that. Again, I'm going to select
controller and shift right bracket to select
the controller churn. Then we can create one more
copy of this keyboard. Shift D, move it on the Z
axis and X axis like that. If you want you can
add more props to this rack area and maybe move some of
the plants up there. But I think I'm happy
with how it is right now. Also, we're going to select this tablet and add a
bit of rotation to it so that it looks better.
Place it here. Also, I'm going to scale up
this console a little bit. Just fine tuning this, I think. I'm going to also scale up
this stand a little bit on the Y axis. Same thing here. I'm going to scale this and
then if I press Y twice, it's going to make sure that
it's on the local y axis. There we go. I think we've
completed the modeling phase. Now, if you want
to add some wires for the keyboard and mouse,
that's pretty simple. You just add a Bezier curve, just like we did
with these plants, and then you just move
those controlling points. One mode thing that you can do is that if you go to the tape, let's shift right click
here and then you can add as path or curve,
it doesn't really matter. And then tap into edit mode and delete all of the vertices. Now on the toolbar,
you can select this drawing tool and then
you can simply draw the wire. Now it's going to
make it really easy. Now if you look down there, we have that point
that we just made. Then under the properties, you can go ahead
and add a bit of thickness just like
that, you'll have wires. You can also now
from this point on, start editing it again, you can select these points
and start moving them down, maybe adding more extrusions. By pressing and moving it
more towards the bottom side. You can do the same thing for
the mouse if you want to, or you can just simply duplicate this and move it on the y axis. Then select some of these points and move them on the ground. Finally, this point here, Let's go ahead and
move it on the ground. Add bit of rotation to
it, like this point here, a bit of rotation,
just like that. You can see we have some
cables and wires on the desk. I think it's going to
make it look a little bit better. There we have it. Now let's go ahead
and save file, and then we can move
on to organizing and setting up
everything properly.
46. Final Project - Organizing Scene: That we've completed modeling, it's time to organize a scene
so that we can easily tell where everything is and we can easily hide and show
certain parts of the room. We're going to create
a lot of collection, rename a lot of the
items and stuff. Also, I created this tiny light, if you want to create
it is just a circle. Extrude it, and then
if I tap into it, it you can see that
I inserted this a little bit and then
extruded it down. It's going to give you a bit of exercise to do
it on your own. Then I also rotated this
controller a tiny bit. Now we can go ahead and
start organizing this stuff. Right now you can see
we have this collection and everything is
inside this collection. Now an easy way to organize this is to just simply
select our objects in the three D Viewpoard
and then start adding names by pressing
two on the keyboard. And you can see we can
type in the name here. We can also move them
to a new collection. We can put like one
collection for the furniture, for all of the stuff on the computer top
and those things. That's going to make it easier. Let's start with
our room itself. We're going to
select the floor and then the tiles and the walls. Let's also select
our window frame, window, window handle,
and all of these items. If we press to grab and
start moving it around, I think we got everything right. Click to cancel the movement. Now we can press M
on the keyboard, and it's going to say
Move to Collection. And we can click
on New Collection. Let's type in a Room. And then we can press Enter. And that's going to move all of those objects into this
new room collection. And these are all the objects. Now let's start with renaming. So we're going to
select our walls, press two, and we
can type in walls. Then we're going to select
this window, window. Then we can select
the window frame. And let's type in window
underscore frame. Then for the window,
we're going to go ahead and select these handles. We can also rename
these windows handle. Then we're going to
select the handle. And let's select the window, that's the selective element. And then we're
going to parent it. Now if we look down
here, here's our window. And then here's
the window handle. If we move the
window, it's going to move the handle
along with it. And then here we have the frame. Let's do the same
thing with the door. So we're going to type
in the door frame. Then here we have
the door handle. So we're going to
type in handle. Then again, we're going
to select the door as an active element and
then parent it to that. I'm going to press control S, I think I accidentally
selected something else. Let's go ahead and
select, actually the pivot point is
origin point is here that we're going to center that to the geometry and then we can
parent that again. Okay, then we have
two more things. This is going to be the tiles and then we're going to select the floor and rename
this two floor. Just like that, we
have a room completed now we can hide it. Also, there are some
filters up here. If we enable this filter, then we can make it unselectible that we don't
accidentally select it. We can show and hide that very easily by
clicking on this icon. Next, we're going to go
ahead and put all of this furniture into
a new collection. We're going to go
ahead and select our computer drawer
and this tabletop. Select these two
legs for the table. Let's also select
this bookshelf. Okay, maybe also put this
heating system in there. Then I think we
can make one more collection for the
props that we have, the books and everything
else can go into that. Again, I'm going to
press to grab and try moving that and make
sure that I got everything, then cancel the movement. And I'm going to press M and New Collection and we
can type in furniture. Now we can start renaming these. I'm going to type
in heating system. Then we're going to go ahead and do we have this
parent together? Let's open it up.
No, we're going to go and select the bookshelf, and we can go ahead and
parent these together. And then we can select the outer part and rename
this to bookshelf. For this, we can rename it to just rename them to something that you
can easily remember. As long as you can remember it, I think that's going to be fine. Let's rename this to Tabletop. Then I'm going to clear any
parenting that I did before. Then you can re parent
everything together. I'm going to select all of these P and then clear
parent and transforms. Now we can start renaming these. First I'm going to
select this outer frame and parent this to the drawer. Then we're going to
select these table legs. I think we can parent
these to the tabletop. That then we can also parent this drawer to the
tabletop as well. Now everything is
inside this tabletop, and then here we have table leg. And then we can type in left. And then for the other one, we're going to do
the same thing, table leg, and then right. Then here we have
the drawer finally, for this front part, I'm going
to type in drawer front. Now we have the second
collection completed. And we can easily make it
unselectable or we can hide it. I think we can make
the cheers into a different collection that we have separate
control over it. Okay, let's start selecting
some of these objects here, and then we have the MT for
controlling the rotation. We're going to
select all of these. Okay, let's start moving it. I'm going to turn
off the snapping. I have that turned on. Okay. I think I got everything. I'm going to move that to a
new collection called As. I think we can also
move this one. But first let's
just go over this so we can parent
everything properly. Let's go ahead and select
everything in this collection. And then shift right bracket
to select all the children. I think unparent
everything so that we can re parent everything
more properly. We're going to go ahead and
wheels to this base point. I'm going to also select
this empty and parent all of these items
to this object. Then I'm going to parent
this to the cushion. Then we can also select
the rest of these objects. Parent them to the
cushion as well. Here we have the chair. Let's
go ahead and rename that. Then here we have
the chair arms, and then we have the
chair back frame. Okay, this is going to
be the chair itself. And then down here we
have the chair base. I'm going to type
it. Chair cylinder, and then maybe chairs, legs. I think I'm going to
leave the rest of it. I don't need to rename each wheel because it's
going to take more time. And I don't need to do
it because my chair is already organized and I can
quickly hide it if I need to. Then I think we can do the
same thing with this chair, since it's out here. We can just quick select
everything and then unparent. Okay, that is also completed. Let's go and rename some of
these plants and things. I'll go to the front view and then make a box selection like this to select
all of these plants. Whoops. Okay, let's
do that again. Then deselect some of these objects by control
dragging over these, that should give me
access to this plant. I'm going to deselect this
base part of the flower, and then I'm going
to shift, click here to make it an active selection. And then I'm going
to parent all of these leaves to this stem. And then I'm going to
parent that to the pot. We can easily move it
around For the leave, I'm not going to rename
every single one, but for this flower pot, we can just rename it to pot. Let's go with big, I guess, and We can do same thing
for that one up there. Then we can also do same
thing for these ones small. And then we can do the same
thing for these ones up here. We're going to go and
select this and that, and then we're going to
patent these together. Let's rename it to
flower pot Small. And then we can type in
two, we can move it around. I'm going to hide
it temporarily, and here I have the reference. I'm going to move it to
a new collection and create any reference
collection that is there. And then I can hide
the visibility and make it
unselectible as well. And then we're going to do
the same thing for this leaf. We're going to move
it to this reference. We can also rename it
to leaf reference. Make this entire collection
unselectible and hide it. Let's go ahead and select
this entire thing. Since we already have that
unselectable our room, we're not going to
accidentally select it anyway. Then again, we can de select the base pot and select this
stem as an active selection. Parent everything together and then parent that
to the pot itself. Then here we have some books. Again, I'm going to select
all of these books. Parent these, I'm just clearing the parents and then I'm going
to do it again. Let's go ahead and
select this book and parent it together. Same thing here then. I don't know if I
should put this what? Let's just put everything
into its own collection. We're going to go ahead and make a quick selection like this. Then we can move it to a new
collection called Books. Then I think we can
just go for renaming these two book 123 and so on. So we're going to just start
at the top. There we go. Now we can easily hide
the books if we need to. Most of the items
are now completed. I think I should also like move these plans and I'm going to go ahead and select these plans. Add all of these
to the selection. Same thing for this one shift. Right click, right bracket
to select the children. Then I think we can move it
into its own collection. Move it into flowers, or let's go with plants. Finally, we can reorganize some of this stuff on
the computer desk. We have everything
organized as you can see. We have a lot of these
different collections and we can very easily
go through these. Now you can see the first
collection contains all of our decoration items
on the computer desk, paintings and
bookshelves and stuff. And then we have
the room itself. Then we have the furniture,
and then we have the chairs. Then we also have
one for the books. Finally one for the plants. I'm going to go ahead
and save my file now.
47. Final Project - Adding Materials: Now that we've
completed modeling, it's time to start
adding lights and materials to make this
soon look amazing. Let's start by hiding
our sidebar panel and then we're going to head
over to our render settings. And then for render engine, we're going to be using cycles. And then for device
I'm going to be using my graphics card, but
you can use either. Now that we have our
render settings set up, we can either click on
this icon at the top, or we can press Z and
then select Rendered. This is going to start
rendering immediately. You'll notice
everything turns dark. That's because we have
no lights in the scene. We're going to press Shift C to center our three D cursor. Then we're going to
add an area light. Let's see, we can add Menu
and then add an area light. Now we're going to move
it along the Z axis. Then we're going
to scale it up so that we have softer shadows. Then under our light settings, we're going to
increase the power. Now we have some
lights in our scene, and it's time to start
adding materials. Now this keyboard
is floating up, so I'm going to
just try and move it just a tiny bit down. We can start adding material
from this keyboard. We're going to select
the keyboard ahead of the two materials tab Here
we can add new slots. By default, we're
going to click on this new to create a new material. This material is going to
be automatically applied to our entire object since
it's the first in order. And then we can type in
a name like keyboard in. Now to add additional materials, we just click on this
plus icon to add a slot. And then we can either
create a new material or pick one from our
existing materials. In this case, we
need a new material. And then we're going to rename
this two keyboard accent. We're going to change it to something like this, blue color. Finally, we're going
to add one more slot and create a new material, and this is going to
be keyboard escape. Now you can use a different
naming convention. Just use something that's
easier for you to remember. We're going to
make it red color. Now this fast material is automatically applied
to our entire object. But if we want to apply
these other materials, we have to tell Blender where
we want these materials. We're going to tap
into edit mode using the face selection mode. We can, however,
recur serve over these buttons and then
use link selection by pressing L. This is going to allow us to select these
buttons very easily. Then with this
material selected, we can click a sign and
it's going to be applied. Then we're going to
left click here to de select previous selection. Then press L again
to make a selection. And then select this
red material and apply. Just like that, we have
the material applied. And then we're going to select the outer part of the keyboard. And we're going to use that
existing keyboard accent. We're not going to
create a new one for it, just like that. We have the material
applied also. I'm going to apply the material to some of these inside buttons. I'm going to go
ahead and select, make a selection
around these buttons. And then I'm going to use
my accent color there. Now we're going to use
the same process for these two keyboards
because there's a minor change that
I'd like to go over. We're going to zoom in
here on this keyboard, for our keyboard main,
we're going to use the same material and then
we're going to add a new slot. We're going to use
our keyboard accent. And finally, one more slot. And we're going to
use the keyboard K. We're using our
existing materials. It's time to assign them again, using the same technique. We're going to go ahead and
make a selection around these buttons and then
apply our accent color. And then the same thing
with this escape. Let's select our outer frame and assign our keyboard accent. Now you can see that both
keyboards have same material, but if we change the
material that we assign, since it's using
the same material, it's going to apply
across both objects. That's not something
that we want. We're going to
control Z that now. If we want to use settings
from our previous materials, just like here,
then we can create a copy of this
existing material. Since we already selected that, all we have to do is
just click on this icon, and you can see it
says Keyboard as 001. Now it's a different
material than the one that we
initially created. Now we can just simply go
ahead and add the color. Then for the keyboard,
we're going to change that to the accent
color. Just link that. Now we can use the technique for coloring this second keyboard. Now before we move on to that, I'd like to go over
coloring multiple objects. In this case, you can see that each individual leaf is a separate object to apply same material
over and over again. That's going to be
a bit annoying. We're going to go
over that first. I'm going to enable
the selection for some of these
collections at the top. Now if we go back to, you can go to this material
preview to make it a bit easier to work with since it
doesn't need a rendering. If we select one of the leaf and then create a
new material for it, and we're going to change
roughness to about 0.8 let's give it a green color, reduce the brightness
a little bit. Now that we have this material, if we want to apply to
across all of these objects, it's going to be pretty simple. We're going to select the stem since it's the parent object. And then we're going to
press Shift right bracket to select all the children. Then we're going
to shift click on this leaf which
has the material. Whichever object you want
to copy the materials from, you have to make sure
it's an active selection. And then you can
press control L, and then you can
link the materials, or you can also just click on this button and select
Copy Material to Selected. Just like that. We have
that for the bottom object. We're going to create
a new material. Called floor part. Then we're going to
create one more material, this is going to
be for the dirt, and we're going to add roughness so that there's reflection. And then we're going to tap into edit mode using the
face selection mode. We're going to select
this interface to look at it better
enable the Xray mode. There's the interface and we
can press a control plus to add to a selection so that we can select both
parts like that. And then we're going to turn off the X ray mode and select
the dirt material as sign. Now we can play on with the material now using the very same technique
we're going to apply to the other objects. I'm going to go ahead
and select these stems. And then select one
of this object. And then copy the material over. Now the Leaf Sound material, because we're using
a particle system, we need to add material
to the reference object. We're going to go ahead and
copy the material again. Select the parent object, use the shift right bracket and then copy the
materials over. For the pot object,
we're just going to type in flower pot for the main material and then for the dirt we're
going to use just like that. Then again, using the
face selection mode, we can use gross
selection option and then assign the material. Then I'm going to use
the same technique for rest of these objects. From here I'll go over and
speed through this because I want you to do it
yourself so that the room that you make looks completely unique and different. Because you'll have the
exercise and fun challenge to go over this since you already know how
it's going to work. Okay, so for this
Nintendo Switch, adding materials are going to
be a little bit different. We need to apply these
modifiers because right now it's a single object
and I want to apply materials to both
parts of this object. Since it's a combined object, you can see I have to apply these modifiers to make
each part individual God, and press control A
to apply all these. Now you can see that these
are two separate parts. And then using the
link selection, I will be able to
apply this material. Let's add a new material slot. We can type in the
name for this one. Let's go ahead and add
the second material. We're going to go ahead and copy this material name and paste it. Here we have the same material and we're going to
create a copy of that. Let's change our name to right this second material and
the first one you can see, let's go and change
the colors first. And it's going to apply on
the page size of the console. And then we can change the
second material color, tap into edit mode and
we can use L to link, select, select the second
material and assign it. Just like that, we have
two separate colors for this console. All right, so we're almost done with the adding materials. You can see that I've added
almost all of the materials. Let's go and make one for walls and then I'm going
to click on the color. I am going with this blue color. Let's go with this ocean color. All right, also let's
just add some base below the room so that it looks better when we
render out our images. Let's add a simple plain object, and then we can just scale it up that we might need to make some minor adjustments
here. Just like that. Okay, let's just take a
look at how it's looking so far. Not bad. Now to add these
painting materials, you can click on this color box, select open, and then select the image from your computer. Once you have the image applied, you can see that we need
to assign it in edit mode. I'm going to assign
this painting material to this one phase
of this object. Now we can go ahead
and switch to UV editing because we need to make some minor adjustment here. Let's just zoom in real
quick onto this painting. I think we can just use scroll wheel to scroll and then go to Material Preview so that we
can see it in our Viewport. To be able to use this
texture properly, we need to press to open Unwrap menu and
Smart UV Project, and then select Ok. You can see that on the
left side we've got this plan at the top,
we have few modes here. Let's go to phase
selection mode. There's line selection mode, it's going to give
you a similar effect. Then we can select
edges or vertices, in this case, I'm going to
go with phase selection. Then we can use the
standard controls like to grab or to rotate, and we can also scale it. Let's rotate this 180 degrees on the right side.
You can see that. I can see how it's
raining out on that side to grab and move it. Align it there as to scale. Let's just align it
there. Just like that. We have painting now let's
use that same technique for adding material or this painting material
to second painting. Let's go and select
Material Tab. Click on the new slot, New Material, and then
let's type in the name. Now for the base color,
we're just going to click on this button
image texture, then click button, select the
texture from our computer. With that texture loaded, let's go ahead and
tap into edit mode. Select that face and assign
this new painting material. Now we need to unwrap it. Let's go back into edit mode. We have this face,
but it's not proper. Let's press you smart project, okay, and we got that face. Let's just adjust this arch, rotate 180 degrees to scale. And then we can just move it slightly and adjust
it until we're happy. Just like that, we
have this applied. Let's repeat the same process
for the final painting. Okay, there we have
it, all the paintings and everything added. Now from here, we can just
change colors and render this scene in a lot
of different styles. It's going to be really easy once we apply these materials. Also, I'm going to go ahead and move this chair to
a new collection. So I'm going to select using the same children's
selection technique. Let's go ahead and
move this into a new gaming chair
collection that I can hide it in the
final render more easily. Just like that, we can hide the chair and we have
our materials added.
48. Final Project - Rendering: That we have materials and
colors added to our scene, it's time to set up our camera
and render up the scene. Now this is thing
that you have to tweak and change until
you like the final scene, we'll set up camera and
see how rendering works. And then you can
go ahead and spend some time and change the
material colors and stuff. And I'm going to
do the same thing. All right, so let's go
and strike adding stuff. So we're going to
go ahead and press Shift to open the Add
menu. Add a camera. Let's press zero on the Numpad. And then press Shift Till, so that we can move the camera. And let's just move
it out like that. Now if you want to
render the final images for your computer desktop, then this default
resolution might work good for you, but
I'm going to change that. Let's go to our output settings, and in a resolution
I'm going to go ahead and change this to 108 x 1080. Because I want more of
a square resolution for the final image for the FPS. I think 24 is going to do fine. Let's just change a few
more camera settings. Let's go to our camera settings. Here we have this perspective. It displays a scene in three
D and it has this depth. But if we change this
to orthographic view, then you can see that
removes that depth. And if we move our camera
forward or backward, it's not going to really
affect how the scene looks. Now we can just use
this orthographic skill to change in the
look of the scene. Here, I would just recommend pointing your camera from
an angle that you like. Just tweak around and play
around until you're happy. I'm going to just
tweak around and see what angle I like for this. Okay, let's just
place it like there. And I'm going to
fine tune a tiny bit more so that I can get
a bit tighter shot. Okay, let's go
ahead and also tune on rendering to see how
it's going to look. Okay, now from here
you can go ahead and start adding and moving around these lights
and other things. Another thing that you can
do is that you can add one more panel on the right here and turn
off these overlays. And then you can hide this tool bar and then enable the rendering mode
in this viewport. Let's just do that because that allows you to see and
work at the same time. And we can press
zero on the Numpad, while our cursor is here to see how our final render
is going to look like, Let's just adjust our view a
little bit more like that. Then here you can start playing around,
Shift to Duplicate. And then if you want to rotate, let's just set our pivot points. I'm going to set that
to three cursor. Let's just rotate this light a little bit x axis like that. And maybe go to top view and
move it closer to this area. Let's just switch
that back over here to the median point and rotate. You can see that this area
is being adjusted with this light rotate and play
around until you're happy. This is the thing where
it's going to take a bit of time to mess around and play
with the lighting and stuff. Just play around until you're happy with the final result. Then once you're
happy, you can go to this render window and
rendering your image. Now before you do that, hide some of the
things that you don't want visible in
your final render. For example, these references. We can hide them in our render. We have the gaming
here, we don't want to see that in our final render. And if you have anything other that you want to
hide, for example, if you have some objects
that you created copies of and you want to
hide that in final render, you can also do
that One more thing in the render settings, you can move these samples
down to like something like 256 and then slowly move it up until you're happy
with your final result. Because 4,000 I think
is a lot of samples, it's going to take a bit
extra time to render out. Let's go and set this to
something like maybe 256 for now and we can do a
quick test render also. Before we do that,
I'm going to save the file in case
Blender crashes. It often happens to
me, so I don't want to sort lose the progress
that I've made so far. Okay, now that a file is set up, let's go ahead and render
a quick test image. Okay, with 256 samples, you can see that
it's going to take roughly about 20 seconds. It started around 29 seconds. I think that's good enough
for rendering a single frame, because if we want
to render animation, we have 24 frames,
and that means 24 pictures or
images per second. Okay, so here you
can see that we have the final render image, if we enlarge that now, if you're happy with this image, you can go ahead and save it. You can see I can see some
jaggedness down here. I think I am going to move
my samples up a little bit. And once you're
happy, you can go to this image menu and save the
image onto your computer. It's going to let
you save or pick up the directory on my desktop. I have this folder
called renders. I can just set this up and maybe type in something
like render one, and then I can just
save this image and it's going to be
saved on my computer. Okay, here's the image that
rendered out of Blender, and I'm pretty happy
how it turned out. Okay, we've rendered an
image out of Blender and now I want to render an
animation of moving camera. The way I want to do
this is that I want to rotate this camera back and foot so that I can show the scene while cameras
moves back and forth. Now there's going to be
a really easy way to do this if we use
constraints in Blender. Let's go and do
that. First we're going to create a copy of this. Camera. Shift to duplicate, and then right click to
cancel the movement. Now in our Outliner, we're going to double click
here on the name. We can tell which camera
is which one animated. I'm going to rename this
to something like camera. Now we can tell that
this is animated camera. Okay. If I can spell
that properly. Now, when we add more than
one camera in Blender, we have to tell Blender
which camera to use for rendering that is called
or known as active camera. If you look, we have
this gray outline around this camera icon and it tells us that this is
the active camera. We want to make our current
new camera the active camera, the previous one,
we're going to just hide it in V port and renders. This new camera that we
just created is going to be active camera and
used for rendering. Now to animate this,
we need a path along which we want
to move this camera. Shift a to open ad menu, and then under curves we're
going to add a circle. Let's move this
above the ground. And we're going to
scale it out like that. I just want to align it to this center point
of the camera. Let's just also
scale it down and move it down a little
bit, something like that. Now, for this camera to
animate along this path, we need to set,
reset its position. The easiest way would be
pressing G. And that's going to reset the position and move it back to world origin. Now with camera selected, we're going to go
ahead and click on this tab here for Constraints. And then under Add Constraints, we're going to click
on Follow Path. And then we're going to
select the target object, which is going to be this path. This camera is immediately
going to snap up there. Now we're going to go to
our object properties, then under Vp display, we're going to display our axis. This is going to show us the
local axis of our object. You can see that Z axis is pointing forward
and backwards. Now with our camera selected, we're going to go back
to a constraint tab. We need to configure
follow path. It says forward axis, that's
going to be negative z. Then it says up axis, that's going to be our y axis
in our object properties. When we enable axis, it displays the local
axis of the object. And then for this constraint
we need those axis. We can easily tell that y axis is up, that's
going to be there. And then this is z axis. The negative z is
going to be pointing forward. Very easy and simple. Now, an easier way to
point this camera towards an object would be to simply
create an empty object. Shift a to open empty
and play an axis. And let's move it
above the ground, And we can scale it up so
that it's easier to see. Then we can press
two to rename and we can rename it to something
like Camera Target. Now with our camera selected, we can add one more constraint, and that's going
to be track two. Then for the target,
we're going to select this new camera
target that we just added. Just like that. This camera is now
pointing to target. Now, it doesn't matter
if we move this camera wherever this camera is going
to be looking to target. Now with this opposite value, we can move back and forth
along this path that we have. The final animation that I want to create is going to
be something like here. It's going to go back and forth. Let's set up our starting point. I think I'm going to go
with something like here, let's start rendering
so that we can see it a bit better like that. Now we need to adjust
some render settings. Let's go to our settings This time I'm going to render
this as a wallpaper. I'm going to change
my resolution. And then we can adjust
our camera scale. Let's go back to our camera, and we can adjust the scale, we can compensate for that. And then we're going to
select our camera target and move it slightly
above the ground. Let's just also, again, I'm going to select
the camera and use this scale value to move
even out like that. Let's go back to
our constraints and we can rotate back
and forth like this. The starting point
is going to be somewhere around here.
That's going to be like 20. Now the way animation works is that we go into our
output settings. Down here we have
our frame rate. Frame rate basically means how many images we want
to play in a second. All the videos that we see online are basically
still images that are played really
quickly and it feels like it's a moving picture. We have frame rates, we're
going to play 24 frames. That's going to be 24
images per second. If we need 3 seconds animation, that's going to be
24 times straight. That's like 72. If you
want to go higher, you can also go more higher. Down here we have our frames. Our starting frame
is going to be one, and then our ending frame is, in this case is going to be 72. But an easy way to do
this would be simply typing in 24 then times. How many seconds do we
want to play this for? I'm going to play
this for 3 seconds. It's going to be 3
seconds long animation. And then we can presenter
and blender is going to automatically do conversion
and set it to 72. Now on our animation time line, let's expand it a little bit. Here we can see that
it's highlighting portion that we are
going to be rendering. Let's go to frame one. We already set up our camera. Now we go into our constraints. Any property or value
that you want to animate, you can add key frames for them. Key frames is a way of telling blender
that at this point, in this case it's
going to be frame one. And we want to keep our camera at this position
in a three D world. Let's go in and right click on this offset value and
insert keyframes. Or you can use this
keyboard shortcut I. Let's add that key frame. Now on the time
line you can see we have this diamond icon. We're basically tending
blender on frame one. We want to keep our
camera in this position. Now we can go ahead and change the position of the camera to something like maybe around here, that's going
to be like four. Now we're moving from 24 and we're going
to move our frame. How many frames later
do we want to do this? 72 in total of 3 seconds. Our camera is going to
move from point A to point B from 20 offset to four. Let's go and type that in here. Now we want to add a Q frame. Let's right click and
insert a Q frame. Now we have two keyframes. On this key frame, we told
lender that we want to keep our camera at four
for the offset. And then on this first frame, we told it that we
want to keep it at 20. In this example,
these values might differ depending on the type of project that
you're working on. And now we can play
back this animation. You can click on this
icon here and let you quickly go back and forth to start and end
of your animation. And then you can
use these controls for playing forward
or backwards. What I'd like to do
is that simply hold, click and drag it to the frame zero and press Space to play, I'm going to press Space Bar. You can see that it ends there. Now instead of rendering the coming back of
the camera like this, we can just reverse
this video in video editing software because that's going to be
way easier to do. Instead of rendering 72 images again for going back in total, that would be like rendering
twice our animation. It's going to take
twice as long. In this case, it's just
going to be a loop. Loop basically means repeating same video over and over again. I think that's going
to be much more easier now that we have
this animation set up. We can go into our
render settings, actually our output settings and then twice the bottom
we have our output. Now for rendering still images, we go to Render window and render and then
save out the image. But if you're rendering
image an emission, then you need to
tell Blender where it has to store
all those images. We're going to click
on this icon here. Okay, Now on my desk tile, I have this folder
called renders. And inside it I created an
empty folder, animation one. And I'm going to accept
that now this is the path where Blender is going to render all these
images one by one. And then we have
the file extension, we're going to make sure
that it's rendering that. And then we have
the file format. If you're rendering something which doesn't have background, you want to render transparency, then PNG format is the
one that you'll be using. In this case being select J Pac. And for the quality,
I'm going to just leave this a default.
It should work fine. Now that we have our
frames range selected, we're telling Blender
to render from frame one until frame 72, and we animated our camera animation
between those frames. It's going to render all
these frames one by one, and we have all these
settings set up, we can just render an animation. But before I do that, I want to bump up quality just a tiny bit. So we have 250 samples, I'm going to go to
something like 400. Now we just need
to start rendering and grab yourself a
cup of coffee because it's going to take a while
depending on the graphics card that you're using and the
complexity of your scene. This is fairly simple scene, it shouldn't take too long. But if we're rendering
one frame in 30 seconds, then you have to
like multiply that by the number of frames that
you're going to be doing. 72 means, let's say that we're rendering
a single frame in close to 30 seconds. We just need to multiply that 30 times it's
going to be 30. And then multiplied by, we're going to render 72 images. That's going to give us
21/62 And let's divide that, we're going to divide
that by 60, 36. It's going to take like
36 minutes just to render 72 images. Quite simple. Let's go and click
on this render menu and then render animation. And it's going to
start rendering. If we look at the
top left corner, it's going to tell us how
long it's going to take. Each frame is taking
close to a minute. If we're rendering 72 images, that's going to be
close to 72 minutes. That's like 1 hour. In 10 minutes, We're just going to go ahead
and grab ourself, a cup of coffee, or
do something else while it renders in background. Then on the very
left of this window, we have which frame is
currently it's rendering. So now we're
rendering frame two. And then it's going
to finish that, so you can see 46 seconds. And then it's going
to do frame three, and then it's going to keep
repeating until we read 72 or the last frame
of our animation. Now good thing about
rendering this way is that if Blender crashes or you have power outage or
anything like that, you can just keep note of
the frame like when you open the folder where
all these images are going to be rendered. If I quickly bring that up, as you can see here inside
the folder where all of these images are going
to render, we have 001. And as Blender is rendering, it's going to start adding
more and more images here. If Blender crashes or
something happens, we can just come back
to this folder and see how many frames
we got rendered. And then next time we
can go back to Blender. Inside Blinder, we
can change this frame straight to that frame wherever
our renders are stopped, and then it's going to start running again from that frame. Moving on, that's a really
good way of telling CCC, now it's rendering frame third. Let's go back to that folder
over now we have two images, we have frame one and then two. And now it's going to add 3456 and until our animation
is completely rendered, congratulations on
completing this course. I hope you enjoyed it and
learned a lot of new things. Until next time. Goodbye.