Blender 5.2 Modeling & Texturing Basics | šime Bugarija | Skillshare

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Blender 5.2 Modeling & Texturing Basics

teacher avatar Sime Bugarija, null

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction & Tutorial Project Overview SKILLSHARE 1

      16:37

    • 2.

      Getting Started in Blender – Basic Shapes

      9:37

    • 3.

      Selection Shortcuts & Building the Basic Shape

      5:38

    • 4.

      CRT Screen & Monitor Base Modeling

      7:53

    • 5.

      Top Panel Modeling

      8:34

    • 6.

      Computer Case – Front Panel Modeling

      11:46

    • 7.

      Computer Case Modeling & Details

      11:56

    • 8.

      Texturing Basics – Color, Roughness & Normal Maps

      8:46

    • 9.

      Adding Texture Details & Material Variation

      8:36

    • 10.

      Front Panel Texturing & UV Unwrapping

      16:05

    • 11.

      CRT Screen – Glass Shader & Alpha Map

      11:24

    • 12.

      Imperfections – Edge Wear & Dust Shader

      9:25

    • 13.

      Final Preview & Lighting Test

      5:34

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About This Class

By the end of the tutorial, you'll have gone through a complete workflow:

References → Modeling → Clean Topology → UV Mapping → Materials → Imperfections → Final Preview

In this tutorial, we’ll go through the essential Blender workflow by creating a vintage CRT computer from scratch. The computer itself is just our practice object — the main goal is to learn techniques and workflows that you can apply to almost any 3D model.


MODELING

I will show you how to create create a clean and optimized mesh without adding unnecessary geometry, while still keeping enough detail to make the final model look realistic.


We’ll start with basic shapes and gradually build a clean and optimized model while learning useful modeling tools, selection techniques, modifiers, and shortcuts along the way.

TEXTURING

After modeling, we'll move into the Shader Editor and build the materials step by step. We'll work with color, roughness, bump and normal maps, UV mapping, procedural textures, glass and alpha shaders,  different ways of combining textures and masks, how to add realistic imperfections such as edge wear. dust and much more.

I’ll also show you where to find high-quality texture maps for free, covering all your texturing needs.  
The goal is not simply to teach you how to model one specific computer, but to give you a solid understanding of the Blender modeling and texturing workflow that you can reuse when creating your own 3D assets.

Meet Your Teacher

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Sime Bugarija

null

Teacher
Level: Beginner

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Transcripts

1. Introduction & Tutorial Project Overview SKILLSHARE 1: Hello, and welcome to New tutorial. This tutorial will be about modeling and texturing in Blender. So we back to core of three D and core of Blender. I think most of three D artists start with modeling and texturing. This will be tutorial series. Y series? Because we will model more than one objects. I think we will start with this PC, but later, we will choose a few more objects from this list. And if you wonder, what is this? This is my new asset browser pack. So I call this vintage LimularPb spec, and we have here 127 assets. For example, I think we will maybe model this model here because in this sojct here, I also use a lot of curves. And we will see actually later, maybe we can model this one. You can see that all these objects have a lot of details, especially in texture, but you can also know that they have clean topology. So if you go to edit mode, you can see that they look pretty clean. But in the same time, they look pretty realistic. So after modeling, we will also talk about actioning, and if you go to Shader Editor, you can see that these PC have a lot of different materials. For example, if I just bring this edge scale. And if I move this to left, we can add quickly dirt here or we can fade the dirt. I also build this dust shader here, so we can quickly add dust to this object. We have all these maps, bump, roughness, and in different materials, we have glass shader and all the alpha shader, for example, here and a lot of things. But before we continue with tutorial and modeling, because we are living in AI era, you probably wonder did I use AI here because I need to build a lot of models, and I need to build this as quick as possible. So I don't have six months to build all this. I try with AI and how I can speed this process. And at the end, I back to modeling. I will show you why. I buy this 343d subscription. Here is when I try, get model of this. C. So basically, what I do, I go to chat GPT, which is something I recommend from AI. So instead of searching for each of these models, so it is not problem when I need to model one object. I can maybe find blueprints for this PC. But when I have list of more than 100 objects, I will lose days and days just to find blueprints and I will not be able to find blueprints, for example, for this object, which is from 80s or 90s. So what I do first, what is first step, I find maybe one reference from this. I don't know. We can go to Google. What we can do, we can maybe bring this model here into chat GPT, and we can ask, can you create view, front orthographic view side view and top view? You can also describe that you need this for three D modeling. I get these references. And if I open these references, you can see that this is not perfect. For example, I don't know if I can find on this subject, but sometimes this object is not same. For example, in this reference here, we have this keyboard, and in this reference we don't have. And sometimes I get these holes here and in front view, I get this here. So it is not perfect, but good thing here is that we don't need perfect references, I think this is enough. So chat GPT or similar tool is actually very useful in these things when we need find references. Okay, I'm faster when I'm typing in Croatia. So I ask, actually, can you recognize some of these objects and separate them and you can create one photo and put all them together. So we will see what we will get, but last time I typed something like this, and I get this reference image. So this is not perfect, but it is very useful. It works. It is similar, like what I get last time. Next thing is I import this image and then I ask, Okay, can you bring resolution up? And after that, I ask, can you create a front view after that side view, back view or top view depend what I need. This is what I get. So this is front, left, right, and this is reference image. And I spend few days just prompting and later I create same for all these objects here. Front side, you can see that this is clearly not perfect because you can see how tall is this object here and how tall is this here. It is not perfect, but I get enough. So I have all these details which I like, and I can later model these details. And you can see that this is not same like here, but AI actually understand how this object should look. Last thing for which AI is useful, for example, I will find maybe some wooden object. And we can bring, for example, this here, and we can ask And later for some of these materials, I also ask, can you create roughness map for this? And you can also ask for bump and normal. I have here some of these maps. So you can see this is almost perfect. So we get this map for one of these fabric objects. This is color input. This is the bomb Color material. After that, I also need fot this Alpha value. It is not perfect because it should be black or white. But with using color ramp, we can make this perfect. So this is roughness for this bombus material, and this thing is very useful. So I don't need subscription to any to polygon or some similar sites where where I can download all these textures because I get everything I need from one Jet GPT subscription. This is not what I want, but I think I need to describe this better. And one thing which is good when I make better prom, I don't need type anymore, this prom. For example, for this one, and I can just type now for this one, but it will not create good results because this is not good result. But I can maybe type And you can see that this is clearly good result. Okay? You can now type, for example, can you make bigger scale, and can you make this seamless? But I think you understand how this works. So let's back to another AI tool which I try to use to speed up this process, which is this 33d. And you can see that this is not successful. So even I use these multi view images, for example, what I do, I don't have this subscription anymore, but you can approach here, front, left, right, back, and it doesn't work how I expect because you can see how this back look, this is clearly bad topology. I don't have this wire for mode here, but this high resolution model actually create millions of polygons. It looks similar like PhotoScan. But you can see that this is not useful. I cannot upload or sell this anywhere. It will be disaster. But there is also one option which is Smart mesh. I think maybe this one is Smart mesh. You can see how this looks. So if I have here this one remote, this is now a little more optimized, but you can see that this is still disaster and this is not useful. I think for these organic objects, in some cases, this can be useful. For example, this mina sterit like, I'm not sure how I will model this. I'm not so good in sculpting, and if I am, it will take like days to scalp all these details. But, for example, you can use this and scatter like grass, rocks, mountains, stones and some similar things, and you actually have good base. And even with these couches, which sometimes look good, you need to spend a lot of time to make these objects use this look pretty realistic now, but you can see in this color input, we have all these shadows which are baked. This is actually a big problem because when you put your lighting in the scene, shadow will always be here. I will show you how we can fix this and how we can use some of this mesh from this here. But for all these hard surface models, I didn't find this useful, so I need to model everything from scratch. So Most of the, like all of these models, I actually model from scratch. What is actually conclusion, AI will not take your job. You cannot just go here, make prompt and download these assets. Actually, you can, but you can use maybe this for somewhere in background. And you also need spend a lot of time to optimize all these because all these textures are big, mesh is heavy and you need spend a lot of time. And sometimes it's easier to model some of these objects, not this one, but for example, this model here, I actually can model very quickly, and it will always look good when you model this. You will not get the artifacts and bad topology. Okay, so this is my model. If I go to Edit mode, you can see clearly this mesh, all this is how it should be And we also get a lot of details here in texture. For example, we can control this edge dirt. We can choose different color here. Okay, I should put this 20, not one. You can clearly see all these bump details, roughness and all these tiny imperfections. What I started talking before, A, I will not take your job, you still need skills. So you need to know modeling and texturing to get these models and objects done. And without skills of modeling texturing, you will not be able to create something similar like this. Of course, you can always buy this ASE or you can find similar assets on Internet. But you can maybe use these skills to earn some money, so you can maybe create something similar and say online, or you can always model something specific you cannot find online. If you don't need high quality objects, you can, of course, use AI. Let's previous a few more of these objects, and then we can actually start with this tutorial or with modeling this PC. So you can clearly see all these bump, scratches, all these imperfections. Sometimes I use even like ten different shaders to get all these details. And we can maybe add some more of these imperfections. And if you want more shiny rough objects, you can play the roughness values here. Now, it's more shiny. Okay, so basically you have full control over all these objects when you do all the manually. Let's try with this one. So you can clearly see this leen topology. So I need to take care about two things to make this as much as realistic I can and at the same time to keep this optimized and fast. Let's see how this look when I add some dust here. Now, they look like they are from the same space of these three objects. Let's add some dust maybe here. Okay. I have instructional video how to install this asset peg, which is actually just 1 minute you just need to edit preferences and paste links here under Asset Library. But in this video because it will be too short, I also make some test renders and preview of all these objects. So if you are interested, you can find that video. Because we don't have enough time to go through all these objects. I also modeled some of these houses, and in one of these tutorial series, I think we will model one of these houses. Actually, what I do, I just make these modular pieces because there is no sense to model one house, and then later when you need this window, I don't I need model window from beginning. So what I do, I model these modular things, and later, I can build any houses. For example, we have these big houses, and you can see that all these have nice details in roughness, color input, and all the dirt. For example, this is one asset, and I can then just do this and I have this fence or another fence or I can just bring this garage door, this wall here and in edit mode, I can quickly invite a mode. So like this Then I can make this bigger or smaller. Okay. So we will talk about this later. I think this is all for introduction. And we can now start actually with tutorial. And just to show you this model here, we have all these details imperfections. This wood texture look nice. And here is how this topology looks like. 2. Getting Started in Blender – Basic Shapes: Let's now start modeling this PC. I will share all these textures and references with you. This is what I get last time. And we should now build something similar like this. I will go with new Blender file, and I will delete all these subjects for now. What I will do first, I need reference image here. So you can use programs like Pure ref, but I like to keep these references inside Blender, so I can always take a look to reference images. What we need here, we need image editor open. And references, I will put here reference, but I can also load any of these images here because I will load them inside Blender. So I always have this nice reference image here, but I will also put reference inside this three D viewport. What we can do here, we can go with Shift A. I will enable this green cakes. I have here, this works. So it is tiny, but you can always stop and you can take a look what I'm typing if I forget to tell O N to remove this tab and shift A. So Shift A here, image references. I can now navigate to this folder front. One thing, which is important, you don't want this camera angle because when you import this image here, it will be under this angle. So you need to be in front orthographic. So you can see here front orthographic and shortcut is numb at one, or you can go with view viewport front. For example, view viewport front. Shift A image reference, reference and front. Now three is for side view. Image reference. T is, I think, left. So we can choose this left. But I will not go with right because I will see later. I think this is correct and I can maybe just go with Shield x. A Y minus one to flip this. If I need this, but I don't think I need this. Let's see what we have more back view. You can also use this Gizmo, click, another click. And we are now in orthographic shift image reference back. Okay, and now I will just move this to about here. So this is front, left, and back. I think this is enough. Now we can maybe rename this so this should be back. Front, and this is side or left, we can call this left. What I want to do now, I put this in separate collection. So if I press M, I can create new collection, and I can call these references. Okay. Now I can quickly click here to hide this in viewport if I don't need or here. And what we need to do we need to save this file. So file save I will just call this tutorial. I will start with front orthographic, so numb at one, and let's see. For this, I will start with Q. We can bring this cube here and we can scale this on X axis. One more disclaimer. So this is not real world proportions. So this is 2 meters big cube, but we will fix this later. For now, I just care about proportions. So SX scale this on X axis, and we don't need to be perfectly precise because this reference is not perfectly precise. Let's now go to side view. I think I want to flip this S Y minus one. Okay, this direction. Numb at three to side view. I want to go to maybe X ray mode, and let's see. I see these lines. So this is good. But if you, for example, have this reference here and if you go to sideview, yes, this still works. So we can still clearly see this object here. And now, when I back to numpth one, you can see border of this monitor here. So this should follow this object here, but we will not scale this object because when we scale this and if we now go to number one, we also scale this here, so Control Z to undo this. What we need to do we need to scale this reference image. You just one set this monitor here to about these dimensions. So something like this. So this is good. This here is also good enough. You can see difference between this part here and this one. I will scale this on Y axis so a Y, and I will place this about here. And for this part here, I think I will go with Shiv D because we will go a lot to solo view or the local view, which is actually this view view to local view. This is actually shortcut, so naped K. So we will use this a lot. What I say before we can actually go to Control R and extrude this, but I will not do this now. I don't want to create extra topology where I don't need. So what I will do, I will go with NAPE key to back to our references Np three to side view, and I will go with hit the X. Okay. I will go with Control Z. What I do, I actually do this in edit mode, but we can do this in object mode. Shift D Y. Okay. I press X before, but I need Y. I will go to iframe mode, X ray mode, actually. This is Wireframe. And there is also one thing you can do here. I think we can lock this. So if you enable this togal, you can log this because we don't want move this reference or accidentally select this reference. This front one, you also want. Lo so disable in selection, actually. And now we cannot select this anymore. So we can still select this one. But with this back, we will actually hide. We don't need this for now, maybe later. This is front view. This is side view, and let's see where is our object. We can select this also here in view layer. And let's see. So I will go with number three. Now I will set this part here. So I will go with SZ. Actually, I want just grab this top part. So I can go here in edit mode because we have this X ray mode, we can actually just do this and select this part. Maybe this one here and we can move to about here. And now I need vertex select. W one, two or three, your keyboard, you actually switch between vertex edge and face select, or you can just click here and grab this edge. So be sure to enable this because if you don't can just click here and move this and you will get this because you didn't select this one. But in Xray mode, you always select both. You can see. We can also maybe go here with left, which is actually side. I think I need right, actually. To get say perspective here, what we can do, we can press L to select lose part. But if this don't work, you need to be closer to vertices because the select based on vertex weight. So if you don't have enough vertices here, just face. You will not be able to select VL, so just put mouse here and press L. Now we can go with x, something like this. Let's create this part here, Control R. Number three, let's see, EZ about here. Now we can go to X ray mode. I can select all these parts with edge select or what you can also do. You can basically go with actually, here is how things go. So selection is a big part of modeling. So we have modeling shortcuts and we have selection shortcuts 3. Selection Shortcuts & Building the Basic Shape: We have a few very common shortcuts for selection. So one of these are shift with shift, we add selection. So one, two, three, four. With control, we actually select short at pat between two edges. For example, if I click here and call Control, Blender will pot and select all this. For example, if I now click here, Blender find this pot here, if I click here, Blender will select all this. Or if I hear Blender, this is not same objects, so that's why I get this selection. So I select this one with control, Blender will select everything here and now here. But if we use shift and control, we can, for example, select this line and then shift this one, and then we can use control to select everything between, which is this one. And if we need switch to another area, we can again, hold Shift and now click here and now we can go with Control and select this line. And with Alt, we actually select loop. For example, this is not so good example, so we can go with maybe, I don't know, cylinder. And for example, if I hold Alt, it will select whole loop here. Here, we don't have any loop, but for example, if I add here with shift, we can add selection one, two, three, with control, we can select shortest line, which is, for example. This one here or this one here, but with holding earth, we can select whole loops. So one loop, another one, or this one. Okay. So I will delete this. L is shortcut for selecting loose parts. For example, we have this loose part and this one, but they are not the same object. What we can do, we can basically join these two objects with Control J. Now, when we go to Edit mode, we can actually edit both of this object, but if you want to select only this one, we can press L here. If you want to select this one, we can press L here. Okay, what I do, what I want to do, actually, I want. Maybe select all these things. So I can move this. But maybe best thing to select this is when we go to side view Xray mode and we can just drag this and now we select everything here. Okay, but you can see what we get. We actually stretch this line here. I think if you go with G twice, yes, we can actually slide. If you go with just G and Y, this is what we do before. We actually move this and we get this angle here we don't like. But if you slide this along normals, you can press G twice. So G G. This is actually what we want here. And now we can select only this thing here and move this to about here. If you want maybe be more precise, we can make this more part here. And now we can bring this up. Okay, but this is not important. So we can now clearly see how all this look. I can now go here with maybe reference. So we can maybe now model this screen. Let's see how we can do this. You can clearly see this edge here, so we have this part, which is thicker. What we can do here, we can go with Control R. We can press S to scale this. And I think this part, we can create this C. It will not affect what we will do later. So how to create Control B. And withholding shift. So without shift, this is very sensitive. It is very hard to be precise, but withholding shift, we can be more precise. And now, all E extrude alongnrmals. A is for extrusion, but T is to extrude alongnrmals. Because I press E and A T a few times. I'm not sure. Maybe I create double vertices, what we can do here. We can press A and we can go with F three merge by distance. I create a double vertices because I delete or remove eight vertices here. So be careful because if you create double vertices, you will run into problems later. Now I will go with all T extrude along normals. Move this to about here. Okay, now we get this n S. We also need create bubbles here later because this is now too sharp, but I think we will do this later. 4. CRT Screen & Monitor Base Modeling: Let's now create this I will search for reference, this screen here. What I will do, I will select with phase selection. This part. Now I can go with Numpad one and numpaK back to our scene. Let's see how much I want to scale this. Now, I will press I to insert this. You can see this blue gizmo here, so you know that this is the axis. So you can press SZ to scale this on Z axis. Something like this. And now I will back with Napeq to solo you, and we have this part which we can extrude on Y axis. E Y. Something like this, you can see this edge here. I think if I press S, we will get this angle here, which maybe we can see here. Not sure. This may be too much, but I will go with a little. One thing I will do, I will close this timeline because we will not do any animation so join down. Let's see how we can make this screen part. You can clearly see that this is rounded. I don't want to create cuts on all the object. I just want our look cuts on this object here so we can be separate by selection. Now we can right click sect origin to geometry and we can go with Nampa key twice to work only on this object here. And what we can do now, we can add with Control R loop cut, move this to about here, and with Control R one loop cut, move this to about here and with holding shift and ltlick here. Now we can with Control B, smooth this. I'm not sure is this best way Alt to select this loop cut, Control B. Maybe we can first fix this X axis and old Control B now axis. Okay, something like this, we can go with Shade Smooth. And we can back to our scene. Now we can select both of the object with holding shift in Napa key. If you want, you can join this, or you can select like this one and join this. Let's now create this bevel here in this one. This is very important to get this round that look and with all. We can click here now shift because we want to skip to another part. We can go with shift or shift all and we can now go with Control B, and now we can now smooth this. I think we can now also bevel this part. And one thing you can note, I will go with ControlZ because I need to check scale. So scale is not uniform and scale is not one. Actually, we need to go with first Control A, apply scale. Now we can go with Control B and we can expect bevel to work correctly. Something like this OT to select this loop, Shift T to select this one, and maybe this one, Control B and add one bevel here. Okay, you can choose how much loop cuts you want, more loop cuts you add. It will be more smooth, but I want to also keep this low poly tab here. I also want to go with old and old here. And now I want to go with Control B, but here I will add maybe just one loop cut. This is not so visible. This is what we have for now, and let's see if I go to nape key. We can now go with nupt one. I will select here front. Let's now create this part down and this rounded part. Nape key, let's see. What if I just grab this part? Because I want this to follow this edge here. So I can go with Shiv D, maybe move this a little easy and we can maybe extrude this on Y axis. This is not perfect, but I think this should follow this part here. So maybe SX, something like this. Actually, I will extrude this two times. So first time here, SX and EY. Let's see how this look in right orthographic. So this is not sure. I think this part and just blend with this part here. So we can maybe do something similar here. This will not be visible, so it is not so important. Let's see if I just go with Control B, to bevel this and to smooth all these things. I will go with ControlZ. This thing here is not how I expect, so I will go with x this inside. So hell and let's now smooth this with Control B. Numpad one, and let's go with front. Now we can build this rounded part. This we will build with cylinder. Shift A. Cylinder, by default is 32 vertices and I think this is good enough. SZ scale this on Z axis, maybe like this. And, numpad seven, let's place this in middle of this PC, something like this. Let's now back references with numpK. This should be even smaller. S Z and S. Now select both of this object, Nampa k, and let's bring this here. Actually, we have this smaller cylinder here, and we can create this with tab to edit mode three, to face selections like this. I, to insert this E Z. To extrude dist on Z axis. Okay, something like this, and I think this is good enough. With holding Shift and Old, we can select both of these loops. Control B. Okay, we need apply scale, control B, something like this. And let's place these to position. If you want smooth this, you can go with shade out of smooth. Now this is actually modifier. You can actually choose after this smooth work. But because we will later join this with Control J or we can do this now. Now, this apply to all these subjects. We will play with this at the end. You can also in same time, have this modifier, but you can also, for example, only this phase, go with right, click shade flat. 5. Top Panel Modeling: Let's see what is next. So we have here just one stretch cube. We can go here with Shift A. So if you don't have selected this object and create new one, it will be separate object. But I think if we have selected this object and we go with cube, it still separate object. But if we go to edit mode and create cube, it will be part of this object. So this have sense. And let's see now SZ to scale this on the axis, aX, let's go with Number three, and let's see scale of this, this should be something like this set Y. So it will not be perfect, but something like this, and this should go here, Shiv D and Z. We need another one here. S Y S Z, something like this. Let's see this in front view Sex. Now we can go with numpK and we can see how this look. I think I want W L, select this one. What you can also do, you can select one phase and then press L to select this and S Y, something like this. Because I want work only with this object, I will actually go with B separate by selection. Now I can focus only on this object, and I can go with set origin to geometry, and later we will join with all these objects. We don't have too much here, but let's see this reference. We have the two circular holes and this one square holes and this edge or this thing here. Let's see how we can do this. I can press L. I can first bevel this Control B, something like this. And now, if I add Control R here, I actually add this cut over hold this object, which I'm not sure if I want. Keep this as clean as possible. I can just go with numbed one. I can go with K. And now we get this knife tool. Now, if I click here, I stuck to the vertices, and now if I hold Z, I will stick to Z axis. And when I snap to another vertices I can press, click and Enter. Let's see what I get if I now go with Control B. I get actually place where I can put this hole, and now I can go again with K. If you don't care about this, you can just go with Control R and create Loop cut here. But let's just go with K X. And now with Control B, If you want, you can now with old control and control here. You can move this. You can go with SZ to slide this and now we can actually want slide this a little SZ or scale this a little with SZ and now EY maybe something like this, has to scale and what we can do. With select this loose part, Control B to add one small bevel here. We actually create minimum vertices or edges here. And let's see how we can create these holes. So there is a lot of ways you can create holes. In Branda, you can use Boolean, modifier, but let's do what we do before. I will go with K, Z, stick on the axis, select this edge, Control B. Let's now select this and let's go with Control B. K and X. Cut to this part G twice to slide this Control B to bevel this, and now we have these two holes here. And I think a new Blender, 5.2, this loop tool is by default here. But if for some reason, don't see this, when you click with right click, you need to go to edit preferences, get extension and search for loop tool. Hello, it is me from future. I was right when I think that they build loop tools inside Blender. So you need to go to edit mode, and if it's like this and press I. We need press N, and you will see this edit tab here, and here we have loop doors. For example, we subdivide this and we can out. Before you click anywhere, you have all these options. So you can play with these options. Okay, I'm not sure how this works, but you can play with all this. With this here, we can play with radius. And we can also change rotation on X, Y, and Z. So you have all these options, and after choosing one of these options, you will always get properties here. Now, if I go with Right Click and first I need subdivide, Right Click subdivide, but I also subdivide this part. So I will go one by one, subdivide, subdivide. And now subdivide subdivide. Now I need select this. You can go with Control and just drag select all this. Or you can with C, enable this brush here, which you can scale with middle mouse button and you can maybe just select like this. Loop tool, click Loop tool and circle. Okay. If you press a, you actually scale this based on this middle point here, but you can change this and you can set this to individual origin. And you can now scale this by individual origin, which one is here and another is here. So by default, this median point, which is here. I will go with EY we can again scale this a little delete, limited dissolve because we don't need these extra edges inside. Now we can go with Alt. Okay, with Alt, we cannot select whole loop, how I expect. So we need shift and lt. Just click a few times and now shift and Alt to select all this, Control B. And scroll mouse up to add cut more. Now we have these two small holes. We have this detail here. There is more than one way. You can create this, but this is how I create this last time. Let's now create this edge here. How we can create this control R, scroll mouse up because we need to Y to scale this on Y axis, but I think now I need median point Y to about here, Control B and only one loop cut so scroll mouse down. And now old T extrude along normals and move mouth down. What I will do now with holding Alt, select this loop cut, shift lt this loop cut. So with shift, we add selection, and with Alt we select loop cut, Shift Alt and now Control B, you can add two loop cuts or one. I think I will add one to keep this as much as possible of ply. Okay, now we have this nine SM and we can now maybe join with this object here. 6. Computer Case – Front Panel Modeling: Let's now see how we can create this bottom part. Because of this keyboard, I don't see too much, so I will go with front orthographic view. First, what I will do, I will select this face and then press L to select this loose part, B separate by selection. Select only this object set origin to geometry, nape key twice to isolate this object. You can go with Control R and add one cut here and one down, and then isolate this, but then you also create a lot of unnecessary edges here. So what I think I do last time, we can actually split this in three different sections. So one is this one, another one, and third one. How we can do this. I will go with Napk to back to our scene numbed one to go to front orthographic view. And let's see how we can do this. I will actually select only this front phase, which is a little hard to select now, but I see here that I selected this. So what I will do, I will separate this by selection. We can now select this object okay, what we can do now, we can select this object. We can enable this front for selection, and we can now maybe isolate only these two objects. If I now go to Xray mode, I can see these edges, and I can go with Control. No, tab to go to edit mode. Okay, I select both of these objects, so I just need two of these objects. Okay. Now I need to go to Edit mode, so we are in object mode. So tab or go. There is one confusion. So this object is not selected. This is selected. So you need to click here. Now you can go to Edit mode. So one to go to front Orthographic. And let's now add loop cuts on these edges. So one here, another one here. And let's see. One edge here and we can also separate this object, this part. And also this one. Okay. Now, I think this will be easy to understand. So I will now go with Napk and I don't need RFra mode anymore. Okay. Now I can separate this in three different selection. So we can go with P separate by selection, P, separate by selection. And let's see what we will do here. Let's go also with P, separate by selection. Okay. We can also set origin to geometry. And we can start first with this one. I will go here with tab, Control R, and wallop cat here, Control B. And we want also with Control, select. So shift control to select this part, Control B. Okay, now we can maybe extrude this on YX EY. If I scale this just a little, we get this seam here. And what I will do, I will select this out edge and EY. And maybe now, it's not so easy to select this, but actually it is from another side. I will select this edge with holding Shift, this one, this one and this one. Now I can go with Control B to add bevel here, maybe three loop cuts. What we can do here, I actually think that we need with shift select this loop cut, and we can go with EI extroud this and we actually need Bel this edge here. With control, you can dis select if you select something you don't want. Okay. Control B, something like this. Let's now just go with Control B. O L cut to a small bevel here. Now, I will go with T because this is separate object. I need to select this separate volt Sef sheaf told here. Okay. Now, add one bubble or two bubbles here. If you want to make this even more visible, and we actually want one bubble here. Shift told Control B. Bubble here. Now we are done with this part. We can now focus on this part here. Again, just as just a little to get this theme here and let's see, first I will select all this and EY. I will now extrude this. I will delete this pace here, delete phases with tab to object mode, select this object. Now I will select this loop, and I will go with Y. Now I will select this edge here. This edge control be here to add on bevel and probably I now need a similar bevel here. Okay, maybe I overcomplicated this part, but I think you understand point, create similar bevel here. I think I need to scale this little on Z axis. Now we can create some details here. And I think I make one mistake. I should not create this bevel before I create loop cuts. Now, it will be a little hard. But let's see if you do this, one thing you can do. You can go with nap K to isolate this NumpdO let's see. Now I cannot add loop cuts with Control R. This is mistake. I do, but one thing I can do, I can go with K, fork knife tool, Z, and stick this down. Now I can go with Control B to split this, something like this. What if you go with I S Y about here, and if you go with E Y. Move this inside. Numb at one, let's go with K here. Z. Stick this on Z axis, and let's add similar here, KZ. And what I will do now, I will go with K, X and cut all to here. I will dissect these edges, Control B to bevel this and what we can do now. We can now go with EY extrude this on Y axis. If you get this view perspective, I think I click numbed five maybe. So view perspective orthographic. Okay. What I will do here, I will just press to scale this little. Because if I go with numbed one, I cannot see this edge inside because I see this one and if I use K, I will stick to this first one and nothing happened. So what we can do just press S Alita. Now we can go with K, click X, we here, Enter. Maybe we can bevel this and don't know. We can just maybe go with K X here, K, Z here. And let's hiate this button. Quickly, Shive Y E Y L because this is lose part, SX and let's maybe stick this here. We can extrude this Y. I can again go with K, maybe one loop cut here X, maybe one, here, stick to here, and now I can actually add loop cuts because we have here squares. So Control R. Let's see. Now I want extrude this with EY and this part, EY. Now, we get this edge here, but if we click dissolve orthogonal edges, we actually can quickly delete this. We just want maybe create one bevel here. Actually, we want create few bevels here. Control B. To get this edge, this detail here, we can maybe select this and move this inside. Select this tel, Control B to smooth this button or what we can do as to scale. Now, L Control B to smooth this and we can now start beveling. Control B here. To smooth this a little. Let's go with Control B here. Actually, I want select this loop. Maybe this one and Control B. Now I can go with bevel, select all this with shift shift here. Control B, and maybe two segments. Okay, I think this will be good enough. Actually, we want more bevels here. And we also want this side here. Okay, Control B one more bevel, square mouse down. Now, I think this is good enough. We will later add more details inside Shader Editor. I think I overkill with this. This is not so important. Let's see. Last thing here is this one and this one. 7. Computer Case Modeling & Details: Again, what we do before as to scale, a little SZ, a little. Let's see, scale is okay. First go with Control R. We will not make the same mistake as before. SZ. One look at here, maybe one here. I will make space for this logo. Up. So here will be our logo. We can go with EY. We need more space. E Y S to scale this a little, maybe a Z a little EY. And let's see, we need space for these buttons. Something like this and I will go with Control R actually here. Okay, this should be one and another one. What I need to do here, I will go with EY. I will be the individual I to insert and EY. Now we can go with Control ump plus, Control B to bevel this. And what we can do here, we can go with Lt. Not this part, but I just want del.This part shift to switch to another area and t shift Control B level, this part a little this is good enough, and let's see. We actually want this phase here. I can go with Shift Y. Let's see. If I go with I ax I can move this to about here EY. Okay. We want BgleT. So I will grab this edge Control B, like this and the old to select this loop and this edge here. And now, Control B. Control B. Let's see what we will get. I think this will be good enough. Okay. Now I can select all of these objects, one, two, and these three. Let's see. Okay. I forget middle one. If you now just join all this, this should work correctly, and now we need join this object. I think we can go with Control J. Hello, this is me from future because I make one beginner mistake. So we have this part and what we do we separate this by selection. And later, when we join these two parts, this phase is still separate. And what I do, you will see later in video. So I grab all these and I go with Control B. Okay, you need to apply scale. And I go with Control B and I do this. And later I figure out that I forget to join this. So what you need to do before I join this, before I go with Control B or Bevel, you can select all this and you can press F three merge by distance. Now, this is not separate part. All this is connected. And when you go with bevels, you can actually bevel this and later, you can bevel this. But I forget to do this and I don't have enough undo steps. And I also forget save backup with save increments. And what happened now, we didn't touch this part. We didn't add any loop cuts, but we get a lot of details here. You can go with side view, control R, maybe two loop cards, S Y. Let's back these two median point S Y. Control B. Paul, extrude along normals. And let's see we want here also. To edges, Control B. Volt and t to select this whole loop. Control B, Alt D, extrude along normals. Now we want also bevel, these loops here. Control B to add one segment here to make this more visible. And let's see. Now we want bevel this edge. This one and Control B. But little bigger be here. I think I made a mistake. I forget to join this before I bevel this. But let's see what we can do. Sorry, I make one big mistake. I forget to join this plane with merge by distance. And now I should do this before. I bevel this. Let's see. Maybe we can fix this. What if I go with ControlZ? I think I don't have enough. On those steps, I forget to enable more on those steps and not sure what I do now. A what auto save does. This is before 15 minutes, if you see this. So I cannot I make big mistake. Let's see how I can fix this now. The only thing we can do now is little complicated thing. So we have here one, two, three, four. We can go with not Control B because we need bevel edges here. We can select with holding shift, all this, and we can go with Control Shift BT Bwel vertices now I need to move mouse up and scroll mouse until I count four Control Shift B five. I think we need five. Okay, now what we can do here. What we can do now, select this one and this one here. F three. F three, merge at last. F three, last. F three, last. Okay, we can merge this. F three, last. And let's see. Actually, we need one more. So what I can do here, I can create one vertice more F three, last. Okay. So now we actually get to the point where we should be before I make this big mistake. Actually, this is my suggestion to avoid this problem I run into every when you finish some part, for example, when you happy with this part, you can go with file, save incremental. And what Blender does, Blender actually create new version, Blender create backup. So this is one, and we are now working with second version of this. But if you run into some problem and you need backup, you can always open this old version. For example, if I made this here and I cannot undo this, I can always open this old version without this. I think I will manually fix all this. I learn election to say backups in hard way, but I'm done. So I connect everything and I can now go with EY. Let's see. We can now just create begls here. We actually want go with EY here. And now we want maybe select these edges. And we can now go with Control B to bugle this and all Let's see. And now we can go with Control B to bevel this Control B to bevel this. I think we are almost done with modeling parts. Next part will be texturing, but I just want to join all this together. Let's see. I think this give sense to move this up like this, Control J. Actually, we have two objects Control J to join this together. Later, probably we will add a little more details, full of textures. One thing here about this keyboard, I will open now. I will say this Blender file and I will open this Blender file just to show you that actually this keyboard is from before three or four years I made also. Similar tutorial like this one, but this tutorial is little outdated old Apple Macintosh. And because this model is actually good, I just copy this keyboard and I paste this keyboard here and I just adjust some textures to match this. So I think we will not modeling this tutorial, but if you are interested, you can also find this my old tutorial in which I model this Apple Macintosh. Before I make more mistakes, I will stop here because I'm a little tired and if you go to Edit mode, you can see this mesh, and we have good base for texturing. 8. Texturing Basics – Color, Roughness & Normal Maps: Hello, and welcome to second part of this tutorial. After modeling, it is time for texturing. I talk about these textures, how I get texturing, first part. But let's repeat this. So what I do last time, I just, for example, bring this into chat GPT or similar tool. You can use any similar tool and you can ask, for example, can you generate Last time I typed something similar. Not sure if I type same, but something similar and I should get something like this. Later, I also ask, can you generate roughness map? You can also ask for bump map, normal map or any other map. But I think for bump, I use this map, but just to know that you can ask for any maps. Let's now see how we can start with texturing. We need here open, Shader Editor. You can maybe jump here. You have set everything here. And then we'll jump to material preview here, you have space for Shader Editor. Here you can open. Maybe UV Editor, but this is how I work. I split this window in two. Here will be Shader Editor. Here, we can play with UV Editor. This is not good, but we can just repm this. Please, only color map. So sometimes you need to re prompt something, but after you get right prompt, first time for next time you just need another model, and it will follow last result. Let's jump to UV editor, and here should be Shader Editor. But you can organize how you like this word space. Now we need to create first material. You can click here plus or you can click here plus. It is same, and I will call this beige plastic because this will be our main material. What you can do, you can jump to material preview or shader preview. If I click here, we get this bad lighting because by default, Blender use this gray color, but we have here this high texture, and my recommendation is to switch to cycles and GPU because with this option, you will get this multiple scattering, which is a little more realistic than single scattering. Okay, maybe this is too bright and I also like maybe bring sun down to get this golden hour atmosphere. You can also play with sun rotation. I think I like this shadow part here. Let's check chat GPT. This now look better. It looks very similar, what I get first time. Okay. And now we can bring these two maps inside, Blender, and we can put both of these here. So first one is color input so Bs plastic and second one is roughness. For roughness, you always want say this to non ch. And for this, we can plug this to roughness, but I like to put here color ramp. So with this, I can control how much I want this to be shiny or rough. You can see that now, this is shiny. And now, is rough. But obviously, this texture is stretched to fix this we need. Select this object. Let's just check scale. Let's go to tab with tab to edit mode, A, projection. Now we can press A on left and we can press S to play with scale. It is now a little hard to see, but let's see these details are too big, so we can scale this even more. Okay, in some cases, it is easier to see this in material preview. If I go with tb and scale this all down, we see a lot of this low resolution texture. We can remove these overlays here to make this even cleaner. Let's actually bring reference here. Let's see how reflective this is should be a little more than we have here. So we can go with control shift here. I think this is for this before you need not wrangular but I think in Blender 5.2, this is by default. But for any k, just check this. Node, rangular don and activate this. Okay, so a black part will be more shiny and white will be more rough. So you can see when we increase the blacks, we get more shiny part here. Okay, because we don't have too much contrast here, it is all these pixels they're very similar. I think I also generate some concrete texture. I have here from before, I will also share this with you. Let's see how this look. Okay. And one thing which is important here, we have only one UV map for now. So I didn't plug anything here, but because we have only one UV map, for example, if you go with Control you will see that by default, it's UV Map and because we have only one UV map, it is this one. Okay, let's see how we can use this concrete texture. So I didn't play with this last time, but let's see how this look now. If you want change UV Map for this, you need to generate new ones. We will do this now. So concrete because I don't want to touch this one, which I said how I like. So we can go with UVM and we can set this concrete UV map. How you know that this UV map is plug here. If you don't have anything, plug here by default is this first one. But to avoid confusion, you can just duplicate this and plug this here. Because we have selected concrete UV map, you can, I think, with middle mouse button, see this somewhere in UV Editor. In edit mode, you can see this here. So because we have selected this one, we actually edit this one, how we can see this. If we click here, we can now scale only this concrete. Maybe we can This is not perfect texture, but let's see how we can use this in roughness input. For example, if I plug this here, you can see now this roughness input is based on this concrete texture. And what we can do, we can go with Control Shift, try click to mix these two textures together. Now, if we go all to left, we actually use only this one. If we go to right, we use mix of this or if we go to one, we use only this one. Let's see if we said this to multiply, we will just take black parts of this texture. Or opposite is screen. So we will make this more rough. So if we go to right, we will actually use only this white color. It will ignore blacks. So let's see. Yes, now with this, we actually make this more rough, but let's set this to multiply. I just want to take these black parts. Let's choose something in middle. 9. Adding Texture Details & Material Variation: Let's see how we can use this concrete texture in color input, just a little. We can go with another RM. And we can use this one, but let's plug this here. Now, what we have, we have this texture. Let's now maybe keeps only a few of these parts. And now, control shift and right click. And let's make this shader by clicking on last node. We want here multiply. So we will only add this black color over this over here. Okay. But I want also mix this with some noise texture because I don't want this on each part of this computer. I want maybe only maybe on this area and few areas on this PC. Let's go with RAMP and let's plug this I think we can go with color input. I need more contrast here. Let's say, maybe only black area will be this concrete dirt. So we need high contrast area and maybe a few smaller areas. For example, this one here and on these areas. Let's see, maybe roughness. We can bring maybe roughness up details, something like this. Now we can go with control shift right click to mix these together. Let's now preview this. So I will set this to multiply or screen. Okay. I think screen is right. So now you can see that with this color ramp, we can actually control where we want this dirt. Let's choose another area here. Let's preview, actually this. If you click here, we can see that where is this black area, we actually get this dirt. So we can now focus on this area. For example, like this and maybe make a little more contrast here. Maybe we want dirt only on this part. Let's see, this now should work. So this is before and after we go to write, we get only on this area, this area here. Now, it's all about playing with this noise texture. Let's say this is good and now we have dirt only on these few areas. But I will not use this influence all one, but almost one. So we also get some dirt this area, but barely visible. And now we also want to bring strength of this coal down. So this is when we said this all one, it is too intense. Maybe something like this. Okay, if we select all this and press M, we actually mute this. So this is before, this is after. We clearly get some dirt areas around here and also here. Next map, which is really important is bump map or normal map because we want really tiny details here, we will go only with bump map. You also have displacement. So bump, normal and displacement. So for this species, actually, bump enough. So bump. And let's see if I see how this look. Okay, we actually want more tiny details here. So I will go with another RAM plug this to color and this should go too high. Let's see. So this is preview of this. I will make a little more contrast here. And let's see if you plug this to normal. What happened here. By default, this is not so visible because this is by default set to 0.001. I will remove 10, and this is now much more visible. Again, you can ask Check GPT to generate bump map for this texture. Let's try. I get normal map from GPT, and I ask this is normal map. I need bump map. But because this is tutorial, let's see how we can use normal map. I will rename this to normal, normal, and we can rename this to bump. So this is tutorial and we can play with this. I will show you how you can set up normal map. When you have normal map, you need to set this to non color, and you need also go with normal map. Not normal, but normal map and plug color here. Now, let's see scale of this. If I review this, let's set this to this first UV map because this normal map is very similar to this, but we can just review scale. So this one is let's see if I plug this instead of this bump map, what result we will get here? I think I will change scale of this Control T. I will unplug this. Let's now go with control. Let's see. If I said this to two, we will get smaller details, which I think is okay, maybe 1.5 or something. Okay. Now, how we can combine both of these, so we have this for bump. Let's increase this and we have this. Let's say we want to use both of these. I think this one is little more realistic. So what we can do, we can basically just plug this here and we can plug this here. Now we have both of these, and now we can play with strength. I don't want overkill with this, maybe just a little, and of course, you can play with strength here. Okay. This is how you can combine normal maps with bump map. But one thing you also need to know when you add bump details and this normal maps, you make this object more rough. So if you want to make this more shiny, you can, of course, play with roughness value, increase this a little. This is maybe too much. I think all this is maybe too mumpy. Something like this is okay. You can also check this render preview, and of course, you can add more dirt if you want, for example, like this. Let's overkill just a little with this because this is texturing tutorial. We need to see all these details. 10. Front Panel Texturing & UV Unwrapping: Okay, now we have this and let's load here from this reference here. Now, we want to actually get all these details here and this logo and also this text here. So basically, I want to use this texture here. But I see one problem. This text is a little too blurry. It will be a little too low resolution. What I will do I will upscale this just for a second. So we have this front. I have this new Photoshop. You don't have photoshop. Of course, you can upscale this in any other program, or you can just cut this part and ask GPT, can you generate this more part with higher resolution? But I have this generative upscale. Let's see which one maybe we can upscale this two time and let's see what we will get. This is result, but I get and I'm not happy with this result. You can see that this text is little weird, but this is like one K resolution. This is two K. So we definitely get more details. And I think I will not lose too much time fixing this. Now, I will fix this at the end. So after I finish this storial I think I will manually maybe type this text and replace this. But definitely we get much more details. Because I will not touch this part and all these parts I actually just want change this part here and maybe this part here. What I will do, I will create another material. So we have here base plastic and I will go with Control C. Actually, I don't need Control C because I can select this from here. So I create new material, and we need edit or separate this material from this one. Click here and I will call this throne. Okay, I will go to material preview. It will be a little faster for preview and what next I need, create new UV map. I will call this front because I don't want touch this main UV map, and we actually want to change only cooler input for now. So what we need to do here I think we want replace this material here. So what I will do Shift D UV UV map and I will load this front, UV, plug this here, and I will replace this texture. No, I put this on the references front two k. Okay, let's review now. This here. Now, nothing happened because this PC use only this beige plastic. How we can this Because for example, I will go to VUPor display and I will send this color here. So this is actually viewport display, color, and we can preview this only in this viewport shading. Okay. But now I will change color here to maybe bluish or something. And you can see that basically only this material is applied here, but we can edit this edit mode. You don't see anything because we disable this overlays, but now I will maybe let's see if I go with. Actually, we want just these three pieces. So with L, we can easily select these three pieces here. Second one because these are loose parts. If you remember Big plastic front assigned this here. You can now clearly see that we apply this texture here. We also want in this part here, let's see. I think I will maybe assign to all this part here. So I will also assign this here because we have this detail which I like. And let's see. I think this is for now good enough. Now we clearly need to fix this projection. We have selected this front UV map, you can also in edit mode, see this here. Now, I will select this and I will just reproject this here because this is a big part. I will loop cut here and let's see. This should be okay. This part here, we can project a little better, something like this. But now we previewing just color input, so we don't have any bump roughness. Details, let's back this material with Control sheet, click here. And now we just want to replace color input. So this is old Color input, this will be new one. And we get these details. You also get little offset from this texture. So this one is darker because we don't use same image texture. This one is little darker than this one, which we use. But we just in this case, need try to metch this as much as possible. So maybe with huge saturation value node. Maybe 1.2. Let's see what if I go with Okay, we preview all this, and let's see if I what I do I play with vector, so we need to play with 1.5. No, too much. 1.1 is okay. Okay. Now we get this nice detail here. Maybe we should model this detail manually, but I think this will also be okay. Now we need to fix this part here. So I select this lose part, and here I will say this two K texture. And now we can project this with project from you. Aspect ratio of this model is not the same as model. We model manually. But I don't want to stretch this. I can stretch this, but then we will stretch all these text. So what we can do here, I will basically play manually. So first, let's see. We actually model this part. So what I need to do here, I just want to adjust this text better. Something like this, let's now go to material preview. And I want now avoid this part which go to this side. So just grab this reproject this here. I don't want to touch this black part, so just manually. This part is okay. And this is also okay. Let's see. Same with this part. I actually want move this. What we can do, we can basically move this on this area without texture. And now, this one is good. Now I want also select this loop here with holding Alt and control amped plus expanse selection. We can project this here. Maybe we can go with projection. To unstretch this texture, plug this here, and now I will go with tell because this should also be a loose part. What I will do here, I actually model these details. No, I didn't this one. But if you model all details, you can just scale this all down and just project this to this gray color. But because we maybe want to get these details, this whole and this part, we can maybe just project this like this. And one thing I also note, we have too much this bump on this area, this one is more smooth. What you can do now, you can make you can create another variation of this texture. So click Plus and now choose this front front and create new variation, less rough. Now we change this variation here and now I will say this to maybe green and now I sign this texture here. Now, if you go to solid view, you can see that we have this less rough variation applied here. Okay. Let's back to material preview. Now we can make adjustments. So what I do here, I want to make this more rough, but I will add black color here. I don't want these imperfections, just more black color here. You can see that now. This become more rough. And what else? Let's bump. So move this to left, and let's move this. Okay, so we have now this third material, and let's fix this part here. Let's bring our reference here. Here, I will fix this part. Here I want this text. Actually, let's select this place very well this text. Now we can adjust this and the second text should go here like this and the third one should go here. Something like this. Okay. Now we need project this. This is not lose part. If you go with that, you select everything. So click here and here and Control umptPlus we can expand selection. What I do now, I just want project on this area here. On this area here, and this should be say material like this one. So let's up sign. Let's rough material here and you can see difference. Okay. And last thing, we just need to fix this projection, move this outside on this text, and now this should look good enough. This is how this look now, and let's go to material preview. This look good enough. Now we just need fix this part. So let's go to material preview, number one, project from you. And I will assign this less rough material. Now we have problem with this button here. So we can now clear this new editor. This is loose part, so we can project basically on this base part. Like this, we need to clearly fix this projection. Let's project this somewhere here. Let's see if I scale on this texture here. Okay, I think this look good enough. Let's see. We also need fix this part. What if I just move this right? And if I now try adjust this hole here. So this should go up this down. And we have this part here. But if I just move this right. We only get this problem here. Let's see. Yes, we have something here. This part here, we can keep this detail. If you want, you can keep this detail here. We have here hole mesh, which is actually a little problem. What I can do, I can duplicate this part she divY and I will just go. Just scale this on X axis. Scale this on the axis. Okay, now we should not see through this call. And let's see what we can do with this part. Now, just be sure to clean everything, and this is how this look in render preview. This part is a little too dark, so you can also maybe separate this material and make this more bright, but we will see later. So we just need this third part. We can actually load here k texture image. Let's back to material preview, edit mode, select this part and assign this front. Okay, it is already front, so we just need go with Project from you and fix projection a little. Like this. And let's see where we have this hole. We have this hole about here. We don't need to be perfect, but later, we can just reproject this better little better. So this is okay. This power to about here. This should not touch this letter here, and this ho. But this should be bigger maybe scale, just a little on Xxs and somewhere in middle. Something like this. Okay, I think this is good enough, and let's now see how this look in render trick. 11. CRT Screen – Glass Shader & Alpha Map: Now create this glass material, what I will do. Let's see which one B plastic, I will duplicate this. I will call this glass. So another variation and glass. Now I will assign this glass here to make sure you assign this correctly, you can just change this viewport color, and you can now clearly see that this is glass material. Let's see what we can do. What if I don't touch anything from this here except this roughness. Actually, I need touch this color. But I will keep some of these details, and I will go with hue saturation value. I will bring saturation, and I will make this more dark. Like this, I clearly need remove bump to almost to zero. Something like this, maybe tiny, tiny details. So 0.00 something. Okay, something like this and roughness. Let's see if I increase this, I get this glossy part here, but I also keep some of these details, roughness, their something which is good. Something like this, and I also want mix this with glass shader. BSDF mix these two together. This should be like black glass. I will say this to one to see how this look if I change color here, a little more dark glass and now we can basically choose how much we want this first input and second. What we can also do, we can maybe use this roughness in this glass roughness. I don't want change normal map for this, so this should be smooth glass. Okay, and we have maybe too much contrast, too much details here. So I will basically bring this closer to black color. Okay, but I also want to make this more rough little more rough. Now, it is all about playing with all these settings until you are happy with result. Let's see how this look in render prev. In render prev, this look a little better. Maybe I just want to bring some more graph details here. Okay. For now, this is good enough. And let's see what is next. Let's now fix this side view or back view. Let's go with This should be left. Okay, this side view. Maybe I also need upscale this, but we will see later. For now, I will not play with this, but maybe in final results, I will improve this what we need to do now. We need to go to this front. We can copy this plus front, create another variation of this material. This should be side. And the side material we want apply to this part here. So I will make this overlay tab to go to edit mode, side assign. Again, we should change viewport color here. Now we can clearly see that we have different material on this part. Okay. Now, we should change this texture here. I will load here, left. And let's now preview this. We also need left here. Left and let's see, Numpad. We can just play with this Gizmo project from you. And we can now reproject this here. Again, proportions are not so good, but I will stretch this a little. Okay. And let's see what we need to do now. This should be hollow. We have actually holes here. I don't have in mind to play with bullion to cut all this because this will create unnecessary geometry, thousands of new vertices faces. So for this, we can use alpha map. How we can use Alpha up here. Actually need this texture because these have this black and white information. So I will go with Rum. So this left texture here, control shift and here to preview this black color, we want tell Blender, Okay, make this transparent. So we actually want pretty high contrast here. Again, this is not perfect texture, but it will work. Now we can just plug this to Alpha. I think this is Alpha. Yes. Okay. You can see that this work. Basically, we make this part transparent. And if you play with this color ram slider, you will see how this actually works. Okay, I will not be perfect, but we can try to get best we can. Let's now apply to another side, same thing. So side view, we can go with number three, U project from X mis one. Flip this another direction, I think. As six to scale this Okay. Now we have same course on another side. And there is one problem because this is transparent, we can actually see that this computer is empty, which is not case in real world, so this should not be empty. But what we can do here, we can make something inside. What if I duplicate this shift the Y? And if I go with EY, now I will press L U Q projection. And I will assign this side. Actually, I will rename this with Alpha. With Alphanl we know that we have alpha assign this material here. You can see what results we get. Maybe we can load here. We will make another variation with this texture. Alpha, maybe we have better texture for this, maybe this part here. We have a little more details here. And now we need to go to edit mode, assign this material here. We actually get a little more details here, and I will load this back texture here. Go to edit mode. We can project this here. But this is still too hollow. So I will go with Shift D. Scale this a little, and I will maybe project this to this part here. You can actually look these as gribbles. We get another layer of details inside. **** scale this one more time, and I will maybe project this through this part. And what we get now, we get something which we can put inside. Computer, we can maybe bevel this one bevel. And let's see. I want to select all this, but we can select all this maybe only in X ray mode. Okay, what if I now place this side, this PC. Actually, I follow I want follow shape of this PC. So I will maybe bring this down maybe like this. And that's now again, select all this and bring inside. We can go to top view. What you can also do here, maybe I will need this selection later. I will create this vertex group and call this inside. Assign this. For what is this useful? For example, if I select this again, I need to go inside and it will be really hard to select this. But because I save this Vertex group, I can just go with Select and with one click, I can always select this, maybe adjust this a little better. Okay, but this will be better visible inside in a vender preview. Okay, what you can do now, I just want select this, maybe just this phase. Okay, and what we can do now, we can select all this. Maybe we can I don't know, play with editor until I get something I like. Okay, you actually understand point. It is important to not make this completely hollow, just make something for inside. And also, this ramp here is actually pretty important. So this is what we have now. But of course, if we make this opposite, now it's more hollow. This is what we have for now, and I think O, PC look much better than before. 12. Imperfections – Edge Wear & Dust Shader: We are actually close to be done with this, but I will show you how we can improve this even more. If you watch my YouTube video about dus shader, I record how I made this dus shader. You can doload this for free here. How this works, you get Blender file and you need append this file inside your Blender project. Have, I think, video instructions how to or in this YouTube video, here you have. So just watch this tutorial. And because I have this inside my default Blender startup file, I can just search for dust shader, too. So this is maybe second version. And let's see how this is visible. I see now why this is not visible. This is visible inside our PC. So let's see. Okay, another way you can select save this selection here, but we have different material here. So you can just select this part, go to edit mode, then select. We actually apply this dust shader to this material. But we need this material. We actually apply this to each of these materials separately. So dust shader. This is influence of one. We just want maybe small amount of this dust. And this is complex formula, so we have dust. We add more dust on World Z axis, so it will add more dust here than, for example, on this area, we have the ambient occlusion, so we add more dust in these creases, gaps, holes, camera facing. For example, if you look from top, you will see less dust. But if you look from this angle, you will be able to see more dust here. Let's increase this a little. So when you look from top, not so visible, but from this side, you are able to see more of this. And last, this randomness. So just little noise texture. You can also, of course, play with color of this. But we need to apply to all these materials, and I will also go with dust shader here. And we apply dust to this. You can clearly see that we have more Z axis, we have this ambient occlusion more on these parts where we have the course creases gaps, but this is too intense, maybe just a little. And so, this is a material. Now, this is less rough material. So we need apply dust here. Okay, this is obviously too intense, maybe just a little And glass. Let's see how this look if we add dust to glass. Okay, look pretty good, but still too intense. And the last one is this side part. Dust shader, too, just a little of this. Now we have dusty PC. This is actually example how you can use other people's nodes to improve your shaders. This is what I build. But I also from time to time when I watch YouTube tutorial find something useful. And in this folder, I save some other nodes. For example, I have link for this or mask nodes and this mask node. Not sure which one, but let's see how we can use this. I will try find links online, and I will try and share links where you can download these node groups. So let's select this plastic main material. File, paint. I think last time I use mask node, but this is also very similar. My goal is to select these edges of this to add dirt on these edges. And I think both of these do same. And have much more. So let's see which one mask node. You need node three, mask. And what happened now, we append this to our scene. So we should be able to find this mask node here. Okay. And this edge mask is cycles only. Why cycles only? Because I think this use bel node, which is cycles only feature, but we can review how this look. With this, we select these edges here. I can now play with all these settings. But if you need this, for example, ground dirt, you have this option, leaking moss and these damages. And this is procedural, so you can play with all these settings. But I need this mask node. With this, I actually select this mask and you can play with all these settings, maybe something like this. This edge scale is actually important. So if you make this bigger, you add more of these edges. I don't know. I think I like this, maybe some randomness and how we can reuse this. I will use this in color input. So what we can do here, I will make this note. Here, I will go with mixed color, actually, edge mask. I will use this for factor, and now I will say this to, for example, black collar. You can see that we add this black color to these edges here. Now we can play with this edge scale. And all these settings. You have a lot of settings here. I will not lose too much time, but I will maybe move this to about here scale, closer to one, just a little dirt. And if you press now, this is before and this is after, maybe just a little little more. So before after, you can see clearly all the dirt inside these edges. This also defined shape of this object, a little more. And of course, you can change color of this. Maybe we can add some brownish tint here. But not too much. How we can now control this. I think if we go here, mixed color. And if you say this one to black, when we go all to right, we fade this effect completely, and if we go to left, we see this effect completely. So we can use this as controller, how much of this we want. We can press F and rename this to edge dirt. So this is our controller how much we want of this effect. And what now, just copy these three nodes. Copy and we have this material here. If you don't know which material is applied to this area, just click here with phase selection and we see that we have beach plastic front. Less rough. Okay. Now we can control V. I will scale this and here should go our color input. So this color input, we need plug to A and this this here. But because this is already black, maybe we can add some white edge dirt here. Maybe this have more sense. Now, we maybe fade this effect and maybe play with this edge frequency. Okay, but this is too much, so I will bring this scale down maybe. Okay. So you can clearly see these details. And we have this aging effect on this button here, which is really nice. 13. Final Preview & Lighting Test: And step by step, I think we are done with this PC. Of course, you can play all day with all this with control space. You can zoom only this window in viewport. So we can preview our PC and let's disable this here. But let's just for end of this tutorial, let's maybe play with some rotation to see all these details. This is too strong. And of course, you can play whole day with all these settings. But we can also load the R here to see how this look in with another lighting. So Shift A environment, texture. I have a lot of HGRI which I download from HGRI here and you can find all these for free. We can just quickly preview this in different lighting situation. We can set this film to transparent, so we can focus only on our PC. And with Control T, we can rotate sun here. We have maybe too much bump here, and you can always adjust all these things. So object and what we have plugged this to normal maybe 0.30 0.02. But we also have this roughness, too much maybe dirt roughness here. This go to roughness. So you can maybe play with this volume. To make this more shiny, you can also play with this slider. Okay, this glass shader is by default, a little transparent. So we see what is behind. You should not see this, but maybe you can just set one plane behind this. For example, I don't know. Just duplicate this Shiv D Y and assign. I don't know. Big plastic here. Now, we should not be able to see what is behind. Okay, so this is another lighting situation. Let's see. If I play with this, let's see another Not big difference. Snowy environment. Okay, when you make all these correctly, you can see that the respond to all lighting situation and looks good. But this is set to 0.5. So we need maybe more lights here. Let's maybe. I have here, side. So PC is usually inside, so this should have even more sense. Maybe too glossy and too bumpy, but you know how to fix this. And maybe too much dust on this screen. Okay, this is all for this tutorial. Thank you for watching and see you in next month.