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Blender Beginner’s Bootcamp

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Blender 3D Modelling Bootcamp Intro

      5:38

    • 2.

      Resource Pack & Course Overview

      11:55

    • 3.

      Blender Fundamentals

      10:09

    • 4.

      Door Base Shape & Silhouette Creation

      9:47

    • 5.

      Stylized Door Border Modeling

      10:33

    • 6.

      Blender Seams & Sharps Introduction

      8:44

    • 7.

      3D Door Mesh Detailing

      10:57

    • 8.

      Stylized Hinges Creation In Blender

      9:42

    • 9.

      3D Door Handle Modeling

      9:57

    • 10.

      Door Texturing Techniques

      9:28

    • 11.

      Material & Texturing Essentials

      13:20

    • 12.

      Blender Asset Manager Fundamentals

      9:34

    • 13.

      3D Brick Wall Modeling

      9:33

    • 14.

      Detailing Brick Wall with Noise Displacement

      10:29

    • 15.

      Bend Mesh for Wall Deformation

      11:23

    • 16.

      3D Crate Modeling

      10:01

    • 17.

      Crate Decoration Techniques

      8:57

    • 18.

      N gons & Barrel Base Modeling

      10:19

    • 19.

      Barrel Mesh Imperfections Addition

      12:00

    • 20.

      Barrel & Crate Texturing

      10:24

    • 21.

      2D Reference Bridge Modeling

      10:45

    • 22.

      Bridge Detailing Techniques

      10:36

    • 23.

      Bridge Support Modeling

      12:13

    • 24.

      3D Bridge & Base Modeling

      11:09

    • 25.

      PBR Textures for Bridge

      8:51

    • 26.

      Broom 3D Modeling Displacement & Sculpting

      10:20

    • 27.

      Broom Base & Stick Attachment

      10:48

    • 28.

      Broom Decoration Techniques

      12:44

    • 29.

      Japanese Roof Modeling with Array

      10:58

    • 30.

      Roof Top Shaping with Lattice Deformer

      10:52

    • 31.

      3D Roof Support Creation

      11:13

    • 32.

      Roof Texture Pattern with UV Unwrapping

      9:55

    • 33.

      Boat Base Modeling

      9:44

    • 34.

      Boat Support Frames Addition

      9:44

    • 35.

      Boat Texturing Techniques

      9:25

    • 36.

      Spiral Staircase Modeling

      9:25

    • 37.

      Staircase Modern Detailing

      10:30

    • 38.

      Stair Texturing Techniques

      9:50

    • 39.

      3D Van Vehicle Modeling

      8:46

    • 40.

      Car Bumper Addition

      9:23

    • 41.

      Van Subdivision Fix with Edge Loops

      10:57

    • 42.

      Wheel Location Modeling

      10:07

    • 43.

      Van Window Addition

      11:03

    • 44.

      Side Decoration Creation

      12:00

    • 45.

      Front Area Modeling

      10:54

    • 46.

      Wheel Modeling Techniques

      9:37

    • 47.

      Top Decoration Addition

      10:41

    • 48.

      Vehicle Texturing Techniques

      10:58

    • 49.

      Van Finalization

      9:02

    • 50.

      Leather Cushion Modeling

      10:07

    • 51.

      Palm Tree Modeling

      10:07

    • 52.

      Palm Tree Leaf Creation

      7:35

    • 53.

      Palm Foliage Texturing

      6:17

    • 54.

      Bay Window Modeling

      9:06

    • 55.

      Wood Frame Addition

      9:46

    • 56.

      Window Detail Texture Projection

      10:31

    • 57.

      Rock Mesh Generation with Modifier Nodes

      9:42

    • 58.

      Bed Cloth Simulation

      9:26

    • 59.

      Pillow Inflation with Simulations

      9:57

    • 60.

      3D Bed Texturing Techniques

      7:06

    • 61.

      Cat Paw Symbol Creation

      9:19

    • 62.

      Cat Illustration Conversion to 3D

      9:03

    • 63.

      Teddy Bear Modeling Start

      9:13

    • 64.

      3D Teddy Shaping

      10:31

    • 65.

      Teddy Fur Hair Addition

      10:46

    • 66.

      Mirror Modeling Techniques

      7:01

    • 67.

      Ornament Addition

      9:14

    • 68.

      Bevel Profiles for Ornaments

      7:36

    • 69.

      Mirror Decoration Polishing

      11:40

    • 70.

      Tree Trunk Modeling

      9:24

    • 71.

      Tree Leaf Addition

      10:55

    • 72.

      Rope Creation with Geometry Nodes

      10:24

    • 73.

      Vine Modeling Techniques

      9:09

    • 74.

      Vines & Ropes Finishing Touches

      8:06

    • 75.

      3D Modeling Lantern

      10:50

    • 76.

      Adding Detail to 3D Lantern

      9:48

    • 77.

      Creating Sci Fi Handles

      9:00

    • 78.

      Adding Texture to Lantern

      8:02

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About This Class

[Resource Pack - Click Here]

Are you looking to master the art of 3D modelling with Blender?

Look no further than our ‘Blender Beginner’s Bootcamp’, where we'll take you through every step of the process of creating 20 projects spanning a wide range of topics, ensuring that you leave this class with a wealth of knowledge and the confidence to tackle the world of 3D modelling head-on.

Our approach is designed to cater to both complete beginners and those with some experience in 3D modelling, so no matter your skill level, you'll find this class challenging and rewarding.

Introduction

 

Whether you're looking to pursue a career in the field or simply want to create stunning 3D assets as a hobby, ‘Blender Beginner’s Bootcamp’ is the perfect starting point. Our class is perfect for beginners and intermediate 3D modellers looking to advance their skills.

Blender is a free and open-source 3D creation software that's used for everything from creating video game assets to producing films and animations. With Blender, you can create highly-detailed and realistic 3D models, including characters, environments, and products. Blender also offers an extensive range of tools and techniques, making it versatile software for 3D modelling and animation.

We provide a comprehensive download pack and Blender files, so you can dive right into the learning experience without any hassle. In this class, you'll learn a variety of techniques and tools, from basic modelling techniques to advanced array systems, modifiers, and particle systems.

 

You'll create stunning 3D assets, such as:

·         Japanese-style roofs

·         Spiral staircases

·         Camper vans

·         Boats

·         Palm trees

·         Bay windows

·         Leather couches

 

We'll also teach you how to create realistic textures, materials, and lighting, giving your models added depth and realism.

This class will teach you everything you need to know about creating stunning projects in Blender in just over 12 hours of 3D games art and design.

 

Our ‘Blender Beginner’s Bootcamp’ top 8 points:

 

1.    Dive into advanced modelling techniques to design intricate vehicles & sci-fi props

2.    Build unique houses, constructing wells, stairs, and windows with personalised elements

3.    Bring your imagination to life by modelling traditional parts for captivating fantasy settings

4.    Enhance your environments with realistic and stylized foliage for immersive environments

5.    Utilise physics simulations and generators to populate your scene with intricate and dynamic elements

6.    Develop structurally sound bridges and boats to perk up your aquatic settings

7.    Learn 3D modelling fundamentals, gradually advancing your skills with PBR textures using the free material pack

8.    From magical brooms to fluffy plushies, transform 2D logos into 3D projects with confidence

 

Your project will be to experiment with the 20 different Blender bootcamp projects following our class lessons. From learning how to create roofs, a spiral staircase, palm trees, and furniture, this class comes with a project for everyone. Of course, you could set yourself a challenge and diversify aspects or details of each project such as using assets you already have from your other projects and setting up a scene for you to render. You could change the complexity of the assets we will create in ‘Blender Beginner’s Bootcamp’ to make your scenes more alive as your skills increase.

Class Overview

 

Are you ready to take your 3D modelling skills to the next level?

Our ‘Blender Beginner’s Bootcamp’ has been meticulously designed to cater to both complete beginners and those with some experience in 3D modelling, ensuring that you leave this class with a wealth of knowledge and the confidence to tackle the world of 3D modelling head-on.

We'll teach you the fundamentals of Blender, including how to navigate the interface, use modelling tools, and apply textures and materials. ‘Blender Beginner’s Bootcamp’ allows you the flexibility to choose specific projects or work your way through all the projects sequentially.

 

Part 1: Bridge and Supports

 

In this section, we'll cover the basics of modelling, starting with a simple bridge project. You'll learn essential modelling techniques, such as extrusion, loop cuts, and proportional editing, and get an introduction to Blender modifiers like the mirror and array modifiers.

 You'll also discover how to create realistic bridge supports, giving you a solid foundation to build upon throughout the class.

Part 2: Japanese Style Roof - Curved Arrays and Traditional Architecture

Discover the power of array systems as you create intricate, curved roofs in the traditional Japanese style.

You'll learn how to use the curve modifier to bend your roofs and explore various techniques to create detailed and authentic Japanese roof tiles and ornaments. By the end of this module, you'll be able to design and create stunning Japanese-style buildings.

Part 3: Doors

In section 3, you'll learn modelling techniques for creating doors, including how to create realistic wooden panels using texture mapping and bump maps. We'll cover the basics of door design, such as creating hinges and handles, and show you how to use modifiers like the solidify modifier to add depth to your door panels.

In the end, we will explore various methods for adding details like uneven planks and imperfections to your door models.

Part 4: Spiral Staircase

Here, we'll focus on modelling techniques for creating a spiral staircase with the array modifier. We'll cover how to build elegant stairs and bannisters, and how to use empty objects as the centre of rotation. You'll also learn how to create custom railings and bannisters that follow the curvature of the staircase.

Part 5: Camper Van - Subdivision Surfaces and Realistic Vehicles

In this section, you'll delve into subdivision surfaces and their applications, setting the foundation for creating realistic cars in the future. You'll learn how to create smooth, curved surfaces using the subdivision surface modifier, and explore techniques for creating clean topology and maintaining edge flow.

By the end of this module, you'll have the skills to create a detailed camper van with windows, wheels, and other essential components.

Part 6: Brick and Mortar Walls - Variety and Realism

In section 6, you'll master the art of creating different shapes and sizes of brick and block walls with ease. You'll learn how to use texture maps and displacement modifiers to create realistic brick walls and explore techniques for adding mortar between the bricks.

You'll also discover how to create custom brick patterns and learn how to create walls with varying brick sizes and shapes, giving your models added depth and realism.

Part 7: Boat Creation

This section focuses on boat creation, specifically the techniques for designing and detailing the hull. You'll learn how to create the basic hull shape using curves and modifiers, as well as adding details like planks, railings, and decking.

The skills you'll gain in this section will help you create an impressive boat model, adding other details such as anchors and lifebuoys to complete the look of your boat.

Part 8: Magical Brooms

Here, you'll learn to design a stylized broom inspired by the Harry Potter series. You'll add a touch of magic by creating an intricate, organic-looking broom handle using modelling techniques and displacement.

As this module comes to an end, you'll explore ways to add magical embellishments and details to make the broom a unique and enchanting model.

Part 9: Palm Trees

In section 9, you'll learn how to create a versatile palm tree by utilizing the curve and array modifiers, along with the knife tool. You'll be able to create a realistic palm trunk that can be reused for designing various types of palm trees. Then, you'll explore techniques for creating lush and tropical foliage using particle systems.

By the end of this module, you'll be able to create a visually appealing forest of diverse palm trees.

Part 10: Bay Window - Complex Components and Assembly

In this section, you'll tackle the challenge of assembling complex bay window components. You'll learn how to create the individual elements of a bay window, such as window frames, glass panes, and windowsills, using various modelling techniques and modifiers. You'll also explore methods for creating intricate, detailed moulding and trim, as well as learn how to assemble and position the various components to create a stunning and realistic bay window.

Part 11: Stylized Rocks - Modifier Stacking and Landscape Design

This section will see you experiment with modifier stacking to create captivating rock formations. You'll learn how to use the displace, decimate, and smooth modifiers in conjunction to create stylized rocks with interesting shapes and textures.

You will also explore techniques for integrating your rock formations into a larger landscape, creating a cohesive and visually appealing environment.

Part 12: Bed & Pillows

In this section, you'll utilize Blender's cloth simulator to create realistic pillows and bedding. You'll learn how to create soft, plush pillows using the cloth simulation, as well as how to add details for a lifelike appearance.

You'll also explore techniques for creating realistic bedding, including creating wrinkles and folds using cloth simulation and sculpting tools. By the end of this module, you'll be able to create a realistic and comfortable-looking bed setting.

Part 13: Logo Design - Typography and Branding in Blender

Here, you'll explore the world of typography and logo design in Blender. You'll learn how to import and manipulate fonts, create custom text objects, and use modifiers and tools to create eye-catching and memorable logos. 

Part 14: Hair Creation - Realistic Fur and Hairstyles

In section 14, you'll master the art of creating hair for animals and humans alike. You'll learn how to use Blender's particle hair system to create realistic fur and hair and style, comb, and groom your hair creations. You'll also explore techniques for adding to your hair.

 

Part 15: Ornate Mirror - Curves, Beveling, and Intricate Detail

In this section, you'll learn to use curves and beveling to create a beautiful, intricate mirror. You'll discover how to create custom curve profiles and use the bevel tool to create ornate frame designs. Additionally, you'll explore methods for adding intricate details like carvings and embellishments to your mirror, making it a true work of art.

Part 16: Crates and Barrels

This section will see you practice your skills with classic 3D modelling projects, creating realistic wooden crates and barrels using various modelling techniques and modifiers. You'll also learn how to add details such as uneven planks and metal bands to enhance the realism of your models.

These projects will strengthen your understanding of fundamental modelling concepts and provide a solid foundation for more advanced projects in the future.

Part 17: Stylized Plants

In section 17, you'll learn how to create a stylized bush using Blender's particle system and various modelling techniques. You'll explore methods for creating a variety of plant types, such as ferns, grasses, and flowers, allowing you to populate your scenes with rich and diverse vegetation.

By the end of this module, you'll be able to create lush and vibrant foliage for your projects using particle systems and foliage creation techniques.

Part 18: Leather Couches

Here, you'll design luxurious leather couches with a tufted, quilted design. You'll learn how to create realistic leather materials using texture maps and shaders, as well as how to model the iconic Chesterfield couch. You'll also explore techniques for adding details to enhance the realism of your couches, giving them an authentic, high-end look.

By the end of this module, you'll be able to create realistic and luxurious leather couches for your projects.

Part 19: Geometry Nodes - Rope and Vine Creation

This section introduces Blender's powerful geometry nodes, creating ropes and vines to enhance your scenes. You'll learn the basics of working with geometry nodes, including creating node networks and using various input and output nodes. You'll also discover how to create procedural ropes and vines.

Part 20: Hard Surface Modelling - Sci-Fi Health Pack and Boolean Tools

In this section, you'll create a sci-fi health pack using Blender's built-in Boolean tools and add-ons. You'll learn how to create clean, precise hard surface models using Boolean operations, as well as how to add details and embellishments using various modelling techniques to give your health pack a futuristic, sci-fi look.

 

Class Structure and Delivery

 

‘Blender Beginner’s Bootcamp’ helps you practice what you've learned. You'll have access to the class materials at any time, so you can learn at your own pace and on your schedule.

Each part of the class includes multiple video lessons that cover specific topics in detail.

 

Who Should Take This Class?

 

Our 3D modelling artist bootcamp is designed for anyone who wants to create stunning and detailed 3D models in Blender, whether you're a beginner or an experienced creator. ‘Blender Beginner’s Bootcamp’ is ideal for:

  • Beginner 3D modellers eager to learn how to use Blender to create various themed projects, furniture, environmental assets, and plants
  • Enthusiasts of Blender who want to fast-track their understanding of its new and exciting changes
  • Mid-Level 3D modellers who want to take their modelling to a new level and improve their workflow with tips and tricks
  • Advanced 3D modellers who want to take their skills to the next level and create more immersive environments.
  • Artists who want to specialize in environment design for games or other virtual experiences.
  • Students who are interested in 3D modelling or game design and want to learn more about asset creation.

 

The ‘Blender Beginner’s Bootcamp’ resource pack includes a complete .blend file with 20 different assignments, over 50 different materials, more than 100 texture maps, a cat reference silhouette, a logo reference silhouette, art references for crates and barrels, a bridge schematic reference, a sci-fi canister art reference, a camper van schematic reference, a cartoon font download, and a cat SVG download.

 

Summing it all up

 

By the end of this ‘Blender Beginner’s Bootcamp’, you will have gained a deep understanding of the software and its various tools and techniques. We are confident that the knowledge and skills you acquire will set you on the path to becoming a proficient 3D modeler. Whether you're looking to pursue a career in the field or simply want to create stunning 3D assets as a hobby, this class is the perfect starting point.

Sign up for our 3D modelling artist bootcamp today and take the first step towards creating stunning and immersive environments in Blender in just 77 lessons!

 

Until next time, happy modelling everyone!
Neil

 

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

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

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

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

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Transcripts

1. Blender 3D Modelling Bootcamp Intro: Welcome everyone to the blender beginners boot camp. My name is Neil, and I'm not only the developer of this course, but also the creator behind its conception. I've spent eight years in the field of three D modeling for both courses and the industry. And I am also the founder of Three D Tudor, a platform that has seen immense success in course development and reviews. With my firsthand experience of starting in the field of three D modeling, I do understand the challenges you may face, and I'm here to help you overcome them. At Three D Tudor, we currently offer 27 courses, thousands of models, as well as texture and material packs. And with the following of over 200,000 students, we know what it takes to build an amazing course that not only educates but also inspires. This blender beginners boot camp has been meticulously designed to cater to both complete beginners and those with some experience in three D modeling. Ensuring that you leave this course with a wealth of knowledge and the confidence to tackle the world of three D modeling head on. Our comprehensive and hands on approach will guide you through over 20 projects spanning a wide range of topics. Allowing you to explore various techniques and tools while creating stunning three D assets that you can be proud of. This course includes a comprehensive download pack and blender files enabling you to dive right into the learning experience. Everything is meticulously organized on platforms, allowing you the flexibility to choose specific projects or work your way through all of the project sequentially. As you progress through this in depth course, you'll build your confidence and experience, gradually becoming more proficient in three D modeling with blender. So without further ado, let's dive into what this course has to offer and why it's a perfect choice for anyone looking to master the art of three D modeling with blender. Getting started, we kick off the course by covering the basics of modeling. Starting with a simple bridge project, you'll learn essential modeling techniques such as extrusion, loop cuts, and proportional editing. And get an introduction to blender modifiers like the powerful wire frame modifier. Next we have Japanese stylized roof curve rays and traditional architecture. Discover the power of the array system as you create intricate curved roofs. Next we're onto door creation, wooden panels, hinges and handles. You'll discover various techniques of how to create the wood and the stone that actually goes around the door, as well as things like making our doors look rough and uneven. Next run to spiral staircase, and you can amp up your complexity with the array modifier building, elegant stairs, banisters, and light in a stylized staircase. Project five will be all about creating a camper van, delve into the subdivision surfaces and their applications, setting the foundation for creating realistic cars in the future. Next run to brick and mortar, where you master the art of creating different shapes and sizes of brick and block walls with these. Next run to boat creation. This is something that a lot of the art there actually want to build, but I have no idea where to get started. Moving on to our Harry Potter theme broom. You'll learn how to create an intricate, organic looking broom handle, as well as the broom using displacement modifiers. Project nine will be covering palm trees with a reusable trunk, allowing you to easily design a variety of trees. Next, run to the bay window, which is actually a very complex model. You'll learn how to think through the actual modeling process to bring everything together. Alize Rocks is next on the agenda. And with this one, we'll be using a lot of modifier stacking. As you realize, you can create complex geometry with these using modifiers. Project 12 will be covering pillows and beds. We will be using the cloth simulator as well as taking a quick look at the scoping tools available. Next on to logo design, this will be your introduction into fonts and how they work within blender, as well as various other techniques to easily put logos together. Project 14 is a bit of a big one and this will provide you the basics of creating per, and hair. It will also be your introduction into Blender's Particle System. Project 15 is all about innate models, and on this one we'll be looking at ornate mirrors. We'll be using curves and beveling to create intricate details with these on our models. Project 16 is the classic creates and barrels. This is where you'll be honing your skills and seeing just how far you've come and how easily you can put these together. Couldn't have a blended boot camp without including stylized plants. And this leads us on to Project 17. We'll show you easy ways to create lush, vibrant foliage. Moving on to one that a lot of people struggle with. And this is that leather chesterfield couch. I'll be showing you simple techniques to create tufted quilted designs with ease. Project 19 is the all new geometry nodes to blender. And in this one, we'll be covering rope and vine creation. And give you a good introduction into just how powerful geometry nodes have become. And the final project is hard surface modeling. We will be using blenders in built Boolean tools, create hard surfaces with ease. By the end of this blender beginners boot camp, you'll have gained a deep understanding of the software and its various tools and techniques. We're confident that the knowledge and skills you acquire will set you on the path to becoming a proficient three D modeler. Whether you're looking to pursue a career in the field or simply want to create stunning three D assets as a hobby, this course is the perfect starting point. We invite you to join us on this exciting journey into the world of three D modeling, or using the amazing blender software. Together we'll tackle a diverse range of projects covering a wide array of techniques and tools. As you progress through the course, you'll find yourself more and more confident in your abilities, ready to take on any challenge the world of three D modeling may throw at you. So don't hesitate. Join us today and start your journey towards mastering blender and realizing your full potential as a three D artist. 2. Resource Pack & Course Overview: Welcome everyone to the blender beginners boot camp. And before we begin, there are a few things we need to go over. First of all, before we do anything, I'll quickly explain that this course is intended for beginners or people who have used blender before and really want to speed up their workflow or find out how to use blender to its true potential. This course is not intended for any blender gurus out there or people who have been modeling in the gaming industry for the last 20 years. However, if you are transitioning over from a three D software like Meyer for instance, then this course will be a quick help to get you up to speed within Blender. So with all that said, let's first of all talk about the download pack. This is the first thing you should do, should head over to the resource download pack, get it downloaded, and then you'll be able to see exactly what's on my screen now. Now everything in the download pack is right here ready for you to use, including the actual blend file that we're going to be using, which will go over in a few minutes. We also have all the textures in here, so if you double click all these textures, you'll see when we open them up, there's a God 20 odd textures. And in there you'll find all of the actual colors, the actual normal maps, everything that you're actually going to need to use in case you want to actually create your own models and use them in your own projects, you will be able to do that as well. Now the textures that we've actually created are actually all in blender already. So this actual course is basically about modeling. We will have to do a few things like marking seams and unwrapping meshes. But apart from that, all of the materials will actually be created already, allowing you just to put them on and actually concentrate on the actual modeling skills. With that said, let's go back to the download pack. And what I want you to do, first of all, is actually check out the references. So this is something that you should do in case you're building a bridge or a camper van, for instance, that we've got here. You can also see I've put some references in here where it shows you a few different types of barrels just in case you want to go away and create your own barrels and crates. I've also got in here something which will help us create the bridge. It's actually really, really easy then to break it down, get the actual sizing that you want. Now, I should mention something else. Normally in my courses, we normally focus on bringing our little guy in. And we use it to actually scale up everything within the scene. However, on this course, we're not actually going to be doing that. And that is just to allow you, again, to focus on your modeling skills. And not so much trying to get everything to scale. Things will look to scale, but they actually, if you're trying to send them through to Unreal Engine or something like that, you're going to probably have to scale them much, much bigger or much smaller. We've kept them like that. So that when you actually go in to your actual blender file, you'll see that everything is nicely laid out, making it really, really easy to actually see what we're doing. The other ones we've got here is a cat silhouette. We've also got a cat SVG, which is the same as the silhouette, just in case you want to import that SVG, which you're going to learn about as we progress through the course. You can see we've even got here a actual font, which we're going to use when we come to our actual logo design. And then this will give you an idea how to create your own logos. Let's put that down and let's actually have a look at the actual blend file. So this is what you'll be greeted with when you actually open up your own blend file. And if you click on Lighting, you'll see that it comes up with an actual plane here and with an actual stand on here. If we go down then and click the next one, which is the door, you can see that we actually have the name of the actual project appearing. And we have what I've actually previously built. And this is what we'll actually be building in this part of the course. So if we close that one down and we click on brick wall, for instance, you will see a brick wall appears. And then this is what we'll be creating in this part of the course. But we're basically going to be going down all of these and going through each of these. So just go down and have a look actually what we're creating. And you'll see that I've tried to put them in the best order possible to give you the best learning experience. So in other words, we're starting off pretty simply. And as we get further up, you can see we've got something like the spiral staircase, which is a lot more sophisticated when it comes to modeling. And you can also see as we move down past the camper van, so we do the camper van as we move past there. It's more about working with techniques to speed up your modeling workflow. So working with things like modifiers with curves and things like that. As we get all the way down to the bottom, you will see that we actually do some hard surface modeling. We also make some geometry nodes like ropes and vines and something like a stylized plant using particle system. So you can see we're going to be going pretty much through the whole range of what's available within Blender for actually modeling. Now the other thing that you need to know is if I put my door on again and I come up to the top right hand side, you will see that on the top right hand side, we have these little four balls here. Now these are basically whether you want to see it in wire frame. So if we click on the wire frame, you can see, you can see straight through the actual door here. If you click on the object view, it's basically just a great view of it. Now the other thing you should know is in object view, so if you open up your own blend file, just make sure that you come down and you tick cavity on, on this blend file. Cavity should already be ticked on, which allows you to actually see it in a much, much better light. So if I click cavity off, as you can see, now it's looking a bit plain looking. If you click cavity on, you can see a lot more of the topology and things like that. So most of the time I work with cavity clicked on. Now the next one is going to be our material. So I'm going to click on the material panel. And you can see now all of the materials load up. Now you can also see that they don't look too great at the moment. And the reason is, at the moment we're still in the material preview of this actual on the viewport. Now if we come over though and click on our V rendered settings. So let's click on the V rendered settings like so. I think it's on V. Yes it is, it's on V. And now you can see it looks much, much nicer. Now, when you open up your blend file, all of these options, so the ambient occlusion and bloom should already be ticked on, and that means then you've got a real nice visual of what you're actually creating. Again, within this course, we're not actually going to be going through rendering and lighting and things like that. We have everything set up ready for you so you can focus just on your modeling skills. Now, you'll also see down on the bottom left hand side, we also have a keycasting on, so any buttons I press. So if I grab this and I press G, you can see that pops up down here. And you can see also the clicks of the mouse all also pop up down there, allowing you then to follow along following the actual keycasting, just in case I'm speaking too fast or you don't understand my accent. Now the next thing we want to do is we want to actually go up and save out the file. So I recommend doing this as soon as you load up and as soon as you get to this part. So if we come over to file and we're going to go down to it says save us. And we can see here, we've already got the one called Blender Boot Camp. I wouldn't actually save it over this because that is kind of your download and you might want to keep that. So what I would do is I'm just going to call it Blender Bootcamp course, like. So press the Enter button and press Enter again. And now what that means is now this is actually saved out as you can see on the top. I don't actually know if you can see my top white part here. I think I've actually put that a little bit up because it gets annoying with that white bar. But you should be able to see it says Blender Boot Camp cost now. Now this is important because you should be saving out quite often. But it's also important because once you've saved it out, you can actually recover your work. So I'll just quickly go over how you recover your work before we do anything else because I think that's very important. So for go to file, if you come over to where it says recover, you can recover blender work from the last session, but it doesn't always work. But the best one to recover work is going to be where you auto save. And when I click on auto Save, it's going to show Blender boot camp. So it's going to periodically save out every, you know, 10 minutes or even five sometimes when Blender crashes actually does save out and it saves you then losing a ton of work. So just in case that happens, this is how you're going to recover it. You can also see today the time and stamp and things like that, which really helps you then to get to a point where you last finished off. All right, so let's close that down. Now I recommend when you're actually working, what you do is, so let's say the door, this will be the first one we start on. We're going to click on the door. Now if you haven't got your little gizmo here, just press the Shift and the Space button and bring in your move tool. It should be available to you. And if it's not, it's up here on the left hand side as well. You can also see we have a rotate as well and a scale and things like that. But I tend to just use this move tool, so it should look something like that. What I'm going to do then is pull it over to the left hand side. And that then is going to give me a really, really nice starting place to actually start creating this actual mesh. Now, the other thing at the moment is you can see that the plane, it might be a little bit in the way and certainly the door and the stand is definitely in the way. So what you can actually do is you can come over to the right hand side, open up your door, and you will see that we've got text here. So if I click this text off, that can just hide that out the way. Then if I come to lighting, I can actually click off my base, for instance. And I can click off my platform if I want to. Now if we put this back on object mode, this now is what's available. So this might be a little bit easier for you to create something, so you can just see the topology of the mesh and how we actually created it. Then once you're done, you can actually see by bringing these back in. So clicking these back on an envelope, what your actual creation looks like. Now we will be going over a lot of these things, you know, as we move on through the course. But the next thing I want to look at is actually the materials and textures. Now, because if you've got to file, and you can see that default, sorry, external data, it says automatically pack resources. What that means is when you actually bring in this blend file, everything is already packed in there. This includes all the textures, all the materials and things like that. So if we go to our door, let's put it onto material view. You can see that we've already got our stone in there, we've already got our wood in there and our metal. Now when you create your own door, of course it's not going to have these textures on there, but what you can simply do, if we come over to the right hand side to our materials tab, which is this little ball on here, you can see that we have all of these materials already laid out. Now if I bring in, let's say a cube. So I'm just going to bring in a cube. So I'm going to press Shift A to my premis menu mesh. Bring in a cube. And now you can see at the moment this doesn't have any materials on. But because we've already brought in all of our materials and set them up, you should be able to click this little down arrow and find the material you want. So if I point in Door, you should see I've got one called Door Wood. And if I click that, we get them exactly the same material as this. Which is going to save us a lot of time rather than, you know, setting up all the textures and materials. Now we will, as I say, have to mark some seems on some of the occasions and we will also have to unwrap them, but it just cuts down that time. Literally probably three quarters. So we can focus, as I said, mostly on the modeling. So now let's actually delete that. And what we're gonna do is we're gonna leave it here for now and move on to the next lesson. And in the next lesson, you're going to learn how to actually navigate around blender. All right everyone. So I hope you enjoyed that and I'll see you in the next one. Thanks a lot. Bye bye. 3. Blender Fundamentals: Welcome back everyone to blender beginners boot camp. And this is where we left off, Absolutely nowhere, because we just went through everything. So now what I want to do is I want to give you a short introduction to actually moving around blender. So how do we actually navigate, how do we move the mouse and things like that? Now if you've already know all that, then suggest that you move on to lesson three, where we'll actually be starting on the actual course. Hello everyone and welcome to the basics of blender part of the course. I recommend grabbing a pen and paper or a word document and joining down these keyboard short course. He will be going through the very basics of blender and the keyboard shortcuts you will need. So with all that said, let's get started. So on the left hand side your kit, see I have keycasting on. This will show the keys I'm pressing in real time. And this will be on pretty much, if not all, of the entire course. The next thing I'd like to show you is any new keys we use. There will be a small animation that will appear down at the bottom right hand corner. This will only appear the first time we use that particular new key. And I think it really helps keep the flow of the lessons to a decent rate, both for beginners and those more familiar with blender, because they only appear once, they won't plow up the screen. And there's always screen casting to rely on. Also down the bottom right hand side, you'll see a detailed animation of anything that needs more context. This is useful if you neuter three D model in particular because there's a lot of jargon and technical terms that need a decent explanation or more context of why we are doing something. I recommend then if you need more information jumping onto the blender website and checking out their detailed explanations of pretty much anything blender related. So now when we mention blender viewport, this is actually viewpoint. You can see it. All of this gray area here is actually viewport. Now if we go to the UV editing bar up here, you'll see that on the left hand side, it's now in two screens. And if I say the UV editing viewport, all that means is just this gray box over here. So now let's go back to modeling and let's go a little bit further into how to move around in actual blender. So the first thing I will discuss is that the middle mouse born, actually, if you hold it down, you can rotate anywhere within the blender viewport. And then if you want to zoom, it's just scrolling in and scrolling back. Now you can also press control shift and the middle mouse, hold it down and then just push it forward or push it back. And you can scroll in very, very slowly. Now to pan, all you need to do is you need to hold shift button and the middle mouse. And then you can pan from left to right to zoom to the object, which is very handy. Let's say you're really far out and you really need to zoom to it. All you need to do is press the dot on the actual number pad and that will zoom you right in to the object you want to zoom to. So for instance, if I'm zoomed out and I want to zoom to my light, for instance, it's very easy then to come across the sen collection. Click on your light, press the dot on the number pad, and that will zoom you right in. Now the next thing we need to discuss is just deleting objects. To click on an object is just left click. And then what you can press is you can press the delete key, and that will just delete it out of the way. So I've just lead to my light there and now I'm going to come across to my camera and actually delete that out of the way as well. The next thing I want to discuss is if we click on this cube and we press shift D, what you'll notice if you move the mouse now, it's actually going to make a duplication of my actual cube. If I don't actually click anything on my mouse and I just click the right click button, it will drop that back in place. Now you can't see there's actually two cubes either at the moment. We there actually is we need to bring in the gizmo. And the gizmo is facing something that we can move things left and right, up and down, things like that. So if I press shift space bar, come down and you'll see we've got one that says, and now we actually have our gizmo. And if I pull this to the right hand side, you can see now we can pull this away, and now we're able to move this around. You can also freely move this as well. If you press the G key, you'll notice if you've got it selected now you can move it basically anywhere around the viewport. You can drop it back with the right click or you can put it wherever you want it. So and then it click left click, and it will put it wherever I wanted it. Now also why the dot born, the zoom tube born is important If I press the dot born, Now you will see that if I just zoom mou and hold the middle mouse and rotate around, you'll see that I actually rotate around the origin of this actual cue. Now if I click on the other cue and I press the dot born, you can see now that I'm actually rotating around the origin of this cue. Now the next thing we want to discuss is object mode and edit mode. At the moment we are in object mode, we can't really do a lot with this cube except move it around. Now if I press the tab, we will then go into edit mode. And in edit mode we can actually do a lot more things with this cube. Up on the top left hand side here, you will see that we've got three different icons. One of them, this one here is vertices, the next one across is edges, and the next one across is face. Now if we're on vertices and we come over to this vertices, for instance I, then if I press shift space part to bring in my gizmo again, I then can move this around. Now if I come into edge select, I can grab the whole edge and move this around like so. Finally, if I come into face select, I can now grab a whole face and move it around like so. Now the other thing is if we come to our verte select, I can select a vertices, you can also select another vertex or another object or something else like that. Just by holding the Shift button and actually clicking on the other vertice or the other object. Or if we come to face select, for instance, we can grab this phase, shift, select the second phase. This is how we can select multiple objects. Now the next thing we need to discuss is the axis. So we can see here we have a red axis and a green axis. Now just to show you what this actually relates to, if we come up on the top right hand side here, where you've got these two interlocking balls, and you click this little down arrow, you will see that we can turn on the z axis. Now we're just going to turn this on just to show you what I mean if we turn that on. Now you'll see another axis appears here. Now the green axis is representation of the Y. So if I want to scale this out on the y, all I would have to press is and Y. And now you can see I can scale it out along that axis. Now if I want to scale out on the X, so that's the red axis, I'll press S and X, and I can scale it out along the axis again, the same thing. And z, the up and down axis is z, and it's S and z. And then you can scale it up and down finally as well. This is also important if we actually want to rotate it, because we'll rotate it on an actual axis. So what I'm going to do is I'm going to grab the whole of this by pressing the button. And then I'm going to rotate it around. So I want to rotate it on the Y axis, so it's Y. And then you can see it will only rotate on the Y axis. And no matter where put on the mouse, it will always rotate on that axis to click it back to where it was just again, the right click. And if you want to turn it, all you need to press is and Y again. And then let's give it a degrees. So all we're going to do is we're going to press 90 on the actual number pad, so nine zero enter button. And now you'll see it's rotated by 90 degrees. So just to summarize that is scale. And R is rotate normally when we scale something or we rotate something, it's followed by the actual axis and then it's followed by a number. Specifically when we rotate something, normally when we scale something, we just hit scale, pull them outside and we'll scale it up. When we rotate something, it's normally R followed by the axis, followed by a number on the number part. So now the last thing I want to discuss is if we go to object mode. Now we need a way to actually view this a little bit easier than the way it is at the moment. Let's first of all turn off the z axis. And what we'll do now is we'll use the number pad to actually view this. So if I press one on the number pad, that will go actually into the front view of our viewport. If I press three on the number pad, that will go into the side view. And if I press seven on the number pad, that will go into the top view of our viewport. Now the opposite. To get to the opposite, all you need to do is you need to hold control. On this occasion we'll press control and seven, and that will bring us to the bottom of this object in the Viewport control one is the rear of the object and control three is the opposite side of the object. So now before we finish this section of the course, I need to show you something that's also very important. So if we come up to the top left hand side, you'll see you've got a button here that says edit. And if we come down to Preferences, one thing that you should always do, that when you first download a blender, you should always put on the Status Bar, which is this button here. And if I click all of these on, you will see now if I click them all on, and I close that down down at the bottom right hand side here, you have all the details that you need. So for instance, we've got how many faces and how many triangles are actually in the scene and the objects are in the scene. And the memory and V Ram that it's actually taken up. This is really important if you want to get a good idea of how much power your computer is actually using and how many polygons and triangles are in the scene. Polygons and triangles you'll learn more about as we progress through the course. And that pretty much covers the basic of blender. And hope you'll found that both helpful and informative, but more importantly, easy to understand. So now as they say on with the show. All right everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 4. Door Base Shape & Silhouette Creation: Welcome back everyone to Blender Beginners Boot Camp. And this is where we left it off. And you should have now watched the actual navigation and the UI and things like that, so you should have a good idea now of how to actually get around Blender. Now, before we actually begin, I will tell you we will be going through pretty much all of these options up here. All of these little tabs over here, we'll be using most of them. Now the thing is you might get annoyed by seeing this bar on the left hand side when you're not using it for most of the time. So to actually hide that other way, all you're gonna press is T, and to hide this one out the way, or bring it back, you just press the end button. And again to bring it back like so. And then that just puts it out the way so you've got a clear space to work. Now if you want even more clear space to work, all you need to do is press control spacebar. And that then will give you a complete actual viewpoint view without any of this down the right hand side. Some people prefer working in that way. All right, so I'm going to press control space bar because I don't actually mind that being there. And now let's make a start on our actual door. So the first thing we want to do is we want to bring in a plane. So if I press Shift, I'm going to come to mesh. This is the Primitives menu. And I'm going to bring in a plane. And a plane might seem a bit weird to creating a rounded door, but this is actually one of the quickest ways you can do to create in that door. So what I'm going to do now is I'm going to rotate it. So to rotate it, I'm just going to press the R button. And you can see we've got this rotation button up here. And what we want to do is we want to lock it to an axis. So we've got axis this way, and this way we've also got an up axis, but it's not actually shown here. But this is the Z axis, this is the Y axis, and this is the X axis. So if I press press R and Y, you can see now that we're locking it to that axis. If I press R and Z, you can see I'm locking it to the Z axis. What I'm going to do is I'm going to press R and Y and 90 to spin it round like so. Now what I'm going to do is, as you should have learned in the blender navigation part, if you press one on your number pad or three on your number pad, you should be able to go into either side view or front view. Now, this makes it pretty easy to actually get it to the scale that you want here. So what I'm going to do is I'm going to move it over to my door. I'm going to pull it out a little bit so I can see in front of it. I'm going to press three to go into the front view. And then what I'm going to do is I'm just going to press, so get it to the size that I want it. And then I'm just going to drag this center bit up to the center of my door. So now I want to do is I want to actually make this rounded. Now, I used to do it where actually bringing a cylinder, and you can do it that way, but I found that the easiest way to do this is just simply to press Tab. And what that'll do is it'll take us into edit mode. As you can see now, now there is a difference between object and edit. Object mode, I can't do anything with it apart from move it and rotate it, but if I'm going to edit mode, then I have the option to mess around with the actual topology of the mesh. So you can see here, if I hover over, you can see vertex, we have edges and then we have faces. Now we want the one that says edges because what that's going to allow me to do is it's going to allow me to select both of these vertex on here. Sorry, we need to have it on vertex select both of these vertex. I'm going to select this vertex and I'm then going to hold the shift bottom and select this vertex. Which means that I've just selected both of them without selecting the bottom ones. Then what I'm going to do is I'm going to press control shift and B. Now if I pull that out, you'll see that we start to actually round this off. Now if I scroll my mouse wheel up as I'm doing this, you can see that we can actually get more actual bevels in there. Now, I think for me I'm going to put this on, Let me over, look, one, two, I think I'm actually going to put it on two. So I'm just going to scroll it up two like so left click, right click. And there you go, there's your actual bevel. Now the best thing about this is when you do it this way, you actually have a lot of control of how much bevel you've actually got in there. So for instance, now if you've not got this open, it should be a little menu down the left hand side which is called the bevel. Open it up and now you should be able to increase your selections. Or even better, we can actually change the shape of our actual door like so, making it more rounded if we need to. I think something like this is looking pretty nice. Now what I'm going to show you is how do we get these little planks of wood in here going down and looking like this? But what we're going to do is we're going to go to the edge select. We're going to come to our door, select it. Click the little down arrow like so. And drag all the way down like so. Now we need these to each planks. And the easiest way to do that is if you press three. So you're in front view. So make sure you're in front view. If you're not in front view, it's not going to work this. And then what you want to do is you want to come to your vertex. Select, select this vertex. And what I want to do is I want to actually cut down here. So I'm going straight down. And then I want to cut this one, and this one, and this one. And this is the quickest way found to actually cut these planks into place. So what I'm going to do is I'm going to press K. And what that's going to do is it's going to bring in my knife tool. Now you can see that this knife torl gets like magnetized towards each of these vertices. Then what I can do is I can actually cut down like so. And when I reach the bottom and press Enter, and there you go, you can see we've got a cut going across. Now of course, this is not useful in creating actual doors. So I'm just going to press controls, edges go back. And what I'm going to do is I'm going to press the button. I'm going to come to this actual vertex here, and I'm going to go down. Now you can see again, it's going to be pretty hard to make that straight. However, if we hold the button, then it's going to cut it straight down to where we need it. We click on there, and then we just press the Enter button, and there is our first cut. Now let's come over and cut it on this one. So I'm going to come down, press the button, cut it straight down to there like so. And now what I want to do is I'm probably going to need a couple in here, because this is probably going to be too big, this one. So I'm going to actually come in and make another cut here first. So I'm going to press K. Come onto this vertex, hold the button to go straight down. Press the Enter button and then we'll come to the next one. Down to the bottom, press the end to bot. And you should end up with something like this. You can see we've got one massive plank there over here. So what we want to do is we want to insert another edge there. Now, I could use K again, but the problem is how am I going to know where the halfway point is? The easiest way to do that is to press controller. And then you'll see that if I left click, I've got a nice edge going all the way down. Now the thing is if I left click, I'm going to put my edge over here. And it's not really balanced out, so I don't really want to do that. So I'm just going to do that again. I'm going to press control law, left click. And instead of doing that, all I'm going to do is right click. And that then is going to drop it right in place where I need it. It's basically right in the center. Then find the one near, I'm just gonna grab the top of here and I'm just going to pull it up a bit. And there we go. Now we've got our actual start of our door. So find our press tab and pull this out. You can see we've got the very, very beginnings of our actual door. Now, we might as well at this point put this back in the center, because we can actually see what we're actually doing now and where we're actually working again. So at the moment you can see I've got my cursor now. The cursor is really, really handy for placing objects where you actually want them. If I shift right click, you can see I can put my cursor anywhere I want in the actual scene or the viewport. And then what I can do is I can use the cursor to place this mesh where I want it. So if I press shift S cursor to World Origin, or you can put Curse selection to cursor, You can see you've got all this menu here just with Shift F. So if I press Selections cursor, it's going to put my door exactly where the cursor is now. I don't really want it down there. What I want it, he's right in the center. So the easiest way to do this is shift S cursor to world origin. Grab your door and then shift S selections cursor. And there you go, right in the center. Now if I press three, all I need to do now is just drag it up. Put it on my ground plane, which is basically the little line here. So it's basically the ground plane is this one following here. You can see where it's kind of flat on there. So you're basically placing it right on top. So if ever referred to the ground plane, it just means that I'm placing it right on top of this green or red line. All right, so we've got this so far Now, a lot of times when you're modeling, it's mostly about thinking through the entire process. Thinking how you're going to do something. So in other words, trying to break it down. A model to make it easy for yourself. So I know that if I use this door to create this stone going round it, it's going to make it much, much easier than if, first of all, I create the planks. So let's actually do that and explain as I actually go along. But obviously we'll do that on the next lesson because I try and keep every lesson below the ten minute mark. Sometimes we go a little bit over. Sometimes though, we will finish up where, you know, we're halfway through doing something. But if we carried on doing it, it could come to a 17 minute lesson or something like that. And I don't think that's actually very good to do that. So whenever we have a break, you can go and save out your work, first of all. And then go ahead and get a drink or something like that. And then when you come back, you'll be fresh, ready to go again. All right everyone. So I hope you enjoy that and I'll see on the next one. Thanks a lot. Bye Bye. 5. Stylized Door Border Modeling: Welcome back everyone to blend the beginner's boot camp in this where we left off. All right, so now then, let's think about creating our actual stone. So what I'm going to do is I'm going to come into edit mode. I'm going to come now to Edge select. And what I'm going to do is I'm going to select this edge now to make this easy. You can see that if I press Olt Shift and click, you can see that I grab them going all the way around. But sometimes it doesn't always work. So just be aware that sometimes it's not actually going to work correctly. So what I want to do then, instead of doing that, is I want to grab one of these. And if I press Control, click on one of the edges, you can see that it follows it going all the way around. Now sometimes it will try and take the shortest route. Just be aware and make sure that you've grabbed all the ones you want to grab. Now, you can also use a shift click, but it does take much, much longer. So what I tend to do is just grab one control click the other one, and there we go. We've got our actual edge now. We don't need to grab the edge on the bottom because this is the actual stone going. Now, again, this is forward planning. So what I'm going to do now is I'm going to press shift D and I'm going to duplicate it. So now you can see it's duplicated with shift D. And if I bring it out now, you can see that's what we end up with. Now at the moment, we can see that we've got actual nothing to this. It's just basically a few edges put together so it's not actually going to look right. So what we need to do is first of all, we need to turn it into a solid three D mass. So how do we do that? So the easiest way to do that is to press to extrude and then X. And what we're going to do is we're going to extrude it along that, sorry, that x axis. So now just make sure that you don't press too many times. So it's basically, let's do that again just so I can show you. So I'm just going to press control shift alton Z just to bring it back. We can also come up and you've got here, redo and undo on here as well. So just make use of whatever it's actually listed here. I think from the Windows update control. Z doesn't actually work for me anymore, so I just had to re put that in. All right. Now, once we've done that, then we're gonna press the button. And you can see when I press the bon, you can see it pulls it out. Now again, it's important that we lock it to the x axis like so. So just pull it out like so. All right, so now we've got this. What we want to do is we want to split this away from this mesh. And the reason we want to do that is because we want to do some things to this actual stone that we may not not want to do to this part here. So what I'm going to do is I'm going to grab it all. So I'm going to press the L button in Edge select that then is going to make sure that all of the mesh is actually grabbed. And now we need to split it off from this one, making it into two objects. So if I press P, and then you can see you've got a separate menu. And what you want to do is you want to separate it by selection. So separated by selection. And now if you press Tab, you'll see that we can click on each of these, thereby they're actually separated. Now what I'm going to do is I'm going to put this on Object mode. I've been working in Material mode and it's going to make it a little bit heavier on the actual computer using. So I'm just going to then go into object mode and now you can see we've actually got no materials or lighting or anything like that. Al right, so what I want to do now is first of all I need to think about these little stones going down here. You can see that we've got some stones going down here. And at the moment this would be a whole block of stone. And that's also what I don't want. So what I'm going to do is I'm gonna press Tab. And then I'm going to come in, I'm gonna press control Ar. I'm gonna scroll up my mouse wheel three times. Left click, right click. Just to drop them right in the center. And then I'm going to do the same thing over here. So control Ar 123. Left click, right click. And there we go. All right, so now we need to actually turn this into some kind of stonework. So how I'm going to do that? So what I'm going to do is I'm going to press Tab. I'm going to press Control all transforms right click, set origin to geometry. And now I'm going to explain what I just did. So at the moment, if I bring in a que, so don't actually do this, but look what I'm doing. If I bring in a que, and we open up this panel on the right hand side, you can see that at the moment it says dimensions two, two and two. If I come in and I pull the top of the cube out, you'll see that if a press tab, it comes in and says 5.562 and two, which is exactly where it should be. Now if I change the sides of this like this, you'll see that everything changes over on the dimensions. But blender still believes that this is an actual cube, even though it's not. So what we need to do is we need to tell Blender that we actually now have this new shape. And the way to do that is you reset all of your transformations. So if a press control come down to all transformations and click Reset, then it will tell Blender that everything has been reset now, and these are the dimensions that it needs to follow. This is important if you're doing pretty much anything within Blender. If you're adding modifiers and things like that, they won't work properly if you don't actually reset your transformations. The other thing is why then you always go right click, set origin to geometry is because if my geometry is over here, you can see when I'm scaling, I'm actually scaling from over here. If I'm rotating, I'm rotating from over where the geometry got put. Because when you set reset transformations, it puts your transformation right back in the center of the world. And that's not something we want. So if I press control, all transforms, right? Click, set origin to geometry that, then make sure that One, blender knows that it's, you know, the transformations have been reset, this is in the new shape. And two, the actual orientation is put in the center of the geometry. Now, of course, you don't always want the orientation right in the center, but for now, before we move on, this is what you should be doing when you want to add anything new or when you actually finish a object. All right, so let's leap that out the way. And then what we'll do is we'll come back to our actual stone. Now the press tab, we should have now these parts of the stone going down like so. So what we want to do now is we want to turn this into a three D object. So we've reset our transformations, we've reset our orientation. Let's now go over and bring in our first modifier which is going to be a solidify. So add modifier, come down to it, say solidify. And you'll notice straightaway, something actually happens. We've actually got some thickness there. Now what we want to do is we need to bring out the thickness. So if I bring this out, you can see we're bringing that in. We don't want to bring it in. What we want to do is go the other way and bring it out like so. Now bring it out to the thickness that you want the actual stone to be. You can see here, it's quite thin on these parts. I'm probably going to have it a little bit thicker. Now, you can move this round even though the modifier is on, so I can move this into place and actually have a look what would my wood actually look like. And yeah, I think I'm actually happy with that now. At the moment, you can also see that it's quite chunky along here and a lot of the time you will see people's renders with a lot of chunkiness in there. And all you simply have to do to get rid of that is just right click, shade, auto smooth, and then that actually gets rid of that for you. Now we will be talking more about shading smooth in the seams and sharp section of this course, which will be probably towards, near where we finish this actual door. So you will learn a lot more about it there. All right, for now though, what we want to do is we actually want to apply this modifier and then create this kind of look that we've got going on here. All right, so what we'll do is we'll go over to the right hand side and what we'll do is we'll press control A. Now this is the simplest way to do it. If I press control is though, you will see that you can also click this little down arrow and click Apply. So there's many ways to apply modifiers. These are the most simple. Now we'll show you as we go on with the course more complex ways of doing things. But for now we'll keep it relatively simple. All right, so now if I press Tab, we have a full mesh, as you can see, of all of our blocks and things like that. So now let's actually think about creating these actual blocks the way that we see them here. First of all, we can see that these need pulling out. So I'm going to show you how to do that. And also we can see that at the moment they're not split up. So let's go and split them up. So what I tend to do to split anything up is I'll come in and then mark seams 'cause I find that marking seams is the easiest way to split things up. So if I come to this one and I press Olt shifting click, we can see that we get an actual line going all the way around, like so. And then we'll come to this one Oltshifting click. We get a line going all the way around. And then what I'm doing now is I'm just going to split the rest of them up because we can see we've got one chunky one and then a few smaller ones, so Olt shift click. I'm just going to go all the way around like so all the way down. Right click, mark seen. Now, did we actually do that? We did that because it makes it really easy. Then if we come to face select, and now if I press L, hovering over here, you'll see that it only grabs it going all the way up to where the seam is. And that's really, really handy to split things up. If I come to edge select however, and I press L over here, you'll see it literally goes through all of it because the seams only work with face select. Let's go back. We'll select one, we'll press L on the top. And then going all the way down like so. Now what we can do is we can actually split this mesh away from the other parts of the mesh. Now before we pressed and we went to selection, but that actually doesn't work so well because what it does is it actually splits it into a separate object and we still want this to be within the same object. So the way to do it is you just press Y, and now it actually is split off. To check that what you can do is you can press the G, which is kind of like a free movement button. And then you don't actually want to place anywhere. All you want to do is just right click and it'll just drop it back in place. It will though, show you however, that actually it's all split off and ready to go. All right, so let's drop that back in place. And then what we'll do on the next lesson is we'll start actually turning these into stone blocks. The other thing is on the next lesson, actually, and we'll actually go through marking seams and sharps and how they're actually going to be used with smooth shading and things like that. All right everyone. So hope you enjoyed that. I know it's a bit slow going in the beginning, but as we move on through the course, it'll definitely pick up pace. Okay. Thanks a lot. Bye bye. 6. Blender Seams & Sharps Introduction: Welcome back everyone to blend of beginners boot camp. And this is where we left off. Now what I'm going to do is I'm going to give you a short introduction on seams and sharps and why they're so important. And then what I'll do is I'll see you on the next lesson where we'll actually start creating these actual stone parts. Welcome everyone to the short introduction to marking seams and sharps part of the course. So before I give you examples of what I'm actually talking about, let me just briefly explain what they are. Seams, you can think of like seams on a piece of clothing, like a shirt or a pair of trousers. The main job of seams is to make sure the texture that you're trying to place on your mesh goes on correctly, but more importantly, gives you control of how that texture will look. Sharps are marked like seams, but serve an entirely different purpose. We use sharps to give us control of how sharp and soft angles are on our measures. This makes them look realistic. It is also important that we do this not only for rendering in Blender, but also sharps. Carry on through to other software or games engines were on to use like Substance Painter or Unreal Engine as an example. So with all that said, let's get started. So here we are in Blender with our starting Cube. Now if I click on my Cube and go to my UV editing, you'll see that the Cube is basically unwrapped in this actual way. So basically it unwrapped like a present. Now if I come across and I grab this cube, and I press Shift D, and then we press Shift Spacebar to bring in our gizmo. And we move it across. And now let's say I want to alter this cube a little bit. So what I'm going to do is I'm going to press the Tab button. I'm going to go Interface select Click the top face shift Spacebar to bring in the move tool. Bring it up. So now let's say I want to unwrap this. Now if I grab this with L just to grab everything and I press the U button for unwrap, you'll see that it unwraps exactly the same way. Even if I reset the transformations of this, it will still unwrap exactly the same way. Now let's mark some seams and see how that has an actual effect on our actual unwrap. So let's grab the top and we'll come down to the bottom. And what we're going to do is we're going to press control A and then come down to where it says Mark Seems. Now it's important to remember that it's control leap to mark seams in face lect. But if for instance we're in edgeelx, so if we come to this edge, if we press control leap, you will get this option up as well, mark seams, but you can also right click in edge slect. And you can also see we can mark Sem this way as well. So for now though, I'm not going to actually mark this scene. What I'm going to do is I'm going to grab the whole thing with L, like so. And now I'm going to press Unwrap. And you can see it Unwraps completely different. Now let's bring in some textures so you can see what exactly I'm talking about. So if I press Tab, I'll come up to my materials panel up here. And I'm going to give this material. So I'm going to come across to the right hand side, click on my Material button. So let's now bring the material I've already prepared. So if I come across this little down arrow, come on down. You can see I've got one here called Wood. And let's click that on now you can see what's happened. We've actually applied our material to this object where you can see it's pretty much a mess. The top of it looks fine, but the bit going around the side is all bent and skewed. So if I zoom out and I press Tab now you can see that the reason is that it's not actually you've unwrapped correctly. So how do we fix that? If we come up to edgelt and we grab this edge. And now what I'm going to do is I'm going to right click, come down to mark seams. And now I grab the whole thing again. I'm going to press you unwrap, and now you'll see it. Unwraps absolutely fine. You can see that wood's looking really, really nice, actually, on this mesh now. So what this does the seams do is actually gives you control of how this actual texture is placed on this mesh. You also need to take into account that this is basically an infinite loop. So if I come round and I look at this face and this face, you can see that they're going around if we have no seam. When I talk about infinite loops, it's basically going around and around. And blender doesn't actually understand how to unwrap it, so you'll end up with that mess we had before. Now the other thing to take into account is if I turn this wood around, for instance. I'm going to do, I'm going to come over to the left hand side, the viewport of my UV editing, press A to grab everything, R 90, spin it round. Now the other thing I want to show you is that where we join these actual seams up is also really important because you'll never ever get it perfect on here where there's an actual seam. So let me exaggerate this a little bit. So what I'm going to do is I'm going to press Tab. I'm going to make this a lot smaller and I'm going to move it into the center of my UV map. And then I'm going to press Tap. Now you can see that these edges don't line up whatsoever against this other side. So this texture here doesn't line up with this texture. And the reason is because we've got a seam down there. And that is the actual break in the texture yet if we come round to this side. And I spin this round, so if I grab it or Z 90 and now go to this one where we can see, you can see that these line up perfectly. And the reason is because obviously there's no seam there. The seam is here. So you need to take that into account on your own measures and objects that when you're applying textures and materials that try and put seams where you're not going to see them. So if it's on a door handle, for instance, try and put them on the inside where no one's actually going to see them. So always bear that in mind when you're actually marking your seams. So now let's discuss sharps. So if I bring in a new primitive, so if I press shift A, I'm going to go across the mesh. I'm going to bring in a cylinder. Now you'll notice that this cylinder has all these little edges around there. And let's say you want to make a cup or something. The last thing that you want is all these hard edged faces in there. Now there are things we can do to sort this out. So the first one we can do is we'll bring in another cylinder. So I'm just going to move this one out of the way. So shift space part, bring in Magizmo. Move it out of the way. Shift A, bring in another cylinder. And this time I'm going to come down to where it sits, add cylinder, and turn up the vertices to 100. And now you'll notice that we do have a round edge, but the problem is that we've brought in 100 vertices to actually achieve that. And that's not something we want. We want to use as few polygons as possible while still getting a really good looking mesh. So how do we achieve that? Well, there are a number of things we can do. First of all, we can come across to this right hand side. And what we can do now is come to where it says Normals and click on Auto Smooth. Then we can right click on the viewport and click Shade Smooth. And now you'll notice it's actually been smoothed off. But the problem with this is if I turn up my auto smooth, you can see if I turn it up all the way, it goes really, really funky. And that is because at 170 degrees, Blender decides that these edges along here need moving off. So it doesn't give us a lot of control if we do this on the other one. Sura grab this one. Right click shapes, move autos, move on. You can see, again, even with lower amounts of polygants, we're still able to smooth it off. But if we turn this off, we're still going to end up with the same problem as what we had before. So how do we solve that? Well, if we come in now press a tab button, come to the top, grab the top shifts like the bottom press control because we are in face select and we'll come in and mark a shot. And now you'll notice if I press tab that now has got hard edges on there, this gives us control. So this is why we actually use shops. No matter what, I turn this up to 180 degrees, which is the highest it goes, it will not get rid of those shops that we mark. We can also mark shops around the edges as well. Sever, grab this one and this one. And now because we're in Edge select, we can write, click, come down and mark a shop, press the tabbon. And now you'll see you've got hard edges on there. So it's very important that you mark sharps where you're going to actually want hard edges. It's also important that you get into the habit of marking sharps when you're actually marking seams. And then what happens is when you join two objects together and you turn up the auto smooth if needed, you're not going to end up with some measures like this. Okay everyone. So I hope you enjoyed that introduction to marking seams and sharps and as they say on with the show. All right everyone. So I'll see on the next one. Thanks lot. Bye bye. 7. 3D Door Mesh Detailing: Welcome back everyone to Blender Beginner's boot camp. And this is where we left off now. Let's come up to file, let's save it out. And then what I'm going to do now isn't going to come in, I'm going to grab everything. So I'm going to press that then should select everything at the same time. And what we want to do now is we want to make these smaller and fill in each of these faces. Though at the moment if I press, you'll see that it scales pretty much all at the same time. But if I come up to this little icon here which says transform pivot point, at the moment, it's on medium point. Now if I put this on individual origins, you can see now when I press S, it actually scales them all individually, which is really, really handy for us. Now I'm going to scale them to something like that. Just so I can show you what's actually happening. You don't actually have to scale these down to actually use this, So I'm just going to left click, drop them in place there. And what I'm going to do is I'm going to come to mesh. I'm going to go to where it says clean up. And then what I'm going to do is I'm going to click this one that says fill holes. And there you go. It's actually filled in all of those holes for us, making it look really, really nice. Now, another reason why we need to fill holes in is because we want to be level these off. And we can't level them off if we don't have any faces in there. What I'm going to do now is I'm going to press control A to reset all my transforms Again, right clicks at origin to geometry. And then what I'm going to do is we're gonna come over to add modifier. And this time we're going to bring in a Bevel modifier. Now at the moment it looks kind of crazy and we don't really want that. So what we want to do is we want to put this down all the way down to zero. And then click it up one. And there you go. Now you'll end up with a nice bevel on your actual stonework. Now let's come in and press Tab Agam. Let's now scale them up. So I'm going to press S and scale them up like so. And there we go. Now we do, however, have a problem in that maybe I need to scale them up a little bit more because we can see a gap down there. So I'm just going to press S and I'm going to bring it up. Now, sometimes you won't be able to have too much control over bringing them up and you'll be going over or, you know, not far enough away and things like that. But if you hold the shift button, you'll see then that you can actually have a lot more finesse over controlling that. So hold the shift button, left click, and there we go. Now they're actually put into place like we want them. Now while we're here, we might as well create these stones that actually come out. Because you can see here we've got some stones that come out. So let's do these too first. So at the moment I'm going to go ahead and press Tab. I'm going to come to face select. I'm going to select this face, and shift select this face. And I want to bring these out. Now the way to bring them out is I want to move them on the G. But if I press G and Y, you can see that I'm going to move them both that way. And that's not something I want. So what I want to do is I want to come up, I want to make sure that I'm on individual origins because I want them to move individually. And then what I want to do is I want to place them not on global, but on normal. And now if I press and Y or and X, you can see that they're moving in the same direction. So let's press and Z. I think it'll be on this one. And now we should be able to actually pull those out a little bit, allowing us to make those little stone parts that, you know, come a little bit out. So if I now press Tab, we can see now we've got those two little extending parts like on here. Now with this one, we need to bring it out a little bit more I think as well. On this one, what I'll do is I'll bring it out this way, this way, and up the top. So if I come in now and I grab both of these and I press G and Z, we should then be able to bring it out like so. Now the problem is that if I press Tab, now you can see we've got a little bit of a gap in each of these. You can see we've got a tiny, tiny bit more gap than what we've got down here. And that's also not okay, So what I'm going to do is I'm going to grab both of these and I want to pull them out. So X and X, let's pull them out a little bit like so. Hold the shift button if you need to. And there we go. Now you can see that looks much better. Now let's do the same on these. What I'm going to do is I'm going to press and Z. Let's try that. Not and Z, and X, No, and Y. There we go. And Y. Let's pull them out very slightly. And there we go. That's exactly what we want. Now finally, let's pull these out a little bit. So what I'm going to do is I'm going to turn off now my normal and put it back on global. And then what I'm going to do is I'm going to grab all of these on the front and I'm going to pull them out very, very slightly like so. And now you can see we get the real beginnings of an actual door. Now if we look at these, we've got one lot that comes out and then one lot that goes in. So let's do the one that goes in first. So what I'm going to do is, again, before I do anything, I'm going to reset my transformation. So control all transforms, right? Clicks, origins, geometry, cab. Let's come to these two first. And then what I'm going to do is I'm gonna press the eye button for insert. And then I can insert it in like, so I'm going to insert it and then what I'm going to do is I'm gonna pull it back now. So if I grab these, I'm going to press and pull them back. Like. So now don't worry if your door isn't looking the same way. These are just practice. So we're not trying to copy something exactly or anything like that. I'm showing you the techniques which you can use to create a door, or a bridge, or something like that. And the thing is, when we create the next one, it should be better than what this one looks like anyway. Hopefully thereby making sure that, you know, you've kept you increased your skill levels based on what I'm saying. Now the other thing, I'm not quite happy about this because it's quite a stylized door. And the thing is this looks a little bit thin to me. So I'm just going to press control's head. Just go back a bit. And then what I'm going to do press control's head once more and now I'm going to press eye and bring it in a lot more like so. And then I'm going to press E and pull it back, thereby making it a little bit chunky. And I think I'm a lot happy with that. Now, let's use the same technique for these ones. So I'm going to grab both of these. I'm want to press the eye button. And then what I'm going to do is I'm going to extrude but outwards. So I'm going to press, pull it out so. And there we go. All right, so now let's actually move onto the door. Now you'll notice that I've still got my bevel modifier on. I'm gonna leave that on. I don't need to worry about that right now. I'm then going to come to my door. What I want to do is I want to work on this door on its own. I don't want anything else in the scene. So what I'm going to do is I'm going to press Shift in H and that then we'll hide everything else out the way apart from the door. And then I'm free to work on this. Now we want to have this door, first of all, split up, but we also want to make sure that it's looking like the woods. Looking a little bit warped, you know, So we've got some control over how warped it is or if it's even a straight door. Now the way to do that is what we want to do is you want to first of all come in with edge slick, grab each of these edges. You want to right click then and you want to mark a seam. And then again that allow us to actually pick between each of these and it makes it really easy for when you want to split it up. Now I'm going to do is I'm going to press control. I want to, let's add in four edge loops, five edge loops, something like that. Left click, right click. Just add those in. Now, at the moment, these aren't very straight, but for what we're actually doing, we don't need to worry about straighten them up. All we need to do is make sure that we've got some edge loops in. Because what that allows you to do is it allows you to bend where each of these points are. So I'll show you what I mean by that. First of all, let's come in and split off each of these planks. If I come in and press L, L, and L on all of the opposite ones, again like we did with the stone, It means now when I press Y and these are split off from each other. Now that allows me to do, because I've put these edge loops in, is I can come in now and grab, let's say one of these. And if I press now, you can see that I can move it from each of these points. Which makes it really, really easy now to actually bend my wood a little bit. However, we don't want to actually go in and move every single piece of wood like this, you know, and go on all the way up. We want to make it really easy for ourselves. So the easiest way to do it is if you press three to go straight on. You're going to use proportional, edited. Now if we click this on at the moment, if I grab this point and press, you'll see that I have a kind of a little circle. And if I press G and move my mouse wheel out, you can see now that I'm actually moving this piece of wood like so. Now you can see that the problem is that it's not affecting the other piece of wood around it. And that is because if I click this little down arrow, you can see that we've got connected only on if we click this off, however, and now press G, we can see we can move the whole door. Now the problem is we don't really want a door like this. So this is way, way too much to start with. So I'm just right click in just to drop it back. But what we have is we have all of these options. And one of the best options on here is called random. If I pick the middle of the door now click you can see that we can actually get some randomness to our actual door. Now I'm not going to have it that random because the thing is I need to bring this in a little bit because it's going to kind of move the door out of place. So what I'm going to do is I'm just going to grab each one and very, very slightly move it, either right, left, up, or down. It doesn't really matter. Like, so then finally what I'm going to do now is I'm going to come to the bottom of my door. And I'm going to click on the bottom edge. And again I'm going to pull the up arrow. And you can see now how it's bending that door. So you can just spend a little bit of time moving it out like so. Now the last thing, let's do the top as well. So we'll just move the door a little bit out like so, like so now we can see we've got a pretty random door however, it's okay being random, you know, in the creases and things like that, but we've not actually pulled them out. Also, I'm going to grab an edge. I'm going to pull it out very slightly. I'm going to grab this edge, pull it out very slightly. Grab this edge, pull it out very slightly. And now we can see we've got a door that looks to be very warped and you know, kind of medieval looking. Now one thing you can see is that we've got some edges on here. And that's simply because we need to right click and shade auto smooth. Now the thing is if you are using an older version of blender, you should be able to click Shade Smooth. And then what you're going to do is Dan the bottom right hand side. You just want to click on Auto Smooth. For those using new versions of blenders, just right click, shade, auto, smooth. All right, so there we go. That is the beginning of our door. And all I want to do now is control all transforms, right? Click the origin to geometry. Now on the next lesson, what we'll do is we'll turn this actually into planks rather than just two D objects. And then hopefully we'll be able to get our bars in our door done as well. All right everyone. So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 8. Stylized Hinges Creation In Blender: Welcome back everyone to blend and beginners boot camp. And this is where we left off. Now what I want to do is I want to bring everything back so I can see how far I want to bring this door out. So if I press ol tag, bring back everything we can see. Now we've got everything brought back, including all the things that we actually hid. But what I want to do is I want to hide these again. So I'm just going to hide my base, my platform and my roof text. Roof text. Yeah, I don't know why it should say door text, not roof text. Double tap the just to deselect everything, I'm actually even gonna hide this out the way. I'm gonna select the light, press the H one, hide the other way. And then it should be left for something like this. Alright, so let's grab the wood now. And what I want to do is you want to grab everything. Now, I could come in and actually use a modifier. So I could actually select the, you know, modifiers over here and add in a solidify. But I don't really want to do that. All I need to do is actually extrude it out. So I'm just going to grab my wood, I'm going to press and pull it out like so to the thickness that I want it. And you can see now that it's got a relatively nice thickness to it for our actual door. Now the next thing I want to do is I do want to bevel it off a little bit, because I do really want to see that kind of, you know, these edges going in there to make it look kind of broken and things like that. So what I'm going to do is I'm going to press control A all transforms, right click that origin geometry Add modifier. And then I'm going to click on the Bevel button. I'm going to turn my Bevel all the way down. Bring it up by one, and there we go. A really, really nice, easy way to make an actual door, but we're not finished there. What we want to do now is we want to create the bars that go across here. So let's actually use the orientation of the wood to create our bar. So if I press shift S, cursor is selected, what that's going to do is going to move the cursor to the orientation of the actual door. And now I can do is I can simply bring in a plane. First of all, I'm going to press three to go into front view. I'm want to press shift A, bring in a plane. I'm going to rotate the plane round on the y axis, so R Y 90. Spin it round, press the S bone to make it a little bit smaller. And we can see now that it's round about here where the actual bars is. You can also see for some reason these hinges, they should be on the actual bars, but they're not, but well fixed though, so don't worry about that. So what I'm going to do is I'm gonna pull it across like, so I'm gonna pull it out slightly, just so it's in front of my actual wood. And then what I'm going to do is I'm going to press Tab. I'm going to grab the edge of here. I'm going to pull that out to where I want it. Now you'll notice when I pulled that out, I've still got my proportional editing on, so let's turn that off. Let's pull it out to where you want it now. You'll also notice it's probably a little bit too thick on here. And also you can see we've got some wood actually creeping through there. Now let's not worry about that actually, because we're going to make this a three dimensional object anyway. But the main thing we want to do is just round off these edges and make sure that we're happy with the size. Now I think it wants to be a little bit thinner. So what I'm going to do is I'm going to grab it all with L. I'm going to press S and's D, make it a little bit thinner like so. And then what I'm going to do is I'm going to come to my little vertex button over here. Let come both of these vertexes, Press control shift and B. And then we're going to be vel it off. I'm actually going to leave it on the bevel that we already had it for the door, because I think that looks nice anyway. And now basically it's just repeating the processes, you know, using the same techniques as before. But if I come in and press L, grab my actual bar that's going across, press the Born to add some chunkiness to it. And then what I can do is now I can press L to grab it all. So L hovering over there, make sure it's all selected. And now let's lift it up. Do this part here. Now you can also see that we're going to need two of these. So if I press three with it all selected, let's actually duplicate it. So shift D enter to make sure it stays in the same place. And then just pull it down like so. And there we go. There's our bars on our doors really easy and quick to do that. And now let's actually create our actual hinges. So again, I'm going to press Tab. I'm going to press Control A all transforms. I'm going to write click and shade auto, smooth. And what I tend to do is I tend to, as I'm creating something, then I'll bevel it off, then I'll join them altogether. So if I come over now, add modifier bevel. Bring down the bevel amount, pick it up one and there we go. We've got a nice bevel on there. Now what I tend to do is I'll tend to leave it like this, so all these, as you can see, have got bevels on. We'll join them all together at the end and make sure that we apply all those. And now what I'm going to do is I'm going to bring in this actual hinge. Now at the moment, if I click on either of these, you can see my orientations down there. What I really want to do is I want to start my hinge in the corner over here. So what I'm going to do is I'm going to actually select one of these edges. Now, I do have a problem in that when I actually come in, I can't actually see through there, But there is a new little born that's really, really handy. So this one here, if you over over it says toggle x ray. Now I can see the actual inside of there. What I can do is I can come to face select, select, this face first shift S first selected, and then can turn it off. Like. So now what I can do is I can press Tab to make sure that I'm an object mode because I don't want to join it to these that I've already created. And then what I want to do is press Shift, a primitives menu, bring in a cube. And that then cube will come exactly where I want it, right there where I actually want it. So I'm just going to scale it with scale it all the way down. Then what we're going to do is we're going to press and's Ed and bring it out because that's where we actually want our hinges. Now you'll notice here how these hinges look. So we've got pretty much two, two inwards parts. So let's actually create those. What I'm going to do is I'm going to pull it out a little bit. So then I'm going to press Tab. I'm going to press Control. I'm going to press two, so one and two like so. And then what I'm going to do is now I've got these edges selected. I'm going to press control B to bring in a bevel. Now you will notice because when we were doing the door and these actual bars that we had it on, a number of cuts. Two, I'm just going to scroll my mouse wheel backwards. Just one, just so we have one cut, left click. And there we go. There is the beginnings of our actual hinges. Now let's come in. And what we want to do now is we want to be vel off the top and bottom to create that kind of indentation part of the actual hinge. Now before we do that, again we're going to have to press Tab control. All transforms, right click, set, origins, geometry. And now I can come in and press control and just bevel it off like so. And there you go, Easy as that. Now let's create these inside hinges. So I'm going to press Olt Shift and click just to make sure that I'm grabbing it all the way around. If you need help, just make sure you click this button on. Then you can see going all the way around. So olt shifting click going all the way around. Thin it off. Now what we want to do is we want to extrude. But the thing is if I press, you can see it kind of goes all over the place. Now, the other thing is because I've pressed, I've actually got those still sat there. If I press, you can see they're still actually sat there. So if you're having problems with the mesh because of extrusion, the best thing to do is press a, come up to where it says mesh and then come down to where it says clean up. And what you want to do is you want to merge by distance. And what that's going to do is it's actually going to get rid of any overlapping faces or edges or vertex. And if I click this on down at the bottom, now you can see 16 vertices removed. That means that it's cleaned up all of those extrusions. So I'm just going to show you that once more. So if I press Enter, Enter like so. Now I've got two extrusions on there and a lot of the time people will come and they'll say my UV is not unwrapping, probably I've got problems with the mesh and things like that and this is mainly the reason. So if I press a mesh clean up, Merge by distance, 32 verts removed and now these are nice and clean again. All right, so let's now go in and press Olt shifting Click. And what we're gonna do is we're gonna press Extrusion Enter without moving anything. And then what I'm going to do is I'm going to press, if I press the Be, you'll C. It brings them in like this. Now unfortunately that's not what we want to do because you can see there brought in at an angle because it's just basically scale them in. But what we want to do is press control D, and then we want to press Olt and S. And now bring them in hold in the ship bottom. And what you'll find that it does is it brings them in nice and straight like so. And now you can see already we've got a pretty nice hinge going on there. Alright? So now that we've done our hinge, let's keep this hinge pretty simple. Let's press control or transforms, right click, origins, geometry, right in the center. And then what I want to do is I just want to come over adding a bevel like so. And there we go, one actual hinge, now let's press shift and bring that down. Then I'm going to bring it down to this one. So I'm just going to make sure that it actually lines up with this one. So I can see pretty much not lining up there. I'm looking at this line. And this line just to line them up. And there we go, that's looking pretty nice. All right, so the last thing then we want to do is we want to actually create this actual door handle. Which actually isn't that hard once you know how to do it. But we'll do is we'll come up and we'll save out our work. And we'll actually do that on the next lesson. All right everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 9. 3D Door Handle Modeling: Welcome back everyone. To blend the beginner's boot camp, and this is where we left off. All right, so now we need to make this actual small handle on here. So the easiest way, actually, is to either bring in a Taurus or to make it itself through an actual curve. And I find actually if you're doing something like this, to use a curve. So I'll show you what the difference is if I press shift S, cursor to world origin, and then we went through this, press shift A, And you'll notice that if I come over to where it says Mesh, I've actually got one that says Taurus. Now the problem with Tauruses is yes, they look nice, but they also have a lot of polygons. And this leads me into a talk on polygons at the moment. You down at the right hand side here, we just have the version of Blender we're actually using. However, if we go to edit and go to Preferences, go to interface, and you'll see one that says Status bar and under Status bar you'll have one that says scene statistics, system memory, video memory. If we tick all these on, close that down. Now, down at the bottom right hand side, we will see how many actually polygons this actually has. So if I press Tab, you can see at the moment this has 1,152 triangles or polygons, if you want to call it that. Now, in gaming or in movies or anything like that, if you're using any kind of CGI or assets, you want to keep that polygon count relatively low unless you're working on a really, really high budget and you don't mind really, really high render times because the more polygons you have, the more difficult the machine has to actually render it. Of course, this is a simplified actual explanation that does come lighting, and materials, and textures and things like that. But polygons actually play quite a significant part in how fast things can be rendered. Now this is why N real engine brought out something that's called Nani where you can basically render billions and billions of polygons in the scene at one time. However, there are still drawbacks with that and you can render out all those polygons, but you can't render out loads and loads of materials and textures. So there is a drawback to this, which hopefully will be fixed in the future. However, getting back to the point, the polygons still play a significant part when it comes to blender because we don't have nanite in blender. So it basically goes on how many polygons, how many textures and things like that. So to run it on your machine, you want to make sure that you've not got millions and millions of polygons in the scene, or it simply won't be able to be rendered out. So when we build things, we want to keep things relatively low on the polygon side. And this brings me to our actual Taurus. And we can see, again, as I said, 1,152 polygons at the moment. Now we can see when we shade this move, that we still have some hard edges on here, even though the actual circle looks relatively nice. So I'm just going to put that over to the left hand side. And then I'll show you the difference between this and using an actual curve. So if I press shift A, come down to curve, and what we want to do is you want to bring in a circle. So here comes the circle. Now the best thing about this, as you've noticed when we bring in our Taurus. So we're just bringing in our Taurus. Again, you will notice all of the precepts come up on the left hand side. But the moment I move this, that all disappears. And I'm unable then to go back to it. So let's delete that out of the way. Now with the circle though, I don't have anything that comes up on the left hand side. Really, what I do have is everything over here on the right hand side, which is a load of options for me to actually work with. Now this is why it's so easy to use circles curves, or nerves curves rather than an actual taurus because you have a lot more control. If I come in and turn down the resolution to one, you can see that I can actually change how much resolution is actually in the curve being it, how round it actually looks. Now what we can actually do is, as well as I can come in and change the depth of this. So I can change the depth up to something that I actually want. And then I can come in and change the resolution up to as high as I actually want. Now, it doesn't tell me really how many actual polygons I'm going to be using on this, but it does give me an idea of how round I actually want it. So let's turn this up to something like nine, something like. All right. You can see it's nice and rounded there. Now you can also see if I scroll down here, that I've got a resolution, which is the actual edge loops going around each of here. If I turn this up, you'll see that it actually gets more rounded round here. This top one is how rounded it is, round here. All right, I'm just going to put that back to, let's put it on five, something like that. All right, So we can see that they look identical apart from this one is a lot more rounded, which is actually what we really want. We don't really want it looking so blocky looking. Laban we've got here. I think actually I'm happy with that. I don't know if I'm happy with the size as well. The other thing is if I come and spin this round, so r and y and 93 on the number pad and make it smaller. You can see now I've made it smaller, it's really, really chunky, which makes it really hard to work with. Because how do I make this now less chunky than what it is? It's very hard to actually do that with the circle though. If I spin this round, so R Y 90 and I do the same thing, So three, bring it over to here, put it into place. So roughly into place like so S make it a little bit smaller and let's bring this out. Now over here now you can see that it's still pretty chunky, but I actually have control of how chunky I want it to be. I can order shift button down and make it less chunky if I want to, thereby making it a much, much better way to create handles like this. Now what I'm going to do now is I'm actually going to convert this to mesh. I'm also going to show you something else that you'll probably want to be using as well, because you're going to be using it a lot. So let's now say we're happy with how this looks. Let's go over to object and you'll see now we can convert this actual curve to mesh. We've got one here. Now the other thing that this does is it actually also applies all of our modifiers. So if you come over here and click on the modifier, we've got a bevel here. Now if I grab all of these and join them together, it will try and add on all of the actual modifiers together or it will take them off because it all depends on which one that you're adding them to. For instance, you can see this yellow line, the other ones are orange. What it'll do is it'll apply all of the modifiers the same as this one. In other words, a bevel, if I put on a mirror, if I put a mirror on this and I put my mirror, let's look on the z axis like so. If I now apply these altogether. So if I press control J, you will see that it actually applies both the bevel and the mirror to everything. And we don't want that when we join something up. We don't actually want it to apply the last modifier on this one. So the last one selected, we actually want it to apply each modifier individually. So the way that we do that is we can come up to object, go down to where it says Convert, and then click on Mesh. And what they'll do is it allow all of the modifiers in separately, so mesh like so. You can see now no modifier, No modifier. However, we've still got our bevel on, so it's a really good idea to use this instead of apply, modify it, rather just call to object convert and mesh. Now what you can also do, which I find is the easiest way, is just to right click where it says that and say a sign short cut, and then press D or something like that. And now you'll see that we can apply it in this way. So now what we can do is we can actually come to my actual curve and instead of going to object and down to convert and to mesh, all we need to do now as you can see we've got a curve here, is just press D, and then what that'll do is that will actually convert it into mesh like so now we can see at the moment that this curve is 1008 triangles and this one is 1,152 And yet this one looks tons better than this one. This is why we're using curves. We also, if we wanted to, let's go back and bring back the actual curve. So controls control z, Here is my curve. We can also bring this down a little bit. So if I bring it down, let's say one more. Let's actually press D again. And now if I press tab 896 polygons, and you know what, it still looks better than this one. This is why we're actually using curves, and this is also why we're using D. Instead of keep coming up to this menu over here. All right, so now let's bring this over and we'll finish actually making our actual handle on the next lesson. What I'm going to do is, and I'm going to put it into place somewhere like that. And then what we'll do on the next lesson is we'll start actually creating this part that's actually going to hold this handle into place. I just think it's very, very important that you find out how to actually speed up your workflow significantly. And I think this is a really important thing, as well as understanding that you can be as fast as you want to be, but if the topology is not right, or if you've got massive amounts of topology when it's not needed, that's also not a good thing. So it's basically working in a really fast way, but in an effective way as well at the same time. And that is what we're hopefully trying to teach you on this course. Alright everyone. So hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 10. Door Texturing Techniques: Welcome back everyone to blend of beginners boot camp. And this is where we left off. All right, so now what we're going to do is we're going to create this part here, and then we'll create this little insert here just to make the door handle look right. So what I'm going to do is I'm going to press Tab. Come up. I'm going to press Alt Shift and click Alt Shift. Click. And then what I'm gonna do is rather than grabbing the others, I'm gonna show you a quick techniqu where you can just press control and that then we'll grab them going all the way around there. Now I want to do is I want to press shift D and then duplicate it and then actually bring it out. So if I press shift D like, so we can see now if I press the S born, now we've actually got that like so. And all I want to do now is basically make it into a three D object. The easiest way to do that is if you press P selection. Separate it out from the rest. So you should be able to now click on this bit. If you can't, click on this bit, just press the H b and then you can bring it out like so. Now you want to do is you want to press control all transforms, right? Clicks at origins, geometry. And now we'll add in another Solidify. Add modifier. Bring in a solidify, bring it out the other way. Hold the shift, bun, just so it's not going out too much. Right click, shade, auto, smooth, and we should look something like that. Press all teach then just to bring back your handle again, You will bring back everything again. Don't worry about that. I'm just gonna hide this floor out the way because it makes it a little bit easier for me to work. And there we go, We can see it's already looking pretty nice. Now if you're not happy and you want it going further round, you will have to go back and select more of them. But you've got the technique already nailed down now. And then all I'm gonna do is I'm gonna press D and that then we'll apply that modifier. Now I can come to the back of it and what I can do is I can select some of these. So if I come in, let's say I'll select going all the way down here. So I select this one. Control select. Shift select. Control select. And then what I want to do is I want to extrude them out. So if I press and X, extrude them out along here, and there we go. Now we've got pretty much the handle for our actual door. Now one thing I'm not happy about is these. They look a little bit rounded and I want them flat, so all I'm going to do is I'm going to press and X. I can actually straight them up like so. So S and X straighten them up and there we go. Now let's make the other part of this. So the inside of it what I'm going to do is while I've got these here, I might as well press shift S cursor selected. And what that's going to do is going to make sure that when I bring something in, it's going to be right in the center of there. Now we're going to do is I'm going to press shift a mesh and this time we're going to bring in a cylinder. Now cylinder is really important when you first bring them in, that we turn down the number of verts because it's simply simply too many verts for what we need. It's a tiny, tiny part. So let's put the verses on, let's say 24. The other thing is, when we turn down the depth and the radius, whenever we bring in another cylinder, it will come in with these options that we've actually changed until we actually reload blender. If I turn down the radius like so and I turn down the depth, so when I bring this cylinder back in, it should come in like so. If I now press shift A, bring in a new cylinder, you will see that it comes in exactly like that. Which is what we want because we don't want cylinders coming in which are so huge. All right, so now let's spin this round. So I've got this, let's press and Y and 90, let's put it in some sort of place. So something like that. And then what I want to do is I want to press scale it down. So, and then finally I just want to squish it on the Z. So if I press and z, pull it down, just give it that kind of overlook. Now let's make the insert on here. So again, control all transforms right click. It's the origin of geometry. And then what I want to do is I want to come in now, grab the center of it, so just the center of this one, press the eyeborn and bring it down like so. And then extrude it back. So pull it back like so. And now, fine, we can just pull this into place like so. Now let's right click and shade, auto, smooth. And there we go, a beautiful door. Now the thing is we want to be level this off as well. But when there are small parts like this, I prefer not to use the I'd modify a bevel and the reason is sometimes it's going to be vel off everything and we don't really want that with such small parts. So what I tend to do is I'll come in and I'll grab the edge. So Olt shift and click like so. And then what I'll do is I'll just press control B and pull it out very, very gradually to where I actually want it. So something like that. Left click and there we go. You've got a nice bevel, let's do the same then on this part as well. So old shift click, old shift click control B and just bevel the morph, very, very slightly like so. And there we go. You might also want to come in and old shift click on the inside as well. So old shift click control just to make it look like it's actually going into something. As you can see, it's quite a nice thing to do. And then what we're going to do is we're going to join all of these. Now get into the habit of win before you join everything up. Pressing D, just to make sure all the modifiers and things like that are applied, then press control J. Right click, shade, auto, smooth, and then everything should be done correctly. Now what we can do is we can put that into place on our actual door. And there we go, you can see that this door perhaps looks better than this door. All right, so now let's hide the door out the way. Let's hide the base. Let's hide the light out the way. Let's delete this Taurus, because we're not going to need it anymore. But you can see the difference now of these two. So I'm going to delete that out of the way. And now I want to do is we basically want to put the same materials as what we've got over here on this one. So in other words, we can see if we go to our materials, doors, stone door, wood, and bridge, Mel, we basically want the same materials now. Rather than going and searching for all these materials to put them on. I would soon to do it an easy way. So what I'm going to do is I'm gonna press B, and this is box select. That means I can grab everything with inside that box. I'm want to press D just to make sure that everything has been applied. I want to press control J. Join it all together, Right click, shade, auto, smooth. And now you can see that we've got a door that is completely done and joined together. Now let's press control or transforms, right? Click the origin to geometry, and there we go. Our door is ready to go. Now, how do we get the materials from this one to this one? All we're going to do is we're going to go to material. I'm going to grab my door. Grab this door second. So whatever's highlighted in the yellow, not the orange, that'll be what it actually inherits. Now if you press control L, you'll get a new actual menu. And this one is link transfer data. Now you can see all of these things. We can copy modifiers, we can transfer UV measures and things like that. As long as they're the same, you won't be able to do that if they're not. And what we want is to link materials. And there we go. All of the materials on the right hand side now on this one are exactly the same as the one on this one, making it much, much easier for us to work with. Now the thing is that I've said in this, this course is not really about materials and textures or anything like that. Well, I think on the next lesson it'll be a good idea to actually show you how you can bring your own materials and textures in. I definitely think that will be a good idea. All right, so what we'll do now is we'll actually come in. We've got doors, stone door wood, and bridge metal. So let's do our stone first. So what I'm going to do is I'm going to come to edge select, I'm going to select one of these. And then what I'm going to do is I'm going to slect them, going all the way around. So, and because it's stone, generally you can get away with simply pressing, coming down, and clicking Smart UV Project. Look okay, and there's your stone. You can see just how easy that actually was. Now let's come to our wood and what we'll do is the same thing. Now sometimes with wood, you will end up where the planks are pointing in the wrong way for the wood grain. And that sometimes needs going in and fixing. So if I press U Smart UV Project, click okay. You can see at the moment this is still stone. So what I need to do is that I need to come to door wood, click on it, and then click a sign. And there is your door wood. And you can see it looks really, really nice. Finally, then let's do the metal. So we're going to come in L, L, L, L and just click all the parts. Bridge metal. Click a sign, press U. And you can see, because we've clicked a sign, you can see how bleary this metal is. Now the reason fly is because we haven't unwrapped it yet. So now if we press U, U V Project, click okay. And there we go. There is that nice shine from our actual door metal. And if we put on back on our EV press Altage to bring everything back. And there you go, There is our door actually finished. You can see we've got some really, really nice planks of wood that look, you know, bent and things like that. And it's a really, really nice technique to make indoors. All right, so let's go up now to file and save it out. And what we'll do then on the next lesson is I'll show you about textures and materials. And then after that we'll move on to creating a brick wall. All right everyone, so I hope you learnt a lot from that. I hope you've enjoyed the course so far. And I'll see on the next one. Thanks a lot. Bye bye. 11. Material & Texturing Essentials: Welcome back everyone to Blender Beginner's boot camp. Now I'm going to do is I'm going to give you a short introduction on materials and textures. And now to actually bring them in and put them together for your own projects. As I think it's quite an important thing even though this is a blender modeling boot camp. So if you're not interested in that, just move on to the next lesson. Welcome everyone to this short introduction on importing texture maps and creating materials within blender. Here we'll be going through basic material set ups and easy ways to import your texture maps all within blender. Then we'll be moving on to an explanation of what maps do and why they're important. So with all that said, let's get started. So in this basic scene that I've set up, you will see that I've got these three objects and they're all UV unwrapped. So now let's succumb to our first object, and let's say we've already marked our seams as you can see. Now let's come up to edit first of all, and what we're going to bring in is a add on called Node Wrangler. And this is going to make it very easy to set up materials within your scene. So let's come to edit, come down to Preferences, come over to where it says Add ons, and then we're going to search for node N, O, D, E, and you'll see one called Node Wrangler. Make sure that's ticked on. And then let's close this down. Now what I want to do is actually create our material. So if you come over to the right hand side, you'll see this little football kind of icon. Let's click on the Plus. And then what that actually does is create a new material, and let's click New and give it a name. So let's call this Wood because I've already created a ward. It will come up as wood 001. If you've got 001, it will come up as wood 002 and so on. You'll notice as well that this has come in as a principle SDF. This basically is the magical node shader within blender that makes it easy to import all your maps and things like that. So now we've got this. What we need to do now is we need to head on over to our shading panel, which is this button here. Once in the shading panel you'll see basic set up, Same as what we had in the modeling panel. And now if I zoom out of here a little bit, you'll see that we've actually got a basic set up already. So we've got our material output. And of course, this is where all the nodes end up in the end. Then we've got our principled, which is what I told you about is the magic kind of blender node. And if we zoom in a little bit, you'll see we've got all of these things where we can plug things in or we can mess around with these without actually a map plugged in. So now let's come and click on our principal BSDF. And what we're going to press is Control shift. And, and that then we'll open up the file of where you want to actually find your map. So make sure you store them in a place where you know where they are, go and find them. And then you should end up with five maps. Normally it's five maps that actually you can download. One is the base color, the next one down is metallic, the next one down is roughness, the next one down is height, and then you've got normal there, normally the basic five maps. So now what we need to do is you need to come to the first one and shift select the bottom one and then that'll select the mall. And then come over to say it's principal texture set up and click that on. There you go. They've all actually come in and you'll notice Blender has automatically set everything up for us. And this is part of what the Node Wrangler actually does. Now if we zoom in a little bit so we can see what we're doing and now we can actually go through some of these nodes over here. Let's zoom into here as well. The first one we've got is texture coordinates. Now basically this node tells blender whereabouts to place this texture on this object. So you notice at the moment it's basically plugged in from the UV. Now, if we quickly just go over to the UV and I grab everything, you can see this is our UV map, and this is how basically this texture is placed on this. So for instance, you can see that this one has been turned round, so it's going the correct way. Now let's go back over to our shading panel, and if we plug in the generator instead to the vector, let it load up. And you'll see now that blender is trying to generate how this texture is actually going to go onto this object. This is useful when you're creating textures within blender itself without maps but useless if you're actually bringing in your own map. So let's put it back on UV. Next one macros is called mapping and this basically is how this texture is mapped onto this object. You can see here that we can actually move the location of our actual texture, and this basically is moving the UV map. Now if we come, we can also scale this up as well as you can see. So you can scale it smaller and bigger. And it gives you a lot of control within actually the shader to mess around with the scale and things like that. Normally, I would actually do this in the UV map, but if there's any small details that I want to make, you know, a little bit smaller or something like that, I will do it within the shade. Moving across, you can see that all of these nodes over here, which are our maps, are plugged into our mapping node. So let's come to the first one. The first one is color and basically down on the right hand side here, I'm going to be showing you exactly what they mean. And then if you want more information, you can go onto the blender website and find all of the rest of the information out about all of these maps that we're talking about. So as I say, the first one is the color, and if we unplug that, it's basically what we can see is it's just the base color. Now sometimes you'll get colors where they come in with ambient occlusion. And I'm going to talk about ambient inclusion just in a few minutes. So if we plug this in, we can actually alter the color with other nodes that we can kind of slide into here. So I'm quickly going to show you that. So if we press Shift, do a search, and we'll just bring in a gamma, which is just going to lighten or darken our actual color. Now I've put that in there, you can see if I bring that down or bring it up, I can make it much darker or much lighter. So that's something that we can actually do and the Node Wrangler enables us to bring in a new node and just drop it in there. So what I'm going to do now, I'm just going to delete that and I'm going to plug that in now to go onto the next map is metallic. So I'm just going to head on over where we've actually brought in a metallic texture. So here we are in our set up now with our actual metal texture and material. So if we zoom in now, we can see that we have the next one down which is metallic. And we can see that if we come and actually unplug that, you'll see that not a lot happens. And this is because this metallic is very closely based on the metallic that's already there, which is zero. It's quite a dull metal. Now if we come in and we turn up our metallic, you can see that it goes really, really, really metallic like so. And you don't have to actually use a map to make something metallic, all you need to do is turn up this metallic. Now normally when we're doing things like using this slider here and no map, either something is metallic, so if I turn this down or it isn't like, so we don't really have anything in between when we're not actually using a map. So if we plug this back in now to our metallic and let it load up and there you go. Now the next one down is roughness. And roughness is basically if you think of a sheet of glass, when you look at it, it's not completely see through. You might have certain scratches on there. You might have things like smears, hand marks, things like that. And basically that is what the roughness map does. Basically, the roughness is determined by this map. So if I unplug this map, you can see we've got a lot of the kind of shinier parts and duller parts on here. So let's unplug this and then you'll see that it's all one kind of shine. You can also see if I come in and actually turn the roughness up or turn it down, I can make something like ice or I can make something very, very dumb. And this is why we use this map because it gives us a lot of control of how much smearing and things like that and makes it look a lot more realistic. So now let's move over back to our wood. And what we'll do is now we'll come down and look at our normal map. So if I double tap the a quickly, that'll just unhighlight this. And then we can just zoom in a little bit and look what this normal map does. As you can see, the normal map always plugs into a normal map node. And then we can mess around with the strength. So if I turn this strength right up, you can see now we've got a lot more pushing through of that actual texture now. Just be very careful when using this node. You can't turn it up too high and it will, it won't look very real in other words. So try and just get it somewhere where you're really happy with it and it still looks realistic. For instance, you do get some wood which looks like this, where it's really kind of elevated from the base, but I wouldn't go, again too high with this. Okay. So that's the normal map. And now let's move to the displacement map. For the displacement map, I'm actually going to bring in a new material now, so I'll head on over to that one. So here we are with our cobblestone texture, which we're going to use for our displacement example. So what displacement does is it basically gives this texture. It basically pushes it out. It's like using tesselation, as you'll see shortly. Well, the one thing is if you're using the displacement map, well, you really need to know two things. First of all, it doesn't work in V. Second of all, it really needs a lot more geometry than what you would normally have. So here we've got a flat plane, and we can see that they're slightly pushed up, and you can still see that this is basically a three D texture. So, how do we create displacement on this? First of all, what we're going to do is we're going to come over to our little spanner. So first of all, what we're going to do, we're actually going to subdivide this a couple of times. So let's press Tab. And what we're going to do is right click and subdivide, right click, subdivide. And now what we're going to do is we're going to press Tab, and we're going to bring in a modifier. And what we've done now is basically increase the geometry a lot. So let's come over to add modifier. We're going to come down to where it says multi resolution, and we're going to subdivide. Subdivide. And again, and again four times. And if you press Tab, you'll see that it still actually looks like this. So you can't really see all the subdivisions on here. But when we finish this I'll actually apply it and then you'll be able to see them. Next of all, what we need to do now is we need to put this on cycles. So if we come over here and we change it from V and we put it on cycles. And then what we can do is we can come down now to our material, which is this bottom here. Scroll down and you'll see one where it says settings. And under settings you'll have one that says Surface. And what you need to do now is change this, it should say bump only. Change this to displacement and bump. Once you've done that, then all you need to do is go to your Cycles shader, which is this put in here, and there we go. You can see now how actually realistic that looks, and now you can actually mess around with these. So we can really, really bump up the scale as you can see. We can also change the mid level, like so it really push it out or you can really pull it in as well. Okay, so that's a bit of an explanation on there. Now as I said, I will move over now to the actual spanner. We're a modifiers on, I want to press control A to apply that, I want to press Tab. And now you can see just how much geometry that actually took. Now you can get away with a little bit less geometry. So if I press control Z and just bring it back. And just bring it down one. So if I bring this down one like so, and you can see that it's still looking quite good. But if we put the viewport level up a little bit, it's nowhere near the level of this. So if we put it on three, press control, press the tabled. And you can see now there's not so much geometry, but we're still getting a pretty decent effect. Okay, so the last thing I want to show you is if we come back to our material shader and we put this back on V. So we've come to our computer icon, put it back on V, and now we'll just scroll around and zoom in to this wood. Now, what does ambient occlusion do? So I'll put a brief explanation down the right hand side of what actually ambient inclusion is. But we can actually enable it by coming over to our computer, putting this on V, and you'll have one that says ambient occlusion. When you click this on, you can see already that we really, really get much more shading on here, much more realism and things like that. Now as I said, you can get textures where they have ambient inclusion already built in. But I find actually doing it this way generally gives you a better result. Now the other thing you can do is you can mess around with the ambient occlusion and really bring it up or down, mess around with factors and things like that, and really get kind of the shadows that you really want on the surface of the actual object. So that concludes the material and texture introduction part of the course. And I hope you all got a lot out of it and have a much better understanding of maps and materials within blender. So with that said, let's get on with the show. All right everyone. So I hope you enjoy it and I'll see on the next one. Thanks a lot. Bye bye. 12. Blender Asset Manager Fundamentals: Welcome back everyone to blender beginners boot camp. And I think one of the main things that we should actually go through now we've actually completed our door, is actually how to use the new Blender Asset Manager. This is available for anything above 3.0 I believe. And it's really handy to actually have all of your assets put in one place when you've actually created them. And you're able to move them between one blendophile and another blendophile, with these including all of the textures and materials and things like that. So I'm going to give you a short video now of how to actually do that. And then once we return, we can move on to the next part of the modeling part, which is the brick wall. Welcome everyone to the short introduction on the asset manager within Blender. Now, before we get started, let's take a quick look at what we're actually trying to achieve here. If you see on the top left hand side here, I have actually one called Assets, which we're actually going to create. If we actually click on that, you'll see it opens up a new window. And within that window, we have assets on the left hand side grouped together. Not only do we have assets, we also have actually a material library as well. So we're going to learn actually how to actually put these into this group, and now Blender can actually find them. But before we do that, let me just show you how they actually work. So within my stylized assets, I have all of these assets which are from multiple courses. And I can simply drag and drop my asset actually into place. Now the asset doesn't just come in with the actual model, it also comes in if I click on my Materials tab with the actual materials, so I can bring any asset in. And they should come in nice and flat view into any scene that you want to create. Now with the actual materials, if I actually just bring in a cube, so I'm just going to bring in a cube. I'm going to move it over to the left hand side and I'm going to come over to my stylized materials and I'm simply going to drag and drop onto my actual cube. And there you go. You can see this one is glass. I've only got on materials at the moment, so you won't actually see through it or anything like that. But you can see that we can just drag and drop materials onto our actual cube and things like that. You can see that this one is water. And you can see how easy it is just to drag and drop them on. Now, some of them, depending on how complex they are going to take, a little bit longer actually, to place on your cube. But apart from that, they work really, really well now, enough for all that. Let's go back now to a brand new blender foil. And I'll show you exactly how we're going to set this up so where we are in our blender actual default view. And what I'm going to do is I'm first of all going to come up to the right hand side. I'm going to come across and you'll notice if you come across the general, we have one that says asset. Now some of you might not actually have asset. And if you haven't got asset, just click on something like modeling or click on modeling. And you'll notice now that we've got another one called Modeling One. And the reason is of course, because we already have one called modeling. Now if I come and let click, so double left click on here. Let's call this asset like so. And then what I'm going to do is I'm going to right click, I'm going to pre order this to the actual front. So we now have asset layout and modeling. Now at the moment, this is just a copy of my modeling and I don't really want that. So what I want to do is I want to come down to the left hand side. As I come to this corner, you'll see this little kind of cursor appear. And if I left click and drag. So from the corner left click and drag up, you'll now have actual two windows. Now what you want to do is you want to come over to where this actual icon, you see it, left click it. And over on the right hand side you'll have one that says Asset Browser. And there we go. So now we actually have our asset browser. And now you can click on this anytime that you want. Now it's important for this to actually work that. First I'm going to press Tab just to get out of my edit view. If I come over to file and I come down and what I want to do is I want to come to defaults. I don't want to save it as a start up file, but you don't probably want it here, like looking here in the assets when you first open up blender. So if you don't want that, just come to modeling. And then what you're going to do is you're going to go to file default, save start up file, and now every time you load Blender, you're also going to have this asset manager in place. Now, how do we make groups? So the way we make new groups, as you can see here, we can change this from all you can see, it's on current file and you can see there's also an unassigned button. Now it's important that we keep that unassigned button there, because many times I've created assets and I can't find them. And of course they'll be in the unassigned. Now let's create a new group. So if we create one called Material Materials like so, and then we know we can place all of our materials in this one. It's just a little plus to create a subgroup under all, if you want to subgroups with under Materials, you just click the plus on the actual materials and then it'll create a subgroup under this actual materials as you can see there. All right, you can see there's also a little star there. That just means that we need to save this blend file out. Just save your blend file out. If you actually want to save out these materials once you've actually got them in place. Now, how does blend know where to actually look for these assets? Well, what you need to do is you need to come up to Edit, go down to Preferences. And then what you need to do is you can see over here where it says use a library. This is where Blender needs to actually know where to actually look. You can see mine. At the moment, I've created a desktop icon that's called Blend Assets, and that's where I'm actually a time blender to actually go and look. Now the thing is any blend file that you create, just create a copy of it and actually put it into this new desktop. Blend file doesn't have to be a new desktop, but it needs to all be in the same file to actually work. Once you've actually done that, then we can close that down or save Preferences, you can also do it that way. Close it down, and now you'll see if I come down to use the library, you will have a problem here that we haven't actually got anything in there. So if we go to Open Preferences, and now we click on this. And now I'm going to go to my Desktop. And now I'm going to find my Blender Asset Library, which is this one here. And you can see I've got all of these blend files in there. If I click except now, close that down. And now when I come and actually click on my catalog, you can see that I've got all of these actual materials and things in place. This is why it's really important that you actually make sure that you actually put in your Blend Pals into that directory. Now the next thing we need to discuss is how to actually create our actual assets. So for instance, let's create a material. So if I come over to the right hand side, I'm just going to create a cube material like so. And then what we're going to do is I'm going to make a base color. So let's just change the base color to a red. Let's put it on material so we can see it. And there we go, we got our cube material. Now what I want to do is I want to write Click. I want to come down and mark as asset. And you'll notice now that it's got these kind of books stacked together. And that basically means that this has been saved out now as an actual material. Now of course, this blend file hasn't been saved out into my assets. So all I need to do now is go to File Save As. And then I'm going to go to my desktop and come to my Blender asset library, which is this one. And now I need to save this out as a blend file within here. Then what blender will do is it will pick up that this is a blend file within that actual file, so this one here. And then you'll actually have access to this material. Now the next thing you need to do is you need to actually, let's save a Cuba for instance, instead of an actual material, let's save out an object. So all you do is you write, click, come down to Market's Asset. And again, you'll see now that we've got those three actual stat book now, because you have actually saved this blend file out into your asset library every single time now that we open blender. So if I close this down and reopen blender, you'll see you can go to your assets. And now we can see that we can go to our user library, Open Preferences. And let's find our actual Blender Asset library. Click except close that down, and there we go. You can see I've got all of my assets in. You can even see the ones that aren't actually assigned. Where you can see I've got all of these assets in place already. Now, just before we finish up, a couple of things to remember. First of all, when you go to Edit and Preferences, you will see that this is normally read, you just have to name it something so it's not actually red and then you won't have any problems with it. Second thing is that once you've taken the time to actually create all of your assets and all of the materials and things like that by right clicking them and markets Asset, just remember to save that file out in the actual place where you save them out. So for me it's my Blender asset library. If you don't save out a separate version of Blender in there and you end up overwriting it, then you will lose all of those assets. Of course, basically it's a blend file just with all of your assets in there. That's all that should be in there. All right everyone. So I hope you enjoyed that. A few troubleshooting problems at the end as well. And as they say on with the show, I hope you enjoyed that. And I'll see you on the next one. Thanks lot. Bye bye. 13. 3D Brick Wall Modeling: Welcome back everyone to Blender beginner's boot camp, and this is where we left it off. Alright, so now we've done that. We can actually check it out and see what it looks like. And then what we can do is we can actually close this up now and just make sure that your door, if you click on it, you will see in your collections. If I open up lighting that where is my door? I can't actually see. Here is my door at the moment. Just make sure that you name it. We'll call it door and we'll always call it course after. And then we have a good idea of which one it is. And what we need to do now is just pull it all the way up. And what we're gonna do is just drop it into our door. And now when we close actually our door down, all of those should disappear. All right, so let's close up our lighting. We'll leave it there for the time being. And then what we'll do is we'll click on our wall and have those loaded up. Now we can see on the actual wall, if I click on it, that at the moment you can see one of them is normal bricks, albeit it's got a nice curve to it. And the other one is kind of these blocky bricks like this. And it's also got some cement actually in there as you can see. So you can see this cement in structure behind it. So these are what we're actually going to be replicating. So I think the best thing to do is start with perhaps the more difficult one, which is this one here. This wall, this blocky wall. Let's move them over to the left hand side. And then what we've got is plenty of space to start now. I'm going to just move them over a little bit more. And then what I'm going to do now is I'm going to turn off my Luton again, I'm going to actually put this onto object mode and then what I'm going to do is I'm just going to open up my brick wall. I'm going to turn off the text as well, and then I'm going to double tap the A just to unselect those. Sure. You should be left with something like this. All right, let's press shift and, and let's bring in our cursor to world origin. And let's bring in a plane. So shift A, let's bring in a plane, let's spin the plane round so Y 90. Let's press three on the number pad. And let's just bring you up a little bit. So just so it's run about the right size of our wall, it doesn't have to be perfect or anything like that. All right, so what we're going to do now is we're going to press Tab. And what we're going to do is we're going to subdivide this up. So I'm going to write, click and subdivide. And then what we're going to do is I'm going to come down to where this little menu is, open it up, and then just increase your selection. Now the more you increase the selection there, the easier it's going to be to create the actual block. So the easier it's going to be to create them, but the more time consuming it's going to be. So if I get to nine, you'll see that you can't go any higher than ten. So what you need to do now is you need to write click Subdivide, and then it'll subdivide it again. All right, so now what we can do is we can actually make a start on creating our block. So what I tend to do now is I'll slick on one edge control slate, the other control slate, the other like. So right click and mark seam. And then what I'll do is I'll create some more blocks. I'll be going all the way over here like so. And then I'll probably bring one into here like so. And then right click and mark. Same. Now, it's just a question now of trying to make sure these all balance up because you can't have a little sliver of a rock or something like that and you don't also want it repeating like this. So what I tend to do is I'll come in and I'll grab this one. I'll right click, mark a seam. And then on the next one I'll make a much, much bigger brick just to make sure that they're not too square going down there as you can see. All right, so now it's just basically going in and making some actual bricks. And all I'm doing to actually do this is I'm shift selecting one of them, control selecting the next one. Control selecting, control selecting right click and mark. Seem like so. And then what I'll do is I'll bring one in here like so. Control select. But I'm not going to control select that one. What I'm going to do is I'll come down. So right click and mark scene. And what this does is it actually gets you pretty quick selection, the selection process within blender, because there are a lot of bricks to select, we have actually an L shaped one in there as well. And the other thing is to remember is that there's a lot of bricks here. We could have made this much, much simpler for ourselves and maybe I should have done that. But I did actually want to show you just how good it will actually look if you select a fair amount of bricks. So you can see here, I've got a tiny brick in there, but I'm going to make it a little bit bigger, so I'm going to come round and just select it in there. And again, of course, the bigger I select my actual bricks, the quicker this is going to be. So I'm just going to actually not worry too much on my own, on my own brick wall about how much I'm actually selecting here. So I'm just going to come in, select those mark seem, I basically just want to get this done relatively quick and I'm going to bring it up to there and I'm going to select this one. This one right click mark Seem. And then I'm going to do is I'm going to select these two down here. Maxime. All right, so now let's come over and select all these, then we'll come over to this one. I think this will be the last flat one we do down at the bottom because we do want some variations. What I'll do is now I'll come to this one, I'll go up to here. We'll select that one, right click, and then we'll probably go up to this one going all the way over, right click, mark seam. Now let's think about filling in these parts. You can also use this actually if you're wanting to create any kind of patterns. So you could also make this seamless. If you wanted to, we're actually going to go into that, but you can see just how powerful this can be. Now be aware as well when you're doing L shapes that it's going to be a little bit harder for blender to be level them as well, so I wouldn't put too many weird, awkward sizes. If you can help it in there, just try and keep them relatively down to just a few of the weird shaped ones. And then what we'll do is we'll go all the way over here. Right click mark, Seem we're nearly at the top now, so I'm thinking probably come to this one here. So you can see I've got weird shape one in there. And then what I'll do is I'll have one like this mark seem. All right. There we go. Now what I tend to do is I'll come in, I'll go on to face select. And what I'll do is I'll select this face, this face. I want them far apart from each other because I don't want them actually touching. Because what I'm going to do is actually split them up. So you can say, I've grabbed these, press Y to split them, H to hide them, and then work your way down. Just make sure none of the edges are actually touching, so you can see like this, like this, Y, H, And then let's do this one now. So I'm going to grab this one. This one, this one, this one, this one. And then y and H. And then you can see if I grab all of these, press y al th, ring everything back. Now you can check to see if everything's split up. And the easiest way to do that is if you come to the two interlocking links, come to individual origins, press the S bond, just make everything tiny and you can see how everything is split up, which is exactly what you want. All right, so now I want to do is I want to pull all of my bricks back. So if I press E, I'm going to pull them all back like so. And then what I want to do is now is I want to actually be level them off. So control all transforms right? Clicks the origin to geometry. And then we're going to go over to our modifier. Come to bevel. And bevel them off like so turn our bevel right down and then what you're going to do is just turn it up one like. So now I think with these bricks, because we want a little bit of cement in between them, we're going to have to go in now and make them a little bit smaller. So if I've grabbed them, I'm going to press a, make them a tiny bit smaller. And now we can actually see that slight gap going through there. And that's what we want. Now it's time to bring in our cement. So what I'm going to do is I'm going to press shift that. Then we'll put my cursor right in the center of there. So shift S, cursor selected and then shift. And we'll bring in a plane. We'll rotate our plane round so Y 90. Rotate it round three on the number pad and then just make it so it nearly nearly comes up to the outside. So you can see it's nearly up to the outside. I might need to Jaws pull it over a little bit, just so it's more centered like so. And then our jaws pull it forward just a little bit. So al right now with my plane, I'm going to press control. All transforms right? Clicks the origin into geometry. And then what we'll do on the next lesson is we'll turn this plane into our actual cement. And I'll show you how that actually works. All right everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 14. Detailing Brick Wall with Noise Displacement: Welcome back everyone, to blend the beginner's boot camp. And this is where we left off now with the cement. The best way to do this is first of all, bring in a modifier. So what I'm going to do is I'm just going to hide my brick wall out of the way. So press H on it to hide it. Come back then to the plane. And then what you're going to do is you're going to come in and add a modifier. And what we want to bring in is a multi resolution. Now the reason we're using multi resolution is we can turn it up pretty high or low. Very, very easily. It's the main one that you should be using if you sculpt him because you can add in large details and then bring those details down smaller and smaller and smaller. Now you can use a subdivision, but I find on something like this, multi resolution is probably going to work much, much better. So let's bring that in now. Once I bring it in, you'll see nothing actually happens. What we want to do is if we press Simple, it's going to actually bring it up one and keep the sides the same side. So if I go back and press control and what we're going to do is if we press subdivide like so you will see that it actually divides it up. But it actually brings it all in because what it's actually doing is it's trying to squish it all in on a subdivision. Now, instead of doing that, if we just come in and press simple. Simple. Simple again. Simple again. What it's actually doing is it's dividing it up. So it's doing what we did with the bricks, but in a way where it's actually using a modifier to do it. Now what we want to do is you want to come in and you want to bring in a displace because then it's all going to make sense once we bring in the next part. What we also want to do is we want to bring that strength down to not 0.1 And then what we also want to do is we want to bring the mid level down a little bit as well, so not 0.2 something like that. What that's actually going to do is it's going to pull the vertices out in certain ways depending on what actual noise we're actually going to use. So if you think about like photo sharp or substance bench or something like that and you use noise to create roughness or you know, it's just a random black and white image is basically what it is now once I actually bring in this actual displacement. So once I bring in this new one, then you'll see what it's actually going to be. So if I click new like so. And then I come to my textures panel and you'll see at the moment that we've got a texture and then we have image on movie. So let's first of all name it. What we'll call it is grout because that's what the actual cement is called in between the bricks, like so. And then we'll go to where you say it's image on movie and the one that we'll bring in, you can mess around with these. So you can bring in a muskrat for instance, and you can see what that's going to look like. Now I recommend once you brought it in, right click and shade, auto, smooth like so. And then what you want to do is you want to come back now to your modifiers tab. And what you want to do is you want to turn this up. So if I subdivide it now again, and subdivide again, now you can actually see this really, really starting to come together. Let's subdivide it once more like so. And then what we'll do now is we'll go back to our texture. And now orders will mess around. So we can see here we can actually make it much, much smaller like so. We can also turn up the luminosity to make it a little bit, you know, more blocky and things like that. And the thing is, at the moment, as you can see, it's quite actual chunky. Now what we can do is we can come back now to our modifier. And then what we can do is we can actually turn up our mid level, or turn up our strength like so. Or turn it down. So let's turn the strength down to n 0.1 But what I'm going to do is I'm going to hold the shift board as I turn those down. And then what I should be able to do now is get that nice look that we're actually looking for now. You can see at the moment, obviously it's not quite right because it should be blocky all the way over here. And this is where you should be, you know, playing around with different noise types. So you can see that we've got intensity on here. So we can turn that up like, so now you can see really starting to actually look kind of nice. All right. So now we've done that, what we want to do is we want to actually apply that. So again, go away and play with, you know, all of these noise textures that are on there. We've got wooden things like that, really, really handy things to use. But go back now to your displacement. And what you want to do is actually, you don't actually have to apply this to put the material on this particular one, because we have a multi resolution on here. So what that means is if I now come in and I'm going to press ol tag, I'm going to bring back my materials. So I'm going to come in then and just hide the block out the way. Grab this and I'm going to grab this one here. And then what I'm going to do is I'm going to press control L and I'm going to link materials. And there you go. You can see just how nice that actually looks. All right, let's press al tag and bring back our blocks. And now we should be able to see, once I bring in my material for my bricks, how this is going to look. And then we can actually go in and mess around with it even more. So what I'm going to do is I'm going to come into my bricks. I'm going to press the Tabb, A U Smart UV Project. Click Okay. And then I'm going to grab my bricks. Grab these bricks, press control L link materials. And there we go. There are our bricks and there is the grout in between them. Now the first thing that stands out to me is that these look a little bit realistic and you might not want that One I'm going to do is I'm going to make them a little bit smaller. So just so you can see that grout even more. And now you can see that grout really, really coming through there. It's looking really, really nice. Now if you want them to look a little bit more stylized, all you need to do is turn up the amount of segments, not the amount of segments, sorry, turn up the amount. And we'll just turn these up one like so. And now you can see they're looking a lot more stylized. If you double tap the, you can see exactly what they're going to look like. All right, so the next thing I want to show you is if you are not happy with the material, if you come to your bricks and you come to you editing over here. What this is, if I press Tab now, is all of these bricks that blender has laid out. If we just pull this over to the right hand side, you'll see that we can just put this on material and then we'll have a good idea where it's going to look like. I'm just going to pull that back. Now if I come over now, press the button. I can actually make these bigger if I wanted to like so. And now you can see we get a much different look and feel to our bricks. Let's pull them back in now. All the way, and now you can see we get a much harder look to our bricks. Now I'm not happy with that. If you're not happy and you want to put them where they were, just go to UV and what you're going to do is pack islands. And that then is going to put them right back where you started. Now if you want one brick changing but not the, all you can actually come over and click on these two little arrows like so. And then I can hover over here in the actual UV map. And I can actually move these now and change just one of the bricks if I wanted to. So that's a really, really handy thing that is new to, I think Blender 3.3 or 3.4 So before we had to guess kind of which one of these were on the UV map, because what it means is I can actually go over and select a load of them as you can see, and it shows it up over here. So really, really handy to work that way. All right, again, we're not actually going to discuss much of materials and textures. I just think it's a handy thing to know. Let's go back to modeling now. So you should end up with something like this now, which actually I think looks better than this one that I already created. It looks a little bit more realistic. So now let's move on to our next brick. So what I'm going to do is I'm going to put that over here like so. And while I'm actually at it, I might as well show you what happens if we bring the multi resolution down. So if I come to my bricks, click on my bricks. But what I can do now is I can hide my bricks out the way. So jaws come to this and we can see that we've got this really nice flow on here. Now what we can do though is we can actually bring this down, as you can see, all the way down to zero, and get that flatteness back if we wanted to. Now what I'm going to do is I'm going to put this on seven. And again, I've got a displacement on here and I've got a multi resolution on here. And what I'm going to press is D, just to add all of those in at the same time, press the Taboid, and now you can see this is how the mesh actually looks. It's a lot of polygons. Again, you can see polygons 32,000 or something like that. It's a lot. So what we want to do is we want to bring this down before doing anything, while still trying to keep all of this on here. So all of this displacement on here. What I'm going to do to do that is I'm going to come over to my modifiers, add modifier, and I'm going to bring in a decimate. Now what you can see is at the moment, 16,384 polygons are in here at the moment. As I bring this down though, you can see that that number drops significantly all the way down to zero if I wanted it, although I won't have any mesh left. So this is how many polygons you actually want. If I turn this up to 0.1 something like that, we can see now we can get it down to 3,181 polygons while still keeping the majority of this displacement on there. So now if I press D and apply that, press the Tabor, and now you'll see that when they're going it, 3,276 polygons, which is still a little bit too high, but it's certainly better than 34,000 or whatever we had. Now if I press Al Tate, you can see because it's the grout behind it, it's not really gonna have much effect on how it looks anyway. All right, so on the next lesson then, what we'll do is we'll actually do this wall. So I'll show you how to create this wall and how to actually curve it. You can actually curve it going all the way around to even make an actual cylinder or something like that. Really, really handy to know when you're creating bridges and things like that. Alright everyone. So hope you enjoyed that and I'll see on the next one. Thanks lot. Bye bye. 15. Bend Mesh for Wall Deformation: Welcome back everyone to Blender Beginner's Boot camp. And this is where we left off. Alright, let's put our cursor right back in the center again. So shift S, let a cursor to world origin. Let's hide this wall out of the way because it's kind of annoying for me. And then what we'll do is we'll press Shift, and we'll bring in a cube. Let's make the cube a little bit smaller. So I'm going to base it around this kind of wall here. So I have, I press three, I'm going to go over to here. And basically what I want is one of these, I could have stole one of these bricks. But I think we'll start from scratch. So I'm just going to base it around this. I'm just pressing S, and then I'm going to press S and Y and pull it out just to get a nice size or a brick. All right, so that's looking pretty nice. Now let's bring in another modifier which is an array. So an array is really good if you're making in posts or bricks or things like that, where you can actually one after the other, perfectly aligned with each other. So add modifier, bring in an array now the moment you don't see anything. And the reason is because it's a raid at the back and we don't really want that. So all we want to do is we want to come down to where it says, turn that down to zero and then turn this y up to one. Now the only problem you'll have here is when you turn it onto one, it's actually going to be right at the side of it. And that's not something that you always want. So the best way to deal with that is either move this up and you can see again, big gap, which means that it needs to be 1.01, something like that. And now you'll see you have a nice small gap, or what you can do, you can just put it on one and then come in and add another modifier. And this time we'll add in a bevel modifier. Now the moment you can see that it's beveled off doesn't really look right. And the reason for that is again because we need to reset our transformations like so. And you can see straight away now it looks much, much better. Now if we bring this up, let's put it on object mode instead of a material mode because we can't really see what we're doing. Now if we turn this down, it's turning it up one, now you can see it's looking really red in the night. We could also turn up the segments on here and make them look really, really, actually more realistic than what they were. Now what we can do is we can actually bring up this actual count. So if I bring this count up, let's say we'll bring you up all the way up to, let's try 12, something like that. And what we can also do is on top of this you can also add another modifier. So if I come in to add modifier array, you'll see it puts it to the back. And we don't really want that. What we want to do is come all the way down to the botto, I'm just going to move this up just so you can see all the way down to the bottom. And instead of it being on the X, we'll turn that to zero. And then what we'll do is we'll put the Z on one like so. Now you can see that it puts it up. That's not what we want. So minus one instead, like so. And now these are actually aligned perfectly. Now what we can do is we can actually offset this though. So we want a constant offset to offset this, rather than it being, you know, in line with these bricks. Because that doesn't look right at all the way that we're going to offset This is come down to where it says Constant offset. Click that on, open it up another moment. It's soft setting by 1 meter. Suppose 1 meter. I don't think it is a meter. Maybe it is actually, it's in line with these cubes, so it probably is put it on zero. And then what I want to do is move the Y. Now if I comm three, if I come a bit closer, I can then move this Y up to kind of the halfway point of this center brick, which then gives me an idea of where I actually need to place this. Now, could it be on Naut 0.3 Let's try. If it's on nut 0.3 that's probably going to be perfectly in line now with the actual brick. Now the best thing we can do now is we can actually come in and turn this up. So every time I turn this up, you can see I get a constant offset like so. But I don't actually want it to be like that. What I want to do is now I want to actually create another array. So what I'm going to do is I'm going to actually grab both of these now and basically array them again. So what we're going to do is I'm gonna come in to add modifier array. And then what we're going to do is I'm going to come all the way down. Then this down to zero, put this ad on minus one. And now you can see that we've got array of our bricks going all the way down. So now I can just turn this up and we can array them as much as we want, really, really easy to get them the way that we wanted to. So I'm just going to turn it up, I think one more and then I'm going to lift them up to the ground plane like so. All right, so this is looking really cool now, can we actually bend them at the same time as well? Can we actually use another modifier and bend them at the same time? I actually don't know that because normally what I do is I apply all these modifiers and then I actually bend it. But let's have a look. Let's see if we can though, add modifier. And we're going to come down to where it says simple. Where is it? Simple deform. This one here. And then what I'm going to do is scroll all the way down. I'm going to put it on Bend, put it on Y. And yes, I think actually we will be able to get away with it. So what we want to do is we want to put it on Y. And you can see at the moment it's bending this way, and that's not what we want. So what I want to do is I want to grab my brick and I want to rotate it in edit mode. I'm going to rotate and you'll see what actually happens if I press tab, press our Zed 90. And you can see that every brick rotated. Now if I put it on medium, can we get away with that zed? Now you can see this is the problem I'm going to have when I rotate this. If I rotate it on the Y as well, you can see it's rotating everything. And this is why I couldn't use simple deform before. It's a good lesson learned. Actually what I'll do is I'll come over, I'll click my Simple Deform off. And now I'm going to do this. I'm going to press D. Now the thing is when you arrange something, it's always the best idea. If you want to unwrap something, now's the time to do it. Because once you unwrap, so let's say I put a seam on here, so right click, mark seam. Now once I press D and apply all these, so I have a press D like so which by the way, if you didn't have it done it's convert to mesh. So if you miss that one that's how we're actually doing it. Now you can see that all of these now have that marked on them, which makes it a ton easier if you want to apply materials and textures properly. Now what I want to do is I want to press Control A all transform. I click Set Origin Geometry, and now we're going to try that simple deform again, bend on the y axis. Now you can see it's bent the same way as what you did before. But if I come in now and press A, making sure I'm on medium point, press R Z 90 tab, and then Z -90 rotate it back. Now you'll see that we should have a different bend on Z, which we have now. We're actually free to come in and bend this going all the way around nearly to the point where we can actually create our actual cylinder. Now you will see that we do have them poking our lot. And the reason for that is, is because if we come back to, let's say this brick here, and we come to this, when we press control, let's actually come to it, Where's the brick to this one press control law. You can see now I'm adding in a load of edge loops. The moment I add those in, left click, now you can see what's happened there. It's based on how many edge loops you actually add in as to how rounded your bricks are going to be. Also when a right click shade auto smooth. Now you can see that those bricks instead of being block you like this, they would all be rounded off. It's important if you're really going to round something off. I'm just going to go back now that you remember to actually add an edge loops, so that might be some wood or something like that before you actually round it off. So what I'm going to do is I'm just going to pull this out and then once you've actually got it, you don't actually have to apply this. So I could move this over here and it will still keep this simple. Deform, as you can see. All right, so the last thing I guess I need to do is I need to come in now, grab everything with a smart UV project. Click Okay. Let's put this on material. And then what we'll do is we'll press Tab, grab this one over here. Press control A, and we'll link materials again. So there you have your brick walls. Now you can see as well that on this one they are quite close together. So if I come to this one, what I can do now is I can grab them all and come to individual origins. And then what I can do is I can press the S born and shrink them all in like so, even while they're actually being curved at the same time. But another really, really handy thing to know now what we'll do is we'll press Alt. We'll bring back our bricks. So we need this on. So then what I want to do is I want to grab both of these. And then what, what I'm going to do is I'm going to press the little dot on the actual number pad. And that then will show me where my actual brick walls are that I've created. And then what I can do is I can simply drag them up and drop them in my brick walls. And then click this on and off just to make sure it works. Now you can see I've forgot my grout. Then I'm going to grab my grout, press the little dot one, and then drag it all the way up into my brick walls like so. And now I'm going to click it on. Everything should be there. So let's now put those in place. You can see I've not grabbed everything. So what I'm going to do is I'm going to hide my light out of the way at the moment. I'm then going to press B box, select everything like so. And now I should be able to put everything together. Now lastly, before we finish this lesson, there is a problem where you can see where the kind of grout isn't coming with my wall. It's very hard to click and things like that. So let's actually fix that. We'll fix it on this one. So if I come in, grab my grout like so. And then what I'm going to do is I'm going to shift select my actual wall. I'm going to press control P, and I'm going to set the parent to the actual object. So if I set the parent to the object, now I'm going to grab my brick wall press and move it, the actual grout moves along with it because it's parented to the wall. So let's say you've got a bicycle and you've got some wheels on the bicycle. You want to make sure when you move the bicycle that the wheels move along with it without joining it altogether. So for some reason you might not want to join it altogether. It could be a flame and a, you know, a torch holder or something like that, and you made an asset for a flame and an asset for the torch holder and you don't really want to combine them. Well, this is a way round that you can actually pairing them up in this way. Alright, so low, Let's actually go and actually save our fire out. And I'll see on the next one, everyone. Thanks a lot and I hope you're really enjoying it. See on the next one, bye bye. 16. 3D Crate Modeling: Welcome back everyone, to blend the beginner's boot camp. And this is where we left it off, Al. Right now it's up to you whether you actually want to combine your bevels and things like that. We've parented this one up on the wall, I think. Yes, I've got my simple deform on. I think for me what I'm going to do is I'm actually just going to press D just to combine those. I'll also do it on this one as well. And I think I can go into my gut, and that's already been combined anyway. All right, so now I've done that. I might as well join these two up because there's no reason not to. They've got the modifiers applied now, so I can just join them up with control J. And there we go. So two walls actually done. All right, so now let's close that down and let's come to our crates. Now as I said, I've tried to put these in order of difficulty, so the more that we move along, the harder they're going to get. But not only that, it's not just about the difficulty, it's about learning new things within blender. So at the moment we've learned how to do a door, and we've learned how to do a brick wall, and a lot of those skills we're going to keep taking forward then into creating the next part as we move down. The thing is I don't want to actually come to a part where we've got to use ten different modifiers when you've never used a modifier before. So that's why we're doing it in that way. All right, so now you can see that we've got crates and bevels. I'm just looking if my text Yes, it says mirror. For some reason it's definitely not a mirror. It is crate and barrel. So I'll get that changed. I think ready when you actually come to download your own pack. All right, so let's move these both over this side. And then what we'll do is we've got our cursor right in the center. Again, I'm just going to move this out of the way. And I think also I'll move my text and I'll just turn off my lighting and that. All right, let's go to object mode. And let's first of all start with, I think we'll start with the crate. I think the crates actually, believe it or not, easier than the actual barrel. So let's first of all make sure you cursor is in the center with shift S. Cursor to world origin shift. Let's bring in a cube. And let's make the cube a little bit bigger just to be roundabout. The same size as this crate that I've already created. So something, something around that size. It doesn't need to be exact or anything like that. And then what we're going to do now is we're going to press, well before we press Tab, we're going to press Control all transforms. Right Click the origins geometry. Just let blender n hat, we've changed the size of the actual crate. Alright, next of all we're going to actually come into face Lt and basically you're going to make sure that everything's grabbed. So you're going to press L just to make sure everything's grabbed. And now I'm going to do is I need to make these parts of the actual crate. So what I'm going to do is I'm going to press I and bring in the insert. Now you'll see at the moment nothing actually happens, but if I press I again, now you can see that we can actually bring these inserts in. Now, I'm not sure why it's actually doing that. Let me just have a look why it's actually doing that. I think we have a problem with the actual insert. Let me just press, there we go. Let's come to this one first and see what happens. All right, that one's working. Let's grab them all again. Press I, and I'm not sure. Shouldn't, There we go. I've just pulled it in too far. That's where it was. All right. There we go. So don't push it in too far. If that happens to you, then you can see exactly what the issue is. All right, so we're going to pull them all in like so. And then what we're going to do is these are obviously the sides of our crate. Now when you're working with barrels and crates, the easiest thing to do is actually to break it down into parts and then hide those parts away and come back to them and use them later. It makes it very, very easy to do that. All right, so what I'm going to do is I'm going to press Y just to split it up. Then I'm going to press the H to hide it out of the way, and you should be left with something like this. Now I want to do is I actually want to split these parts up because we actually want it to look like our crate over here. So you can see that these parts here will be split up and then we've got a little chunky bit in here. So let's actually fix that. So what I'm going to do is we're gonna press oltshifting click and just grab it going round like so. Do the same on this one, same on this one, like so. And then what we're going to do is we're gonna press Y to split those up. Now we're going to come round to this part here. So Alt shift click, Alt shift click, I can. By the way, if Alt shift click doesn't work, what you need to do is just click on it again and move like kind of round like this. So press Y, and then we're going to come to this one. Alt shift click, Oltshift click, Oltshift click, and finally, Olt shift and click, and why again. And now what happens is these actually should be split off. So if you come up to our individual origins, press the S one, now you'll see they're all split off and that is exactly what we want. All right, so now if we look at this crate, we've got some little blocks here and then we've got these parts going across like so. So what I want to do first is I basically want to probably give these some kind of depth. So to do that, what I'm going to do is I'm going to press now Selection and then split them off from these parts here. And then what I'm going to do now is I'm going to press Control all transforms, right click, set origin to geometry. And now I'm going to come to my ad modifier and let's bring in a solidify. Let's then bring the solidify out a little bit like so. As you can see, now we've actually got some depth. So there's some depth to this. Now these corners are actually going to be hidden. And what you can also do is just put even thickness on, and that's just going to even them out a little bit. Now if you do want to pull these corners into each other, you can do. But I don't think I'm going to do that because honestly, the amount of things that you can do to cut corners and really try and cut corners, no one's going to see these parts. So there's no point actually trying to do that. It will take a little bit of extra time. So if you want to build fast barrels like this, then try and cut some corners. All right, so that's done. Now let's put in these parts here. So what I'm first of all going to do is I'm just gonna turn this off. So if you come over here, you've got a little button and it looks like a monitor. And then you can turn that off, and then you can press Tab. And what we're gonna do is we're just going to pick one of these points here. So any one of them, I know there's probably three sat there because these are actually split up. But just pick one of them to now. Then press Shift S cursor is selected, and then I'm going to press Tab. I'm going to turn this back on now. And what that enables me to do now is I'm going to bring in a cube. So I'm going to press shift a mesh. Bring in a cube. And the cube is going to come. Of course, where my actual cursor is, then what I'm going to do is I'm going to make this cube a lot smaller. And I'm going to try and pull this into place. Now we can see at the moment, maybe this cube isn't in the best place. So what I'm going to do is I'm going to pull it out like so, and then I'm going to pull it back like so. And then finally what I'm going to do is I'm going to pull it down and make sure that it's actually fitting into place. So now you can see that it's pretty much in the right place. I'm just going to make it a little bit bigger like so. And just make sure then that you're happy with where it is. All right, so now what we want to do is we basically want to mirror this over here and over here. So the way I'm going to do that is I'm going to come to my actual cube like so. And what I'm gonna do is I'm going to grab the actual planes. I'm going to press Tap old th, bring them back and then I'm going to grab the top and the bottom plane. Then I'm going to press shift S, cursor selected. And that then is going to put my cursor bang in the center of the actual crate. Now I can come back to this little cube and then what I can do is I can press control all transforms. And then right click and set origin not to geometry 23d cursor, meaning that now my origin of my cube is right in the center. And this is important if you're going to bring in the next modifier, which will be a mirror modifier. And now because it's in the center, and you can see that it's placed my cube both over here, and if I click on the Y, it's placed it over there. And if I click on the Z, it's also placed it at the bottom. Making it really, really easy to make these actual cubes go all the way around. All right, so let's now apply that because I don't need to actually do anything else with it. And then what I'm going to do now is come back to these planes. I'm going to press Shift H to hide everything else out the way. And then all we're going to do now is we want to actually divide these. Now the thing is, because we split them up, we probably could have got away with making this a little bit easier on ourselves by bringing in a cube and then, you know, subdividing it and then splitting it up. But hey, ho, we didn't do that. So what I'm going to do now is going to press four. So control law, left click, right click. And then let's come to the next one. So control law, left click, right click. I'm just spin it up three times, I think it is. Yeah, three times. And then I'm just going round adding four or three. Is it three? No, it's four edge loops to each one of these. And you can see it didn't actually take that long to do. All right, so the next thing now is we want to go in and we want to grab each one of these. And what we're going to do is we're going to mark a seam on each of these like we did with the actual door. So once I've grabbed all these, like so I'm actually there, going to go right click and mark a seam. Okay, So now we've got these. Now it's up to you whether you want to make them wavy and things like that like we did with the door, or you can just split them up. So the way that we can split them up, I'll try this if I grab them all and then come to select. And then what we're going to do is click on checker D select. And it's only done it on one, unfortunately. So we're gonna have to do this manual, I'm afraid. So we're just going to have to select every other one. I'm going to select these because then it's only two like so. So two here and then two here. Then press the Y button, and then grab them all with A. And finally then we're going to press and shrink them down, just making sure that they're all split up, which they are. All right, so on the next lesson what we're going to do is we're going to actually solidify these. We'll get actually some materials on. And then finally, if I press ol tag, we'll actually get this little icon here as well, put on them. And then finally we can move on to our barrel. Now don't forget, after every lesson, make sure you save out your work and I'll see you on the next. And everyone, thanks a lot. Bye bye. 17. Crate Decoration Techniques: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so now let's come in to these actual parts. And what we want to do is we want to add two modifiers on. The first one is going to be a solidify. So again, if I press control, all transforms right, clicks the origin to geometry, add in a modifier and we're going to bring in a solidify. And then what I'm going to do is, before I do anything with that, I'm just going to make sure even thickness is on and add in a, let's have a look, a bevel and a bevel. Modify it and there we go. Now we've actually got the beginnings of our crate. I'm going to turn this up a little bit. So turn up the amount on my bevel. Where is it? Let's evel up and I'll turn it up. Yeah, sometimes this actually happens. It generally means that we've not pulled it out enough, so let's pull it out enough, and there we go. And now what I can do is I can turn this down instead of up like so. And get that nice bevel that I'm looking for. Now you will notice that on these ones they're actually right up to them. We probably need them in there. So what I'm going to do is actually want to increase the size of these a little, tiny bit. So I'm going to come in and I'm going to grab these parts of wood. And I'm going to press S and just bring them out very, very gently. And then I'm going to grab my crate and bring that in very, very gently. And then I'm going to bring these in as well, the little cubes on top, very, very gently. In just to make sure that they're all now nice and even up to the actual side. Now there's another problem that we're going to have in is in that we need to actually bring all of these out. So what I'm going to do is I'm going to come to these parts of the wood, I'm going to grab, let's say this one. Where is the one that we need? So I'm just looking for the one which is the actual should be all these. So I'm just going to turn these off And then what I'm going to do is I'm going to grab all of these. What I'm going to do is I'm going to pull them up. So if I pull up, say, can I grab this one and this one? Yes, we'll grab this one. This one. This one and this one. We've turned that off. We've grabbed all of the top ones. And then we want to do is turn it on. And then I'm going to press S and Z and pull them up a little bit like so. Because at the moment, they're too far away from this part here. Now we need to do the same on each of these sides. So we're going to start again, turn it off, grab this one. This one, this one, and this one, and then this one. So it's just opposing sides. So then what we're going to do is turn it on and now pull it out very, very slightly because it's too close to that edge. So if I press and Y, I can pull them out very slightly, holding the shift on. And finally then I can actually turn it off, and then I can grab this one, all these sides, and do exactly the same thing like so. And we don't care if they're a little bit uneven, to be honest. There are ways to make them more even and I'll show you that in one of the other builds, maybe the barrel, actually, and I'm just pulling it out with the S and X, making sure I'm on medium point. And now, there you go. It looks tons, tons better. And the other reason why I want to do that is because now when I come in and I grab this part on here, I'm going to bring in a bevel. So let's bring in a bevel like so let's turn our bevel down a little bit. And then turn it up one, maybe two, and now you can see that it comes to the edge and then it goes in. And that's exactly what I want because I don't want it where it comes to the edge and that's actually hidden in there. So I'm just looking around now and I can see all my edges are coming in. And then there's another little piece of wood, finally. Then let's come to these parts and we'll do exactly the same. So let's bring in a bevel, let's pull our bevel all the way down. And then up one, maybe two. I think I'll have it on one actually on these corners. Something like that. All right, So I'm pretty happy with how this looks now. The last thing I want to do is I want to grab the all now. So all I'm going to do, before I do anything else, I'm going to press B to grab the mall. And then what I'm going to do is I'm going to press control A all transforms right click to origin, to geometry. And then I'm going to press the D button just to make sure that I convert to mesh. So it's D. I set this as D. If you missed it, it's just right click, change, short cut, and then put it as D. And then what I'm going to do is I'm gonna press D now and then control J and join it altogether. And this is what you should end up with. Now the reason I did that is because I want to show you one more little trick that you can actually do. If you come over now and come down to where it says Subdivision Surface, and let's put it onto Simple. And let's turn it up too. And then what we'll do is we'll apply that with control. And now we can go in and see that we've got all of these subdivisions on. Now, why did we do that? Well, the reason we did that is because now we can grab it all, come to where it says mesh come to transform. And then what you're going to do is you're going to go down to where it says randomize. And you'll end up with something like this and then just start turning it down just a little bit like so I'll put it on not 0.5 so not 0.5 like so. And now on the press tab, you'll see if a right click shade autos move, that we've got a lot of unevenness now. And that is basically what we're looking for. Now, we do have a problem in that if we come down to our geometry, so where it says normal here, we have got a little bit of shine on here that we don't really want. Now to get rid of that, all we can do is we can actually turn down. This. So turn down your auto smooth a little bit. Maybe a little bit more like so. And then just get it the right balance. So we're just going to turn it up and have a look at that. Maybe something like that. Double tap the A, and there we go. And now you can see we've got a lot of unevenness with very, very little work, and it's looking pretty nice. All right, so now we want to do is we want to put on these parts, on the actual barrel, so this part here. So the way I'm going to do that is I'm going to move this barrel over just so I've got something to actually copy. And then what I'm going to do is I'm going to press shift A. I think I'll start with an actual plane. I think that I'll make it easy and y spin it round, pull it out like so. And I'm thinking that, yeah, I'll add in, I think this has 12345, so I think five. Let's try that. So control 1, 2, 3, 4, 5, 1, 2, 3, 4, and 1, 2, 3. I think it's that left click, right click. And then what I'll do is I'll press control. So, and we should end up with something like this. And then what I'm going to do now is I'm going to bring these in. So if I spin this round and bring them in, I should be able to do that. So how do I do that? Well, first of all, I'm going to come in, I'm going to grab each of these points like so. And then what I'm going to do is I'm going to put my proportional editing on. And let's put, it might be on. Let's try sharp press three now I should be able to press the S button and bring them in like so. As you can see though, they're going the wrong way round because I need to spin this round first. So I'm going to spin this round first, so x 45. Let's put it like that. And now if I press the S borne, can I bring these in? There we go. Let's bring them in like so now they're not quite right as you can see because I've actually got the wrong one on. So I'll do is I'll try the root instead. And there we go. Now we can see that's looking pretty nice. Okay, so something like that's looking nice. Now let's get it to be the right side. So if I press three on the number pad, press the S button. Let's bring it in. Something like that. Now we can see on this one that it comes out and then it comes in and then out again. So what we're going to do is we'll actually, I think we'll just extrude it back. That will make it easy for us. So if I come into it, in fact before I do anything, I'll press control A Al transforms right click the origin geometry, have a and then I'm just going to extrude it back with the born. So if I press extrude it back like so making it quite chunky, something like that. Then what I'm going to do is I'm going to bring in now a seam. And I'm just going to bring in a seam all the way around. So Alt Shift and click just because it's going to make it a little bit easier then just to grab this part. Only this part here. So right click, mark them. In other words, now I can go in with my face select and I can actually press L and it'll only take it up to that. It's rather than grabbing each one of these individual, you know, these individual faces. All right, so let's press Tab. Let's save out our work. And then on the next one we should get this. Well we certainly get this crate finished and then we'll move on to the barrel. Alright everyone, so I hope you've enjoyed it so far and I'll see on the next one. Thanks a lot. Bye bye. 18. N gons & Barrel Base Modeling: Welcome back everyone to Blender's Beginner's Boot Camp, and this is where we left off. All right, so now let's pull this back into place like so. And then what I'm going to do now is I'm going to actually make this insert. So I'm going to basically come in, I've already got this selected. I'm going to press the eye button. And when I press the eye button, it will actually bring each one in. But if I press it again, then we can actually bring it in. Now, you must be careful when you're dealing with any edges. That you don't bring it in too far or she will have a problem with these overlapping and we don't really want that. So now I'm going to do is I'm going to press and pull it back like so. And then you can see that this is straight, but you might want to give it a little bit of a bevel and the way we do that is just press the S button and then you can bring it in without proportion editing on. So you can see you can bring it in that way. I don't think I'm going to do that on mine now. What I've got to be careful of now is when I press the eye button again, you can see if I go too far, I actually cross them over. So I've got to be careful that I don't cross these over. So I'm going to bring it in so far like so. And then I'm going to press the button to pull it out. And then finally now I'm going to press S and bring it in. So, all right, and you should be left with something like that. Now let's right click and shade auto, smooth. And we should end up with a nice smooth edging on there. And then finally, we want to bevel this off as well. So control all transforms. Now the thing is I want to put my transforms right in the center. So you can see we've already got a cursor in the center of this actual crate. Or you should have it in there. So what you want to do is you want to grab it again. Right click and set origin 23d cursor. Now let's be level these off. So if you come over to my modifiers tab, I'd modify it. Bring in a bevel, and there we go. You can see that's beveled pretty nicely off as it is. I don't think I need to mess around with these. Now, the problem is with anything like this, with a lot of geometry, you will come across the problem where you simply can't give it more bevels. And the reason for that is, is because it's got a lot of like crossing over if it bevels it more. In other words, now you can get around this. If you come down to geometry, you can turn off this clamp overlap. Basically, it's stopping the geometry overlapping. Once you turn that off though, ah, it's game on and it will just overlap. But then you've got to just be careful that you turn this very, very slightly down. As you can see, now we're getting a lot more bend on this, but we're starting to have some problems. So what I'm going to do is going to put this on not point, not not three. And then it should bevel off a little bit more without those issues. Now to also get rid of this issues, what you might want to do is just basically refill this in with a face. In other words, if I come in and I delete this out of the way. So if I press Delete and Faces, and then what I can do is I can come in now, press Olt shift and click, and just press the F Born. And then it'll fill it in like so. Now the issue here is you've got engons. In other words, what is an Eng on? I'll put down the bottom right hand side or the bottom left hand side, what an end on is, but it basically means that you've got topology, which has more than four sides, more than a face, basically. You don't want that. You don't want that because it causes problems with lighting, it causes problems with animation. You basically want to stick as much as you can to quads and triangles. Now when you're doing animation, the more quads you have, the better it is. It's just a much smoother topology to move arms and things like that. So basically, try and stick to either quads or triangles and try and have no end goons in your scene. Now of course, a lot of the times when you send it through to something like Unreal Engine or even substance painter, it will actually get triangulated anyway. So it doesn't really cause that many problems when you send them through. But however, it does cause problems if you're dealing with a pipeline and you're sending this through to someone else in that pipeline. So try and avoid it at all costs really now to actually fix this, what I want to do is I just want to come in and I want to right click, and I'm going to come down. First of all, make sure you're on face Lk, right click. Come down and what you want to do is triangulate faces. And then I find the best way to do this is right click and come down and try to quads. And then what I'll do is I'll make a nice, nice even mesh for you like so. And you can see how it looks really, really nice. All right, so now what I want to do is I want to apply this bevel with controle. And then I'm going to add in another modifier which of course will be the mirror modifier x and y. And is it going to actually put it over there? No, it's not, so we're just going to get away with X. However, what we can do is we can just duplicate this and spin it around. So shift D enter, don't move it anywhere yet. And then R z 90, and they should fit in absolutely fine. And now what we can do is we can actually come in and grab the whole thing. So grab the whole thing. And then what we're going to do is we're going to press the D button and then control J, join it all together. And then right click shade, auto smooth. And then just turn up your smoothing again. Because the thing is it took the smoothing from these, they'll just turn it down a little bit. But you've got it nice and smooth as you wanted it like, so. All right, so that's the actual crate done. Let's actually move the crate then, over here. And now we can start on is the barrel. And the barrel is, you know, one of those which everybody tries to make when they first start modeling. So here is my barrel. So what I'm going to do first of all is I'm going to press shift S cursor to world origin and then I'm going to bring in now a cylinder. So shift, let's bring in a cylinder like so. And you can see that on this occasion the cylinders come in like we had before. So I did say make it smaller. However, this is not what I actually want at the moment. So what I'm going to do is I'm going to turn up the radius, I'm going to turn up the depth like so. And then I think from there I can actually work with this. So now what I can do is I can press S and bring it out. Now it's important when you actually bring in the cylinder that you do account for how many sides this has. In other words, you want it to be an even number because you want to be able to split your barrel into even chunks. So very important to do that. So what I'm going to do is I'm going to press three. I'm going to bring it up a little bit and I want it to be round about the same size here. So S said, let's squish it down maybe something like that. I'm just going to pull it into place just to get it round about the same size as my barrel that I've already created. So something, something like that. And what I'm going to do now is I'm going to pull out these ends. So what I've looked at is these ends on here. As you can see, the nearly the same as this barrel. I just need to pull out these ends on here. So what I'm going to do is I'm going to press the Tab button. I can't actually see anything at the moment, but if I put this on, then I can see straight through. And then what I'm going to do is I'm going to press the controller. And then at one is three bands on there, so three edge loops, left click, right click. And then I'm going to grab this center edge loop. So Olt shift and click. So we can see I've got that one grabbed all the way around. And then I'm going to use my proportional editing now. Let's try it on this one. I don't think it is this one, so let's try pulling it out. So S, and actually, yes, that might actually do it. Yeah, that's going to actually work very well. So you can see now I've pulled it out and I've got that nice slope for my actual barrel, which makes it really, really easy. All right, so with that then, I've basically got the scaling that I need. I don't need this other barrel only for reference to actually having a look, I don't need to scale barrel anymore to it or anything like that. So what I'm gonna do now is I'm gonna turn off my actual x ray and then I'm going to press Shift S and selection to Cursor. I'm going to then press three and three. There we go. Pull it up to the ground plane like so. All right, so now let's get this barrel split off. So the first thing I tend to do is I come to the top and the bottom, but I grab the top and the bottom and I basically press P selection, split those off because I'm going to need those for later. Hide those out the way. Then what I tend to do is I tend to now build my bands up. So these bands on the barrel. This is what I'm saying, when you're muddling, it's always a good idea to preempt everything that you're going to do. So take an object and then C, break it down into the little parts that you need to create. And then the more you do it, the better you're actually going to get with it. So if I come now and I grab these parts here, so Alt shift click, Alt shift click. So, and then what I'm going to do is I'm going to press control B and pull them out like so hereby creating the actual bands that are going to go across here like this. That's looking pretty nice. Now what I'm going to do is I'm going to press Shift D to duplicate them. I'm going to turn off my proportional editing. And then what I'm going to do is I'm going to pull them out slightly like so. Now I know that once I pull these back in, they should fit in line with everything that I've been doing. So that should be fine. Now I'm going to press P selection. Split them off tab, grab them again, hide them out of the way. And now finally we're actually onto these actual barrel chunky parts. Now let's come in and see how big we can get away. I think on this one, if a press tab, we can see it's one and two, every one. Which is good for us because if we press three, now come to our barrel press tab. We can now come in and grab Alt shift, click one and two and then miss one and just grab one every other time like so. And then this will form our actual planks for our wood, making it very easy. Now of course, you could have it on 262830. It could be something like that. All you'll end up doing is creating thinner and thinner planks. Right click and mark scene. And there we go. All right, so now let's come in and what we'll do is we'll split these off now. So L, L, L, L, L, and L. Now, there is a problem when you split these off, and you'll find that it will actually pull them out slightly when you come to solidify it. So, there is that to take into account. But first of all, let's actually get on with splitting them off. So I'm going to press Y just to split them off, just to make sure that they're all split off in the right place, which they are. Right click to drop them back. And then what we'll do now on the next one is we'll actually get these planks for the barrel. You looking chunky and things like that. Let's save out our work. And I'll see on the next one everyone. Thanks a lo bye bye. 19. Barrel Mesh Imperfections Addition: Welcome back everyone. To blend, to beginners boot camp. And this is where we left off. All right, so now what I tend to do is I attend to right click and shade, auto, smooth. And that then gives me an idea of what these actual planks are actually going to look like. Now I'm going to do is I'm going to press Control all transforms, right click, set origin to geometry. And let's bring in one of our favorite modifiers which is the solidify. Now let's bring it up a little bit. And sometimes it causes issues When you go inwards though, I do recommend that probably it's better to go outwards just a tad like so. Because I find that that's a little bit easier actually. Plus, when I've come to bring those metal parts, I can just bring them out then a little bit because I've already done that. If I press Alt H, now you will see that these are disappeared. But if I come in and I grab those, so just try and grab those like so press the S burn. Then I should be able to bring them out like so. And now you can see once I've added chunkiness to those, it's gonna make it pretty easy to put them against these planks that I've already created. Now, as I said, the one problem you're going to have is when you do this, is you can see we've got a big gap down here. And that's not really something we, however, the best thing to do before actually doing anything is actually to start work on the bevel. So if I come in and add a modifier, bring in a bevel. Turn the bevel, not the solidify the bevel all the way down. Turn it on. One then maybe two. Yeah, I'm going to keep it on one actually. I think it's going to be a bit better like so. And now I want to do is as you can see, I've got these gaps down here, and that's not something I want. What I'm going to do is I'm going to hide the top and bottom out the way. And then I'm going to come into each of these. The problem we have is at the moment though, is that we can't actually grab them properly. Because if we come in with L, you can see that it doesn't actually follow it going all the way around because we've not actually applied our solidify yet. So now it's probably a good time to apply our solidify. But before we do that, what we want to do is we want to actually mark a seam going over the tops of them. So what I'm going to do is I'm going to come down to where it's bevel, I'm going to turn it off a minute. And then what I'm going to do is I'm going to come in old shift click and I'm going to try and grab them going all the way over. Because this then will not only make it easier for probably bringing in our textures and things like that, but it'll also make it easier. But when we come to actually bring these ends of these barrels in a little bit, if I come in and grab all of these like like like so so you can grab it. As I said, if you can't actually press Alt Shift click, I think it's a little bug within Blender. Just move your rotation around a little bit of your camera and then you should be able to do that. So let's right click and mark a seam. And then what I want to do is I want to come in now and apply that actual solidify. So I'm going to hover over my Solidify press control, lay and apply that. And now I should end up where I can actually grab them on the back, like I said because we've actually marked a seam. So now what I can do is I can come in with face lit and grab just the back like so. And what I'm going to do then is pull these together. So if I grab all of these going around here, let's put it on individual origins. Because we want to pull them individually. Let's put this on normal, because we want to pull them based on a certain angle. And then if you press and let's try X or Z. Will it be Z? Let's go and X. Let's try S and X. There we go. So it's S and X. Let's pull them together now. And you can see that they all get pulled slightly together. Now, if I put my bevel back on, we can see that they are looking much, much nicer. Now we just need to do the same for the inside. So all I'm going to do is again, I'm going to come in with L, L like so and pull them in so it doesn't look as though they're going to leak a lot of whatever liquid or alcohol is in these things. And X pull them in a little bit like so. And there we go. All right, so now you can see you've got a really, really nice barrel going on. All right, so let's press in fact. No, we won't actually bevel it yet. Because what we want to do now is we want to make it a little bit uneven. Now, when you're doing barrels a ten to on the bottom section, leave it quite flat. Because when it's, you know, being moved around and stood up, it's always banging the bottom part, so you wouldn't have it very uneven on the bottom. It tends to be maybe a slight bit uneven, but most of the time it tends to be pretty flat on there. So what I'm going to do is I'm just going to grab one of these edges like so. And then I'm just going to come up to where my proportional editing is come to random. And then what I want to do is I just want to pull it down very, very slightly like so. And the same on this one, just to make it a little bit uneven. And one of the things about three D modeling is the more attention to detail that you give, the better your models are going to turn out. So if I pull this down like so if you're looking for hyper realism and things, you really want to focus on the little tiny details though, for instance, if it's, you know, something like a hospital corridor, it could be some little Bumps in the actual floor. You know, where the trolley has gone over and made a little kind of gouge in the floor or something like that. And then someone's come and, you know, re cemented over it. If you look at a hospital floor, they're not perfectly flat. They have little bumps and grooves in them. And this is something that will make your image when you render it look that more realistic. All right, so now let's come in and what we'll do with these is we're going to pull these. You can see we're growing normal. So it's pulling in the direction that we want. And now we can pull these up a lot more than what we did with the other one. So you can see now if I'm pulling these up like so, like so. So let's grab this one and just work your way around like so. And now let's have a look at that. And now you can see that's looking pretty nice. Now, one problem we have got is that you can see that because we've done that, it's actually made them a little bit uneven in a way, and we don't particularly want that. So what I'm going to do is I'm going to come and grab, I'm thinking, can I grab the tops? It's taking it all the way around there. So I think what I'll do is I'll just give it a try on these two. I'm just going to press S and's Ed and see if I can just even those up a little bit like so. Yeah. And I think that's looking much, much better like that. So I'm just going to go in and grab all the tops of these because I want them to be a little bit more even than what they are. So I'm going to press S and's Ed, even them up. Yours little bit. That's looking much, much nicer now. All right. I'm happy with that. Now what we want to do is we want to actually apply this bevel because we don't actually need to do anything else with this bowl. We're pretty happy with it. So if I press control to apply it, and then what I can do is I can press Alt and bring back these actual balls that are going to form on here. All right, so now what I want to do is I want to solidify these. I want to right click and shade auto smooth. I want to press control or transforms right clicks at origin to geometry. Added, modify it and it's going to be a solidify. Let's put the solidify up just to make sure it's actually touching that bottle. I'm holding the shift button as they come in like so. And that's looking pretty nice already. And then what we'll do is we'll apply that already. So control a add in a modifier and it's going to be a Bevel modifier. And there we go. It's looking pretty nice. We just need to turn it down. Now turn it up maybe one, maybe two, and I think that is looking pretty much perfect. All right, so let's apply that with control. And now let's think about the top and the bottom. Now, I tend to do only one of these. So what I'll do is I'll press, I'll press L. I'll pull that into place. I'm going to turn off my randomness on here, so I'll pull it into place like so. And now what I want to do is I want to split this away from everything else. So I don't actually want the bottom because I'm going to use the top as the bottom as well. So let's come into the bottom first, Delete bass, and then let's come into the top. Now if we go over the top, we can see if we come in and put it onto vertelect. If we put this on this x ray on, we can now see that if we make, let's say a chunk from here to here, so let's try that. If I grab one vertex and then the other, and then press J, and then I do the same on the other side, so I'll grab this one and this one J, and then this one, and this one J, and then this one, and this one J. And you can see that we've actually kept pretty much to the right side of this actual barrel. So that's looking pretty good already. Let's turn off our x ray off. And then what we'll do now, he will come in and split these up. So I'm just going to grab these two. I'm going to press Y. I'm going to press A. And then what I'm going to do is I'm going to press, so bring them up where I want them. And then finally what I'm going to do now is I'm going to actually bevel them off. So control A all transforms right click, set origin to geometry, adding modifier, Bring in a bevel, bring down my bevel a little bit and then turn it up maybe to something like that. And now what you might want to do is just spin it around so our head, turn it round like so maybe maybe pull it down a little bit and then press the born just to pull it out a little bit. Double tap the and just have a look at that. And that is looking pretty nice. I'm very happy with that. Now, one thing that you should also know is you don't always need the underneath of these. So in other words, if I come in, I can get rid of the underneath. So if I grab this, I press Shift H, Hide everything else out of the way I can come underneath now. And what I can do is I can actually grab each one of these. Press Delete and faces and then press tab old tag, bring back my barrel. And you would never see that. There's nothing under there or in there. And the reason we do that is to save on space. It's not just about polygons because the polygon space probably ain't that much, it's more about UV space. So in other words, when you're using textures, normally you'll have a certain amount of space for the UV map, and by deleting those backsides, it means that you're going to cut down on that UV space, meaning that you've actually got more space for more detail on the rest of your model, you'll only get so much UV space. Generally, it'll be 1024, 2048. And that's how many pixels you've actually got to work with. So you can imagine if you know, a quarter of the pixels are taken up by the backside of this top of the barrel, then then they're never going to be seen. It's simply not worth it. The same goes for the inside of these planks as well. So you can go as far as to delete any of the faces on the inside which no one's going to see as well. All right, so now what I tend to do is I tend to grab this. I'll press Shift D to bring it down. I'm going to actually put this back on Global. And then what I'm going to do is I'm going to rotate this round so R Y 180, spin it round, come to the bottom, and then all I'm going to do is just pull it up a little bit like so double tap the A and there is the bottom and the top Dom. All right, So now what I can do is I can actually come in and I can press B to grab it all. And then what I can do is just press D and that then we'll apply all of those modifiers onto that. I can press control J. Now in fact, I don't actually want to press control J yet, because I want to actually put some of these little things here. I'm just going to actually have a look and see. Yeah, okay, they're remain with just a UV sphere. So we'll do that on the next lesson. Anyway, as far as it goes, I'm very happy. I think this barrel actually looks better than that one as well. All right, let's go to file, Let's save it out. And I'll see on the next one, everyone. Thanks a lot. Bye bye. 20. Barrel & Crate Texturing: Welcome back everyone to Blender beginner's boot camp. And this is where we're left the art. Let's grab now these three parts here. Let's press shift A, and what we're going to bring in is a mesh. And we're gonna bring in a UV sphere. And you can see UV spheres come right in the center, which is absolutely fine. I'm gonna pull it up a little bit. And then the thing is, before I did that, what I should have done is I should have actually brought these down a little bit. So you can see I've got way, way too many polygons in here and I kind of don't need that many, so I'm going to leap that other way. And what I'm gonna do is instead of bringing it right in the center, I'm just going to position my cursor over here somewhere. And then we're going to press shift a mesh. Bring in a UV sphere. And now I can actually go into it and turn these down. So what I'm going to do is I'm going to put this, I think on something like 16. And then what I'm going to do is I'm going to put this second one, which is the rings on 12. So, all right, so you should end up with something like that. Now what you want to do is you want to squish it together. So, and squish it together like so. And then what we're going to do is we're going to delete, now probably this one from here. So if I press Tab, come down to face select Lt shifting click delete faces L to grab the rest of it, delete vertices. And we should end up with something like that. Now what we're going to do is just take a quick look at this. You can see this is what the actual rings look like. I don't think I'm going to do anything too fancy with these at all. What I'm going to do is I'm going to press Alt Shift and click, and then Enter. And now I'm going to press Alt S. Because if I press S, it's just going to bring it out like that. I want to press Alt S and bring it out more actual level. And I'm just wondering actually, is that level? I'm just going to look through it and you can see that it's not quite level. So what I'm going to do is I'm just going to pull it down just to make it a little bit more level so I can see that line there. And I'm going to turn that off. And now it's looking a little bit more like something that I like. All right, So I'm happy with that now if I right click and shade auto, smooth, you should end up with something like this. And what I'm going to do is I'm just going to then bevel this top part. Now I'm not going to use a modifier again because I don't want to bevel the whole thing. Other one is a tiny bevel on here, so control bevel it off hold in the shift button like so. And you should end up with something like this. Now let's say press control eight or transforms right click, set origin to geometry. And then what I'm going to do now is I'm going to rotate it round, so Y 90. And then what I'm going to do is I'm going to put it in place now. So if I basically want it in the center first of all. So what I should really do is I should grab my rings. I should press shift curse, selected, grab, then my little bolt. I think we would be called something like that. Shift S, and then selection cursor. Now I can actually pull it out. I can press the S button to pull it in. I can press three. I can make it a little bit smaller so it's going to fit on there. And then what I can do is I can actually pull it back into the place that I actually want it, so. Alright. I'm happy with that one. Now, before we actually carry on, let's put them up here and up here. So what I'm going to do is shift D, bring it up, put it into place, and of course I'm going to have to rotate that one. So I'm going to press R and Y. Just rotate it a little bit and then pull it out, just make sure that it's sat on there. Okay. And then all I'm going to do is the same with the bottom one. So I'm going to press shift D, bring it down, and then let's drop it into place and rotate it round. Let's just make sure it's into place. Y, rotate round. I think that's looking pretty good. I think it just needs pulling down a little bit. Yeah, and I'm happy with that. All right, so now let's join all of these together. So control J. Now let's go back to our rings. And what I want to do is I want to put the orientation of these right in the center where these rings are. So if I grab these, press control all transforms right clicks at origin three cursor. And now what I can do is it can actually grab these, duplicate them, and rotate them round. If I press seven to go over the top, what I want to do is press Shift and then Art and Z. And I want to basically put them in the center of there. So if I rotate them to there, you can see that I've actually got it nearly right, so it's 58.5 now, 360/66 So we know that you can have six times around 123456 going all the way around. So let's put this on 60. And I recommend using a calculator if you're not actually sure. Now what you can do is you can actually press shift and then zed 60 and then shift D z 60. Shift R z 60, shift D R z 60. Now one thing to note before you actually would do this, normally if you're going to put, you know, any kind of UV maps or anything like that, I recommend UV unwrapping it first, of course, because then you're going to actually have that UV done across all of these bolts rather than having to do each one individually. Also, you might want to have the same UV space for every bolt. And that's another thing that you need to take into account. Now the thing is that if you want more bolts as well, you're going to have to actually divide that 60 into two, which means it would be 30 degrees each. So just use a calculator again if you're not sure. Now these are looking pretty good. So I might as well join all of this together. I think I'll join all of these together first. Because what I want to do is I don't want them the same material though. I'm going to join all of these together. So control J, and now I should have is this the barrel. So the top and the bottom and this one can all be joined, so control J, because they are all going to be wood. So right click, shade, auto smooth. And then we've got the rings. And then finally we've got these parts the same it goes for this part. I'm just going to move these two out of the way 'cause they, again a little bit in the way. Let's have a look at this now. So everything on here is joined, but this one's quite easy to actually, you know, add materials and things like that. Okay, so now we're on to just adding some material, so let's put it onto material. And then we can see this is what it should look like. So what I'm going to do is I'm going to grab all of these, First of all, and then I'm going to grab this one last. And then what I'm going to do is I'm going to press control L and link materials. And it should link materials for every single one of these parts which it has. So now let's come to this one first. And what I'm going to do is I've already got everything grabbed round here, except these parts, which is really, really handy. Actually, what I'm going to do then is press U T UV Project. Click Okay. Let it think about it because it's actually quite a lot of parts now. And we can see we end up like this, where every single board basically is going the wrong way. So let's go to our UV editing. Let's come back to it and press Tab, and we'll see that they're all going this way. So what I'm going to do is I'm going to grab all of these. So I'm going to hover over here, press the button, I'm going to rotate them around. And you can see that I also grab these parts as well over here, because I've still got this on. So if I press controls, turn this off now you'll see that we only grab these parts here. So if I press A now R 90, that's what they're going to look like. Let's bring them out a little bit. So what I'm going to do is I'm going to press S, pull them out like so making them much bigger. And now you can see that's looking pretty nice. All right, so now let's come into each of these and we'll do the same thing. Make sure you grab them on edge select, not on face select like so. And then what you're going to do is you're going to press some UV project. And now what you're going to do is you're going to add in the barrel metal. Which metal do we want? You can see on this one we've actually got two different tabs of metal. Might as well do that. So let's bring in the barrel. Um, in fact we'll bring in the stairs metal. So click a sign, end up with something like this. And now I want to do is just go to the inside. So I'm going to press L, L, L and L on there. And then I want it actually coming down to here. So all I'm going to press is control plus control plus again. And then where it's done is it's brought it down all the way down there. I can click barrel metal. Click sign. Here we go. We've got two different types of metal on there now, really, really nice. All right, now onto our barrels. So let's do this part first. So we're going to grab everything on here again. Uv, smart, UV project. Click, okay. Spin them round. So over here, press R 90 to spin them around. Press the S button to bring them out. A little bit like so. And there is those. They're looking really cool as you can see. And then what I'm going to do now is come to my rings, I'm going to press tab to grab everything. Barrel metal, click sign. Let's unwrap these as well. So Smart UV project. Okay. So, and then finally we'll do these parts. So if I come to these parts now, press tab U, Smart UV project, click Okay. And then I'm going to assign the stair metal like so double tap the eight and there you go. All right, let's go back to modeling now and this is what you should end up with. Let's put on our lighting. Now you can see beautiful barrels. And that is the easiest way I found to make barrels and crates. Now of course, you can go a lot more sophisticated, but as you can see, we've got a pretty decent looking barrel in a very small amount of work. And I tend to use this pretty much all the time when I'm actually building out. All right, so now what we'll do is we'll actually close that up. Close that down. And then what I'll do is I need to put these, because they're all in here, into my barrel section. So it's going to be create some barrels. Let's drop those in there. And let's now click on our bridge. So I'm just going to click that on. I'm going to click on my lighting. And there we go. This is what we're going to build next. Now it seems because of the scale of it, that it's a completely different level to what we built before. But don't worry, because a lot of the things that we've already used are actually used to actually build this. We've also as well got some references to it with on the next one that will make this much, much easier. All right everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 21. 2D Reference Bridge Modeling: Welcome back everyone to Blender beginner's boot camp. And this is where we left off. Not with a file in front of the screen but with the bridge. But I'm bringing this file in front of the screen just to show you that in your download pack you should have something which is a bridge reference. And if you can, when you're building anything to do with like bridges or gears or anything like that, try and grab yourself some schematics. The same thing goes for cars. If you want to build something, you know, an accurate Mclaren or something like that, make sure that you've got a decent schematic of the front and side now on this bridge, because it's quite simple. We've only gone with a side view of this and a front view of this because we can basically work out what size of width we're actually going to need. All right, so let's put that down and now what I'll do is I'll show you how to actually bring in our actual reference. So first of all though, I'm going to actually hide this out the way I'm also, again, going to hide my lighting. I'm going to put it onto object mode, and now I just should have a bridge like this. Now what I'm going to do is I'm first of all going to bring in an actual add on. It's a built in add on within blender and it's basically images to planes. So if I bring type in image, you can see import export image as planes tick that on and there we go. Now what has that actually done? Well, if I press three now you must be in front view. So if you're in any kind of side view like this, it will make the image come in skewed. And that's not what you want. So if you press three and then press shift A and you'll come down and you'll see one which says image images, planes. This is the one you want to bring in. Now what you're going to do is you're going to go to your references. And if you can't see which one of these there is, just click this on, and now you'll be able to see them as actual images. And you can also make it show that the size of them is large as well, just in case you're having a bit of trouble seeing which ones which. If I click this one now click images planes. And now you can see it brings it in if I press R and x, sorry, Y 90. And let's have a look if we put it onto material mode. And there we go, Here is our image. All right, so now let's press arc x and 90. Let's spin it the right way round. And the first thing I want to do is scale it up to be round about the same scale as my actual bridge. So what I'm going to do is some jaws, I'm going to pull it in front, so I want to press three. And then what I'm going to do is now scale it up. So scale up all the way. I'm going to pull it up to the top where it should be sat like so. And I'm actually going to pull it back a little bit just to make sure that I've got it in the right scale. And now you can see that if I press three, it's a little bit out. So I'm just going to pull it over. And we can see that I nearly actually pulled that nearly perfectly, just holding the shift on down near about the right size as what bridge I already had. All right, so now you can see that we've pretty much got our scale of our bridge. We've got this part here that's going to be really handy when we come to actually put that part on. Okay, so let's make a start on this part here. Now, bearing in mind this is probably not centered, It's probably not centered enough. So I'm just going to pull it a little bit to the left. It doesn't matter if it's not centered, don't worry too much about it. All right, so now let's start actually creating these parts here. So why I'm going to do is first of all, I will press three again. I'm going to make sure that my cursor is in the center. And then what I'm going to do is I'm just going to pull this down so that when I bring in these parts, they're going to be nearer to the part that I'm actually working on. Then what I'm going to do is I'm going to press shift A. I'm going to bring in a cube. I'm going to make my cube smaller. And then what I'm going to do now is I'm going to pull it over to the left hand side. Now the best thing to do with this when you pull it over is to actually pull it over with in edit mode. And the reason you're going to do that is if I bring in a mirror, it's going to make sure that that orientation stays in the center. So in other words, if I press Tab now and I move it over, you can see that the orientation of the cube has stayed in the center. Whereas if I move it over like this, the orientation moves with it. So it's just a little quick workaround. If you're going to use a mirror, which we are, move it over to that side, press the add modifier, bring in a mirror, put it on the Y. X is turn off the X. And there we go. Now we can actually start working on our bridge and everything's already in. Let's press, let's pull it out a little bit. So something like that. Then let's come round to the top of it. So we're going to come into face Slate, press one, sorry, three. And then what we're going to do now is pull it up. So we're going to pull it all the way up through here. So then what we're going to do now is I'm going to press and bring it in. So I'm going to press, I bring it in three again. And then we're going to extrude it up, pull it up. And you can see I got very lucky there in the fact that it went on pretty much perfectly in the right sort of size. Now, if you don't do that, don't worry. Just start it again. Oh, I'll show you another way how to fix that. So I'm going to bring this one in, hopefully on the next one. It's not going to be perfectly accurate. So if I press it, pretty much is, but I'll show you how to fix that anyway. So if you come in with face let and you press old shift click going all the way round, just make sure you've grabbed them. Are going all the way around. And then what you're going to do is just press old tests and you'll be able to bring them in and make them the right scale. All right, so let's now bring in the next one. So we're going to come to the top, press the eye, but bring it in three. And let's bring it up two, top of here like so. All right, I think I'm pretty happy with how that looks. Now let's take a look at our actual bridge we've already built. So we can see that though, these bits here, if I press dot and then I should be able to zoom in. Let's go to these. These are just cubes as you can see. And then basically we've got these bits, and inside those bits you can see we've just got these parts in here. So basically what we want to create is we want to create a part like this. So we want it going round like this. These bits coming out a little bit and then these little bits going in like, so let's try and do that. Now what I'm going to do is I'm going to bring in another cube. I'm going to make sure though that I'm in object mode. So just make sure that you're in object mode, press Shift, bring in a cube. Let's now bring it up, make it smaller. And then what I'm going to do is I'm going to bring it up to something, something like that. Maybe I'm going to press S and it and pull it out. And then the one thing I want to make sure is that it's in side here. So before I do anything, I've got to decide do I want these actually square? You can see on these, they're actually square. Do I actually want these square? I think on this actually I do. So once I've decided I want these square, and I don't want to, you know, pull them out on the x axis. I don't want to pull them out like this. I want them square, then I can actually fit this in. So I'm just going to press and X and fit this into place where it's going to go, something like that. Now what I want to do is I want to come in back to it. I'm going to click this on object mode, because I can actually see that on it. No, I can. I think actually I might bring in, let's just have a look shift. I might just bring in a reference instead. I think that's going to be a bit better than this images plane. It's okay with images plane, but you've got to constantly work in material mode. And I don't really want that. So what I'm going to do is I'm going to bring in another reference. So I'm going to press Shift A, bring in a image reference. And I'm going to go to my references, pick my bridge. And now if I put this on object mode, I should have this exactly as I want it. So I'm going to press S, bring it up, bring it into place. And I think actually this is going to be much, much better to actually wit with. I'm just going to bring it out a little bit like so. And then I'm going to move my reference just over a little bit. All right? I think actually I'm happy with this now. The one thing I can see is that it's the scale of it. So we might as well bring this back to scale. So I'm just going to press S on it and bring it back down. Something like that. And now I can see the scales fitting much, much nicer. Now, do I need to bring it down a little bit? Yes, I do. And I think that's fitting it even better. Alright, that will do so now what I want to do is I want to come to this part and I can see that it goes up here and then down here. So what I'm going to do is I'm going to bring in two edge loops. So control two, left click, right click, and then let's pull them out. And y, let's pull them out. If they don't pull out, just make sure that you put this on medium point. And then and y pull them out like so I'm just going to pull them out to here. And then what I'm going to do is I'm going to press control B and bevel it. And what that allowed me to do then is squish this bit bit in. So I can now come in out shift and click, and then press S and Z. And I should be able to bring this bit in a little bit like so. And you can see on this bridge that we've already built, this is how it is. It's been brought in a little bit as you can see. And then we've got all of these little kind of grooves. This little bit here is actually coming out as well, but let's actually do that now. So what I'm going to do is I'm going to come to these parts now. So ol shift click on both of these. And then what I'm going to do is we're going to press E and then alterns and bring them out like so. Now you can see that they didn't come out properly. You can see that this has come out a lot further than these. I'm going to press control z twice to make sure I haven't got that extrusion. And then what I'm going to do is press control A all transforms right click, set origin to geometry. And then I'm going to try that again. So I'm going to press Enter AlternS, and now bring them out. And now you can see they're looking much, much better like. So now the next thing I want to do is I want to actually bend this. I want to actually have a bit better bend than what I've got. So what I'm going to do is I'm gonna press control left click, right click. Control left click, right click. And then what I'm going to do is grab both of these, Press Son's ad and just give it a little bit more of a round of bend on it. Now what I want to do is I need to think about creating these bits that go in the inside. We'll do these on the next lesson. They're quite easy to do those parts. And let's say that he'll work and I'll see on the next. And everyone. Alright, thanks a lot. Bye bye. 22. Bridge Detailing Techniques: Welcome back everyone to Blend a beginner's boot camp, and this is where we left the art. All right, so what I'm going to do now is I'm going to press Tab. I'm going to bring in another couple of edge loops. So control two, left click, right click. And then what I want to do is pull these out. So if I press Sen's Ed, I should be able to then pull them all to there. And what I want to do is I want to leave a big enough gap in between each of these to make those little indentations. So I'm going to do is press control and then bring in some edge loops. Maybe let's have look right click, maybe eight. Something like that. And then what I can do it now is I can grab each of these. So click the first one, click the last one, and then go around the back and do the same thing on there. If you've got a problem with Ing because of this other reference in there, just grab it, press Delete. And now we should be able to go around the back. And I'm going to grab this and this. Now we should have both of them selected. And now what we should be able to do is press I twice, and then just bring them in like, so now I'm going to do is I'm going to press E and then and X. And then I should be able to pull them back like that. And there we go. That is the easiest way to do this. Now what we can do is we can actually pull this up and put it into the place of the other parts of the bridge. If I press three, I'm going to press Shift D. And then what I'm going to do is I'm going to bring it up like so. And then I'm going to bring the next one up. And then bearing in mind that we are going to have to make these a little bit thinner, also not going to fit properly. And then shift D, bring it up. All right, so now it's just a question of fitting them in. So all I'm going to do is I'm going to grab my reference. I'm going to press H to hide it, and now I'm going to fit these in like you see with the first one. I'm going to grab this in object mode. I'm going to press and X and pull it back. Then the next one, and X pull it back. Then the final one and X pull it back like so. Now I want to do is I need to pull these out a little bit as well as you can see. And y, let's pull it out into place. Something like this, and let's make it even thinner and X. And then let's do the next one. So what I'm trying to do is you can see the gap here on this is like this kind of length. So you can see here, it's a lot less. So if I press and Y, I can keep pulling and keep pulling to get it about the right side. Same again with this one. Let's pull it out and then this one is okay. Let's look in. This one looks okay. This one needs pulling out a little bit like so. All right, and now let's just make sure we're happy with each of these out farther in. And I think I am. So I think, actually I'm very happy with that so far. If I press Al Tage, bring everything back. Now what I need to do is you just need to make the top parts on these so you can see the top parts on this bridge look something like this. So I'm thinking rather than do that, maybe it's time to spin this around, put this into place, and then what we can do from there is we can probably start making these other parts. Or we can start making this kind of, you know, the wire supports and things like that. Not wires, the cables, but I think actually we'll do that next. So I'm going to first of all, come in and grab all of this, so I'm going to hide my reference out just once more. And then what' going to do is I'm going to grab all of this. It's got a mirror run at the moment. So I might as well apply my mirror 'cause I'm happy without that look. So I'm just going to press control. And then what I'm going to do is I'm going to grab all of this like so, and I'm going to press control J. Join it altogether. Then what I'm going to do is I'm going to press Art and turn it around. I'm going to press seven to go over the top. And then now is it in the center? I think it's in the center. So I'm just going to pull it out to where I want it to be, is the bridge in the center. Let's hide this out the way. Let's look at our bridge. So the center of the bridge actually looks like it's banging in the center. Which is really great, because it gives us a cheat to actually work again. So if I pull this down to here somewhere, something like that, and I think we can actually pull this down now. So if I pull this into place. Sure. Nearly line up. We don't want it to be exact anyway. It doesn't matter if it isn't. All right. So now what I want to do is I want to put the orientation of this in the center of here. So if I press control all transforms. Right click the origin three de cursor. And now what we can do is we can add in a mirror. So let's bring in a mirror. Let's put it over there. Take off the X. And there we go. So now I have hide my bridge out the way we should end up with something like this. Now I want to do is bring back our reference. We'll hide our bridge, so I'm going to grab our bridge again. This one here. Hide it out of the way. Here is the reference. Let's hide this out of the way as well. Let's press three. Now what we can see now is we need to pull this out a little bit because you can see that this reference isn't going to fit properly. Because it probably probably needs pulling out just a tad. So I'm just going to press the S bone holding shift just to get it right in the middle like that. And I think that is looking pretty nice. Now what I need to do is I need to bring the reference up. So let's pull it up where it's going to go. Let's press Lth. Bring back our bridge. And now we can see that the reference is pretty much in line with these parts here. I'm just trying to make sure before I do anything that I'm happy with how this reference is actually going to look. So if I press three. Yeah, I think that's going to be perfectly aligned. Pretty much with this. All right, so I'm happy with that. Let's now grab our bridge. Let's hide it out the way. Let's hide this big bridge out of the way. And now we can actually work on this part here. All right, so the way we're going to bring our reference in, I'm going to hide this bridge, is we're going to actually bring in a plane. So shift eight, let's bring in a plane like so. Spin the plane round, so R Y 90. Let's press three again. We will go into tab mode, edit mode, basically because we actually want to put this over the other side as well. And what I'm going to do is now I should have brought my reference back in. I think my reference is this one here. Yes, it is. And what I'm going to do now is I'm going to first of all, pull this out the roundabout there. Pull it up just so it's down on there, like so. And then what I'm going to do now is I'm going to grab this. I'm going to pull it near enough to the center. The center one as you can see is roundabout there. And then what I'm going to do now is pull the top part up like so. All right. Now let's press this button here so we can actually see through it. And let's line it up a little bit more. Line it up a little bit more with this side now I want to do is I want to bring in some edge loops. So I want to press control, bring in loads of edge loops though. I'm looking to line this up again. They don't have to line up perfectly. We are making our own edge loops here. So something like that. You can see actually they line up near enough per, but they don't have to. So left click, right click like. So now I'm going to do is I'm going to actually use my knife tool and I'm actually going to cut along all the way up to here. And I think we're actually adding another edge loop here as well. Because we know that this part here, as you can see, is where the actual, you know, these supports, these huge columns are actually going to be. So if I come in and I press control bringing another edge loop there, then that's those done now. And then over the other side as well, when we mirror it, they should also be done. All right, so now let's actually cut this way. So what I'm going to do is I'm going to come in with my knife tool. So I'm going to press, I'm going to come down to this point here. And then all I'm going to do is I'm going to bring my knife up. Now I want to actually make this kind of rounded. So the way I'm going to do it, I'm just going to press escape just to take that off. I'm actually going to just come down to here. And what I want to do is I want to kind of make sure that I have a nice slope on there. So you can see that I'm sloping as I'm clicking on the second one. So you can see I'm sloping. I'm going to have a nice slope. I'm going to press, shift the middle mouse just to move a nice slope like so. And then up to this one here. Cross to this one. And then again, a nice slope down. And then just back now to the endpoint on the other side. We've just got to get to this one. I recommend that this one should actually be relatively flat. Actually, if I press the button, it should make it flat. Perfectly flat. Present, there we go. All right, so now we've done that. What we need to do now is we need to get rid of these top parts. But while we've got this actually selected, we might as well press right click mark Sem. There we go. Now I should be able to also mark a same on here. So right click mark Sm. And now I should be able to come in and grab just these faces. So L and L. And then press Delete and Faces, and you should end up with something like this. Now let's come in and turn off our x ray. And then what we want to do is now we want to actually, on the next lesson, come in and turn this into these little girders that you see here or cables. And I'm going to show you how to do that really nice technique, you're going to actually learn to actually do that, which makes it really, really easy to create things like this or for things like for lamps or any kind of wires that you've got round things, so All right everyone. So I hope you enjoyed that. I'm going to save out my work and I'll see you on the next one. Thanks a lot. Bye bye. 23. Bridge Support Modeling: Welcome back everyone. To blend the beginners boot camp. And this is where we left the art. All right, so what we want to do now is, first of all, I think we should move this out a little bit. So let's get it into a nice position like so basically you want to gave it so it's halfway. Now if you can't actually move it down there, just press and X and then you can move it with the shift born and get it into a nice place. All right, the next thing we're going to do then is I can see at the moment, if I press three, that these are kind of not lined up. So we can see these are not lined up properly and we really want to line them up. So all I'm going to do is just grab both of these. And I think, yeah, I think I'm just going to move them over slightly like so. And then I'm going to pull them together. So I'm just going to press S and Y, I think it is. And just bring them together like so. And then what I'm going to do now is I'm going to bring in another modifier. So I'm going to bring in, let's have a look. In fact, before I do that, I'm just making sure that this is nice and smooth. I'm just going to come in all shift and click. I'm going to press Control all Transforms. And then I'm going to come and add in a wire frame. So wire frame modifier. So, and then what I'm going to do is I'm going to put boundaries on. I'm going to hide this out the way, just so you can see what I'm actually doing. But you can see we've got this nice bridge effect here. Come back to this, put boundaries on, that's gonna put a top on for me and then I'm just going to turn up the thickness of this. And finally then let's come in and bring in a Bevel. So bevel modifier, turn up the segments to something like three right click shade smooth. And now you should end up with something like this. Then we can see that's looking really, really nice. Now the one issue I have is, as you can see, that this is not quite straight. So I'm just going to pull this one down a little bit. Just straighten it up just a little bit just to make it a little bit nicer on the floor. And this one here, I can see holding shift. Just straighten it up and this is like your kind of last chance saloon before you actually change this into actual mesh. But now I'm looking and seeing if I'm happy with this part. Now we can see that this is going to look good on here, but it's probably a little bit too close to these parts here. I'm just going to grab each of these. Like if I'll grab this one first and then what I'll do is I'll just pull it out just a little bit and then I'll grab this one and pull this one out just a little bit. Yeah. And I think I'm much, much happier with how that looks. All right, so now what I want to do is we want to actually apply this. And then we want to join these middle sections into each other. So just make sure that you're happy with how this is looking. And the other thing is we need to get rid of this bottom as well, because I'm not happy with the actual bottom. So make sure you're basically happy with the thickness of the actual cables. Now once we've done that, let's come in and press D. And then what we can do now is we can come in and actually grab all of these parts here. I'll basic want to delete all of these. So this one here for instance, O shift and click. I'm just going to go all the way across. Just selecting them with old shifting click and it should make short work of actually selecting them. I can't see that in there, but I just knew from experience that I'm grabbing the right ones. You might want to go and use your x ray. Just just to make sure you're grabbing all those properly. All right, so like this, this, this. All right. Let's press Delete and Faces, And there we go. That's what we should end up with. And that's exactly what I'm looking for. Now let's come in and we should, if we press three, have this right down here. And that's not what we want. This is not ideal. We want this to be over the other side of where we're going to mirror it from. What I'm going to do is I'm going to come in, I'm going to add an edge loop. So control left click, right click. And then what I'm going to do now is I'm going to actually mark a seam on here. Mark like so. And then we can come in with face let and grab just this side and just pull it over this way. And now what we can do is being, as we've got our orientation right in the center, we can press control or transforms. Bring in a mirror, put it on the Y. And now we should be able to pull this across while using clipping. And will happen is while we pull this across now it should start merging in with each other, near enough as we want it now it has gone a little bit small. As you can see. Let's press dot and actually zoom in to see what we're actually doing. So maybe we don't actually want to bring it in that much. I'm going to pull it here where it just comes there. That is the point where I want to pull it in and now really I want to bring these parts in. What I'm going to do instead is I'm going to, I think, grab this, this, and pull those in. So you can see that now he's looking tons, tons better. Then what I'm going to do is, before I do that, actually I need to come round to the back and I'll do the same thing on here. These two, Pull them in. There we go, Perfect. You can see that we've got a middle section on them. We're not going to want the middle section in there, but we're going to sort that out. Once we've actually done this part, then we'll do the same thing on this section here. This one and this one. Maybe the middle one on there. Let's pull them in. Let's see what that looks like. We go then let's also lift these up just to straighten it up a little bit. So there we go. That's looking much, much nicer. Then what we'll also do is we'll grab both of these. Basically, tag it up a little bit. Just pulling them in, I'm thinking now what else I can do to straighten this up. Think what I'll do is just try grabbing this one and this one opposite and pulling them out and x them out a little bit. Just look, you can see there as well that we do have some problems. I think the best thing to do now, now we've joined that, I think the best thing we can do is get rid of that middle section and then we can clean all of this up. All right, so let's apply our mirror. Let's come in then. And he in fact what we'll do is we'll hide these going all the way around there. If I press Ol shift and click, and Ol shift and click, hide them all the way, then you can see this middle section, and that is what we want to get rid of. Now, how do we get rid of this middle section? Let's go in with control, clicking, control clicking round, and then we'll come down to the bottom. Hopefully we can do pretty much the same thing on the bottom just to get rid of that mess. All right, let's press Delete and faces, let's press all tag now. Bring everything back. Press the taboon. There we go. Now we can see we're actually getting somewhere. Now one thing I do want to do is pick up these two parts. So these points here, because we can see they're a little bit bent. If we pick those up now we can see we're starting to actually straighten that out. Maybe if I pull this down a little bit, holding shift and then do the same on this one, like so. And do the same on this one, then we'll pull the rest of them down as well. I think if I pull this down, then pull both of these in a little bit, as you can see the probably. And just this one. And there we go. All right. That is fixed. Nice. Okay, so now we want to do, I want to come and actually bring both of these up. I want to, first of all, before I actually do anything with this, we can see that this has still got a mirror on it. What we want to do is really we want to create a part of this cable to actually go around this. Now, the other thing is that we want to make sure we do it both at the same time. So what I want to really do is probably mirror this over to the other side. So what I'm going to do is I'm going to add in the mirror. So let's come in and bring in a mirror and we can see. The problem we have is, is that these don't exactly line up. So I'm going to actually, probably, let's see if I can bring these in. So I'm going to press a and then try and bring this in. As I bring this one in, you can see that both of them start moving now. And then what I can do is I can bring these out like so, and put them more in the middle. Now let's just have a look. And what I also need to do is make sure that this is also in the middle of these. So at the moment as we can see, if I press seven and go over the top, we can see that this is not really in the middle at the moment. So that's what's caused me a little bit of an issue. And we really want to make sure that these are perfectly aligned. So what I'm going to do is I'm going to grab this, I'm going to press Shift cursor to World Origin. And then what I'm going to do is I'm going to press Shift and Selections. Cursor. That then is going to bang in the center. Now now what I need to do is move them into place, but not move them left or right. So what I want to do is I want to bring them up to where they're going to go. So something like this. And then I want to press three and move them into place so we can see they're, they're enough in place now, so they're actually looking pretty good. And then what we want to do is we're going to have a little bit of a top on these. So what I'm going to do is I'm going to pull these down very slightly. So there we go. Now they're more or less in line. All I need to do now is just make sure that this one is also in line. Because I move them out a little bit if I press shift S election to keep offset. So and then what I'm going to do is pull this one over now your tad, now they should be in line, which they are. All right, now let's come to this one and what we're going to do is we're going to actually grab this, this one over here, Shift and click. Then what we're going to do is we're going to come to this one. I'm going to press Enter AlternS and pull it out a little bit like so. And then what I want to do is fix this. Now into the top of there, if I come to this one, first of all, if I grab one of these, press the dot one. That should allow me then to zoom in. And now I should be able to grab this one and this one. Press the bond to bring them in. And then to bring them out, I might as well bring it in like so. And then copy the thickness over here. So copy this control C. And then what we can do now is we can bring them out. So if I press now, just bring it out into there. Now one side will be done, which is this side, but the other side won't be. And that's why we copied that insert just then. So now if I come to this one, press the dot on to zoom to it, come round to the back of it, and then press Enter. Come down to thicknesses, press control V to copy that back in. And now what we can do is press and pull this down. And now you'll see they are exactly the same as each other. Al right, we finally got there with the actual table on the bridge. So what we'll do now on the next lesson is we'll probably start to make the actual bottom part of this. But you can see it's already really starting to come together. Alright everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 24. 3D Bridge & Base Modeling: Welcome back everyone to blend the beginners boot camp. Now we can see that we're going to have one problem, of course. And the main problem we're going to have is that our road, well our bridge at the moment, is not going to let cars in. So we need to actually fix how high this is. In other words, these need coming down a little bit to actually allow our road in. But the first thing I want to do is I want to bring over this part here. So just this part here. I want to put it so that it basically comes where this ends here. And then we have another one to actually support that. So let's actually get on with that now. So what I'll do is I'll come in and I'll press Lt Shift, and click out Shift Click, You can grab it like so. And then what we're going to do, I'm going to press shift D. And I'm hoping that as I pull those out, yes, the other ones are actually coming out as well. So I'm going to put those into something like that. And then what we're going to do is press Shift D. I'm going to bring another one in for the actual other supports as well, like this. And now for a press tab, press al Tage. Let's bring back our bridge. And you can see I've near enough, put them in the correct place where they need to go. I'm thinking that I just need now just to make these actual supports. You can also see that on the bridge I built that these are a little bit higher, but we're not going to worry about that. It's not going to be identical or anything like that. We just need to make sure we get all these supports in now. So let's press control and just hide that out of the way again. And then what we'll do now is we'll make this support come down here. If I use this part here, it means that I'll be mirrored over the other side. So that'll make it a little bit easier. Let's say grab this one and this one. Press to make a new face. And then what I can do is press Y. Split that off. And then I can press and Y and pull this out like so. And then and X, pull that out like so. And then what I can do is I can press E, and then I can press again and pull it out. So if I press and pull it out, you can see that it's not pulling out that well. But on this occasion, however, we don't need to worry about the actual pulling out perfectly, because all I can do now is just pull it out a little bit. And I want this to be a little bit thinner on this side rather than the edges as well. Let's press then pull that down, and there we go. Now what I'll do is we'll grab it, we'll press Shift D. And then we going to do is I'm just going to move it over all these plants as well. And then I'm going to press seven, go over the top and just make sure that they kind of level and they look kind of level to me. But then what I'll do is I'll do the next one. So shift D, bring it over, put it into place. So all right, so now it's time for the actual road. So the way I'm going to do the road actually is I'll just bring in a plane. First of all, I'm going to press tab, Bring in a plane. So plane, I'm going to press seven to go over the top. And then we going to do is I'm going to press and X, bring it in. So I want these to actually sit on top of you. The way I'm going to do is just going to pull it this way a little bit. I'm going to press tab control two, left click, right click, and then and X pull them out. So press seven to go over the top again. And I can see that I'm probably going to need these edges coming out a little bit more. So I'm going to grab this edge and this edge and X hold them out a little bit more like so. And then what I'm going to do is I'm going to grab the whole thing. And then I'm going to press to pull it up, or this is going to be my road. And then I'm just going to grab these faces here, press, hold them up. And then these will be the barriers for my road. Now, as I said, we need to reduce the, pull these down a little bit if I press three and then what I can do is I can press tab, pull this down to where I want it, which will be probably better off, something like that. And then I can come back now to my cable press in three press tab. And then what I want to do is now I want to grab all of these parts here. So the way I'm going to do is I'm going to put it onto wireframe, wire frame. And then I'm hopefully going to try and grab all of these. If I press box select, should be able to grab this. Going all the way over to here. I'm not sure actually. Yeah, it's going all the way over to here now. Should be able to pull this down into my road. If I bring it down to here, press the Z, Born, go to solid. Now we can see that they are near enough, fitting in place perfectly. I pull it down a little bit more, that is looking better. All right, so now what we can do is we can grab this one. This one. This one. This one and this one. And we can pull them out going all the way at the end of our road and sit in there like so. All right, pretty nice. Now let's actually mirror this then over the other side. So if I press control all transforms, it's automatically going to put that in the middle for me. Add modifier and then I'm going to bring in a mirror. So where's my mirror which is here. Put it on the Y, X, turn it off. And then what I want to do is just grab this one and this one. This one. This one and this one I want clipping on, I think. Yeah, I'll just bring them in now. I'll bring them in together and you should end up with a nice nice road like that. All right, now let's think about our top parts on here. Again, I'm probably going to come just to these. I'm going to then grab this one and this one. Press the one, and then what I'm going to do is press Y again. And then I'm going to split these off. So they're already split off. All I need to do now is go over the top. X, pull them out, and Y, pull them out. This way I'll drop them down. Just a little bit like press the Born to bring them up. Then now I want to platform sat on top of this one with a gap. Because a gap will allow it then to look a little bit similar to this one. And that's exactly what I want. What I'll do is I'll press control two. Left click, right click. Let's pull them out now. And X, then let's press control B. Then what we can do is now we can grab both of these. We can press the ebone to insert, press the Born, bring them up. Now what I can do is I can actually use probably this bottom part of this, on the top of this. All I'm going to do is shifts like this, controls like this, shift D, bring it up basically. I don't want all of these parts in there so you can see all of these lines. So I'm going to press Delete Limited Dissolve, just to get rid of all of those parts. And then I'm going to press and y, pull it out a little bit, and then and x, pull it out a little bit this way and then pull it up. And there we go. As simple as that. All right, so now we just want to pull it over to the other side, L, L seven. Go over the top shift D, bring it over to the place I want it to be, which will be roundabout there like so. And that is looking really nice. Okay. So we've nearly nearly got everything that we need apart from the bit that's going to run underneath our actual bridge. Let's make a start on that. Now, if I come to this part, we can see we've already got the parts that are actually going to do the work for us, which is this part here. So we can actually use this to make a girder that comes down here and then join it all together with another part in there. What exactly do I mean by that? What I'm going to do is I'm going to grab this whole piece. I think I'm yeah, I'm going to do this a different way. So what I'm going to do is I'm going to press shift. First of all, I'm going to pull it down then. So then what I'm going to do is I'm going to pull this up. So I'm going to press and pull it back up. So because then I've split it away from there. And then from here now I can actually put in an edge loop. What I'm going to do is I'm just going to put x ray on. I'm going to put an edge loop down here. So control left click, right click. And then what I'm going to do now is I'm going to grab just this top part, Turn off my x ray, and then what I'm going to do is I'm going to lift this up. So I'm going to press, pull it up. So back into place. Now, when I grab this, I should be able to split this away from everything else. If I press now, there we go. Now it should be split off between all these. Now what I want to do is I want to bring some edge loops into here. I'm going to press control on this inside bit. Now sometimes because I'm working on this, you can see I can't really get to it. So better off pressing shift H, I'd know everything else out of the way then pressing control, if you can't actually see it, it's probably somewhere over here or something. So just press control, bring in a load of edge loops, keep going. Scrolling, scrolling, scrolling, something like that. Left click, right click. And that is how you should have it looking at the moment. Now, how do we get this to be exactly where we want? So how do we get this into looking like those little kind of girder things? Well, what we're going to do is we're going to press tab I actually I need to split this off. First of I'm going to grab it, press selection, Split it off, grab it again. And then what I want to do is I want to make sure that it's in the center. So I'm going to press Control all transforms. And then we're going to add in a modifier. And this time we're going to use a detime. Seems a bit strange, why would you be using the decime if we come and click on un subdivide and then click it on up by one. You will see if I go into it. So even if I put Z wire frame on now you can see what's actually happened. It's actually turned it into this. If I turn this up again, it'll just normally doesn't do anything else. But if you turn it on, subdivide on one, you end up basically crossing those actual edge loops over. So now what I can do is I can press Tab, I can press Control A, Apply that. And there we go. If I press Z going solid, there it is. That's exactly what we wanted. All right, so I'm happy with that. And what we'll do and the next lesson is we'll turn this actually into mesh. Alright everyone, so hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 25. PBR Textures for Bridge: Welcome back everyone to Blender Beginner's boot camp. And this where we left off. So how we're going to turn this into intermesh, we're gonna use exactly the same thing as we did before, add modifier, bring in a wireframe, and there we go. Now let's turn this wire frame down on this one. We're not actually going to need any boundaries. We're not going to need the top and bottom of it. You can see already that is fitting in pretty much perfectly apart from this bit here. But it's the center, so probably it's going to look good. We could delete it out of the way, but actually I think I'm actually happy with how that looks, but I'm just going to double tap the have a look at how this is looking. And I think the one thing that I do want to do is bring this down a little bit. In other words, we can see that the top of it isn't quite there. So all I'm going to do is just press and Z and bring this down a little bit, and then and Z and just raise it up a little bit so I'm hoping that I can get the just this little bit in so we can see a little bit of the gird there and it's still not enough. I think actually what I'm going to do, I'm just going to go back. So before I squished it up like, so what I'm going to do is I'm going to press and Z and just pull it down so that it's sticking out. And then I'm going to grab the bottom part of my platform, Lt, grab this bottom part with L, and then there's press and Z. And pull this down that's fitting on there really, really nicely like so. All right, really, really happy with that. Now we need to get this over to the other side. So we've got a mirror on there anyway, but it's not mirroring over to the other side because this is kind of part of this. What I'm going to do is I'm going to grab this part. Press P selection. Now grab this press control or transforms. And then what I'm going to do is I'm going to mirror it over the other side. Now let's try x. There we go. Let's see if that's falling in place. Yes, it is. And now we can grab this part as well, and we can mirror it on the X as well like so. And yeah, that is looking pretty nice. I'm just having one more last check, just making sure I've not made any mistakes. There we go. Now let's just have a look and see our other bridge. I don't think I need this anymore, so I can delete it out of the way. Let's actually bring in our old bridge. So I think it's this one. I'm going to move it over here. No, that's the other one. Let's try grabbing this one. There we go. That's our other bridge. The bridge that we built. The one thing I would say is that probably these need making a little bit thicker. Let's bring them out a little bit. Double tap the A. I'm just making sure that we've still got these platforms in there. Yeah, actually I think this bridge looks better than that one. That's always good. Now, let's actually apply everything now. So I'm going to go over the top. I'm going to basically grab everything. I'm going to press D and just in case you missed it again, it's convert and mesh. I've just assigned that to D with right click, change, short cut. That will be the last time I say that. So hopefully if anybody's doing this, you know, out of order, hopefully you'll see that, hopefully. All right, so now what we've done is we've applied all that. We can grab one of these, press control J, and then we'll apply everything. Press G just to make sure you've got everything. Press control or transforms, right click. So origin to geometry. Now we need to copy the materials from here. So at the moment we can see if I click my materials on, I've got no materials on here. So I'm going to grab this one. Grab this one. I'm going to press control link materials. And there we go. All right, so now let's break this down now into little parts so we can actually do these materials properly. So we can see we've got our road. Our road is basically just a road, so we might as well grab both of these. And then what I can do is I can go over the top. I can I can probably get away with pressing you and project from view. And then what I can do is I can go to my road and click that on. So click a sign and we'll see we end up with something like this. Now what project from view does is it simply projects this like UV onto the UV map based on the view that I'm looking at. So if I went like this and did project from view, it would be projecting in this awkward kind of angle. That is why I went straight over the top. Now if I got to UV editing, and we need to go now to our road, at the moment we've got all of these, but if we put in road, we'll see that we have one that says Bridge, Matt Road. What I need to do now is grab all of these, Press the S bond to make it much, much bigger, like so. And then put it more in the middle. So and x or in the middle, like so. And there we go. Now you can see you've got a really, really nice road running down there. Okay, so the road is done. We might as well keeping our UV editor and I'm also going to press T just to hide this out of the way, I'm also going to pull this across a little bit more because I need to see more of the model so I can see what I'm doing. And the other thing is I might as well hide this road out of the way now and focus on everything else. So what I'm going to do is I'm going to grab everything. In fact, I'm not going to grab everything because I just want this one selected, grab all of this. And then what I'm going to do is now. In fact. Yeah, I'm probably going to split this down actually. So let's come in and grab just our cables. L grab both of your cables. Hide them out of the way, and then you can press A and grab everything else. And now you can basically press U, Smart UV Project Lek. We can see we've got this long part here that's really taking up the UV space. Sometimes that happens, and the easiest way to deal with that is just to grab all of this. Move it out of the way, grab this one behind it. So L, L, L, and L, press G, Move that one out the way. And I'm going to basically grab this B control to grab everything. Move out of the way. And then what I can do is I can grab all of this. Now, So all of this is kind of the rest of all of this. And then what I can do is I can press control plus just to make sure I've got everything and then U V and then what we're going to do is pack islands. And it's just going to pack the islands to make sure they're round about the same scale. And then I compress a and then pull them out who as large as I want them, making sure the metal looks okay. Which I can see, it actually does. All right, so finally now just a cable. So if I press Tab, press al tage. Come back into my cables, both of them. And then what I'm going to do is press U, Smart UV Project. It might take a little bit of time on your machine. And then what we're going to do now is then we're going to assign my bridge metal. I think it's this one, like so. So assign that, look, there we go. And then we're going to press a scale them right up just so we can actually see some actual metal work in there. And now finally we just come down two. Let's have a look at this. I'm thinking that these actual girders on here are going to be a bit darker, I think. I think that's what I did with it. So if I come now and hide the cables out the way, I can actually come in and grab all of these. And what we'll do is I'll assign those bridge doc and now they're a little bit darker as you can see. Now finally let's come in to these parts here and what we're going to do is just assign to bridge. Concrete click sign. There we go, Beautiful bridge. That is how you do it. And obviously you can see that these girders on this one are a little bit bigger than this one. But you know, now you've got the skills now to actually change them however you want to. All right, so I'm happy with that. Let's now save out our work. So file, let's go back to modeling. Let's bring everything back with ol tag. And we'll also grab my bridge. And I'm just going to throw it in my bridge there. Pull that up, close it down. Bring back line lighting. And the next one that we're going to be working on is our actual broom. And you can see that, this looks really, really nice. You can see where the inspirations from. I can see, actually I've got a little bit of a glow around there that's not intended, so we will saw that out. But on the next lesson, you'll learn all about how to create this kind of iconic little prop. All right everyone, so hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 26. Broom 3D Modeling Displacement & Sculpting: Welcome back everyone to blend the beginners at boot camp. And this is where we left off. All right, so now let's come and move our broom just over to the side again. I'm going to hide out my plane. I'm going to hide this broom and the platform, and I'll also hide the actual light. Okay, so let's start then with the top of the broom. Now, with brooms, you can actually make it with bristles and things like that. And we're going to go into the particle system a little bit later on in the course, but for now we're going to actually create a very stylized type look for our own broom. Now let's first of all to do this, what we're going to do is we're going to press Shift, and we're going to bring in a UV sphere. And this might seem a bit weird that we're bringing in the UV sphere for a broom, but you can't see anything round on this broom, but we are, So let's come in now and what we're going to do is we're going to come right to the top of our actual UV sphere. And what we're going to do is we're going to set our proportional editing on, and then we're going to set this proportional editing onto this one here shop. Then what I'm going to do is I'm going to press three on the number pad. And I'm going to bring this up and I want to give you a nice kind of broom end shape. So you can see now if I bring this up like so that there looks actually quite nice. So we're basically going for this end here. I'm going to right click auto smooth as well. And the next thing I want to do is just make sure I'm going to put this on object mode as well. Is that the broom end isn't sort of this pointy. So what I'm going to do is I'm going to grab the point. I'm going to press control Shift and B. And what I'm going to do is just level that off, increase the levels up like so. And just make it a lot more rounded rather than that really, really big point on the end like. So next one I'm going to do now is going to go over to my modifiers. And I'm just going to pull this up a little bit 'n adding a modifier. And the one I want to bring in is a displace. And we're going to use this actually to kind of get some animation out of it. So we want to wave in animation. And then we want to actually set that animation and then turn it into the kind of end of our broom. That's where we're going with this. What we want to do now is come over to our textures, the one we're going to pick, so I'm going to click New, and the one we're going to pick is going to be marble. So we're going to click marble and you'll end up with something like this. And then what you want to do is you want to probably leave everything as it is. You'll see at the moment it looks a real mess, but don't worry. And now we're going to do is we're going to head back over to our modifiers panel. And the one we want to bring down is this strength. So we're going to put the strength on No 0.20, something like that. And we can see, hey, presto, something's actually happening. If I now bring this strength down a little bit more, you can see if we hold the shift button, we can actually get some, something actually going on there at the moment. I'm going to leave it like this. Then what I'm going to do, I'm just going to come back to my texture and now we can actually mess around with turning this around and making it a little bit more lumpy as you can see there. All right, so the next thing then we want to do to actually get this animated, is we want to bring in something called an empty. If I press shift A, so if I press shift A, and then what I'll do is I'll come down to where empty is and I'll bring in a plane axis. Now the moment I can't see my plane axis, so what I'm going to do is I'm going to press scalely up straight away. Now what is this that brought in? This is basically called an empty. And what it is, is it something that you can attach either animations or you're comparing things to it. And then you can move it around the screen without anybody seeing the actual empty. In other words, this will be invisible in the actual render. So really, really handy if you want to make flames, effects, and things like that, or have an animation, you know, like this broom actually flying around in a circle. We can use empties to actually achieve that. But now what I want to do is I want to go back to the end of my broom. I want to come over to my modifiers panel. And what I want to put this on this corners is onto an object. And the object that I want to pick with the little pipette is going to be my empty. And you'll see this happens at the moment. Now if we click on our empty and we go over to our item over here. And then what we're going to do is where the location of the empty is, you're just simply going to put in hash tag this one frame. What that does is now once I press Enter, is if I press Space bar, you can see that this now is moving up and down, and this actual MT is moving this along with the displacement. And now we can actually go in and what we can do is we can come back to our broom and we can increase this to, let's say no 0.15 and then we can have a look at what that actually looks like. Now, the other thing about this Is that when I first brought this in, I actually brought it in as a UV sphere. But the problem is when I brought in the UV sphere, as you can see, it comes in at 32 and 16. I'm probably going to need a little bit more subdivision. So if I come over to this now, add it to modify it, and let's bring in a subdivision like, so let's pull this up onto the top. So what I'm going to do is I'm just going to grab it over here, pull it up onto the top like so now let's see what that's looking like. And now I'm going to do this, I'm going to come back to my strength now on my displacement. And let's turn that up a little bit. And now we can see we're getting a lot more wobble. Now, the other thing is I want to bring that right the way down. There we go. And then let's turn it down a little bit, and it's all just about now fiddling around, trying to get the right look or our actual broom. Now let's go back to our textures. And what we can do now is we can actually really start to bring this down to 0.25 maybe something like that, maybe something like this. And now you'll see as we bring that up, now we're actually getting a very, very nice effect. I'm just going to go over and see if I can actually take off my subdivision. Yeah. And I think it actually looks better with the subdivision of All right. So this is what we're actually looking for. Now what we need to do is we need to go back to our empty. So once we bring in R empty, so as soon as it's there as you can see if I click on this and then go over to lay out. What I can do is as I move this, you'll see now I'll be able to get the right one that I actually want. So as I'm moving that, you can see that it's moving this around. And now all I need to do is pick the one that I actually want, so the site kind of style that I actually want with my broom. So it could be something like this one. I think that looks pretty nice. And now all I need to do is I can actually go and apply that to my actual end of my broom. But what we'll do is we'll click on it, and all I need to click is D. And then what it'll do is it'll apply all those modifiers. And even if I press Space part now you'll see that nothing actually happens as well. I can actually get rid now of my actual empty get out of the way and we should be left with something like this, which is pretty nice now, you can already as well, you can go in to this and still alter it with your proportional editing, which you might want to do. So in other words, you can pull it out or bend it around a little bit like so at the end of the broom. And I think I need to pull it up a little bit, so I'm going to press the eyeburn again. Bring it in, pull it out, yours to get it looking a little bit better. And yes, I think we're nearly there though. Old shift and click. Turn this off control, turn it down one, don't go too far and see I've got a lot of broken mesh now that sometimes does happen as I told you. So I'm just wondering, I need to fix this. What I'm going to do to fix that is I'm going to go to vertex, move vertices. And then I'm also going to use a smooth modifier just to smooth that off a little bit. Add modifier. Let's come and bring in a smooth, let's turn it up a bit. We don't want to smooth it off too much, we just want to smooth out that little bit so we can turn this up and down and then turn it up one. And there we go. I think that's going to be the best I can get with the end of it. And we're never going to see that little point anyway. It will always end in a point, is what I'm saying. All right, so I'm happy with that. Now I'm going to apply the actual smoothing. And then what I'm going to do is now I'm going to spin this round. So if I press and x, let's spin it round so it's going the right way. Let's pull it up so we can see what we're looking at. And you can see as well that my broom, on this one, it's quite chunky, so I might just actually spend a little bit of time now just pulling it in a little bit. So what I'll do is I'll come over, I'll put this on smooth instead. Now. And then what I can do is I can hold, pull it out like so. And then we can kind of bring it in, bring the boom in. That's looking pretty nice. Okay, let's make it a little bit smaller with, and there we go. Okay. I'm happy with that. Now what we need to do is we need to actually create this bit going down here. So what I'm going to do first is I'm going to come to my end. So this is the end here. And what I'm going to do is I'm actually going to delete this. So I'm going to come in, press the Born, just to select all of those going all the way around. And then I'm going to press Delete, Delete and Faces, and that is what you should actually be left with. Now you can also see that if you wanted to, you could add in more subdivisions and then you could come over to your sculpting and kind of sculpt some nice lines in there and things like that. We're not going to do that on this part of the course. I think we do a little bit more sculpting a little bit later on, but for now I think I'm going to leave my broom like this. All right, everyone. So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 27. Broom Base & Stick Attachment: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so now let's actually create, let's put it into the front view and let's think about rotating around. So one just going to rotate it on the X just a little bit just to get more of the kind of angle that I'm actually looking for. And then what I'm going to do is I'm going to press shift S because there's a selected shift. And this time we're actually going to bring in a curve. And the curve that we're going to bring in is a path. So as you remember with the actual handle on the door, curves are very, very powerful and you can adapt them very easily. So ours head 90, let's pull it out, let's get it the right length. I actually want it, so he pulling out until he's got the right length. If you need an idea on length, you can see how wide this one actually is. And then what we're going to do now is if we press Tab, we can actually move it across without proportional editing on like so. And then we can shrink it in a little bit and Y drink it in. And then what we can do is we can pull it up with proportion editing on now from here. So let's have a good look at it. And then we want, we want to come in straight and then up actually have gone the wrong way. So let's go back this way. Let's grab this one. We'll grab this one. Pull it up, bring it in like so. And then let's bring this one up a little bit. And there we go. I think that's actually going to look pretty good. I'm just going to pull it up like so. And then I'm also going to pull this end down. Let's pull this end down, and then let's put it into place. So just make sure that you're happy with how your brooms looking. I think I need to bring this up. Yeah. That's looking a much, much bare angle like, so. All right. I'm happy with that. Now what I want to do is I want to actually come in and give this some depth. So I'm going to come over to my options for my actual curve and I'm going to bring up the depth. I'm going to bring up the depth, the kind of the depth I want it to start from from this point here. So this probably, yeah, it's probably gonna be okay. Now, this, now what I also can do is I can then come in, grab the end of it with proportionality on press Ot S. And you'll notice I can actually start to shrink this down. So now we've got a nice kind of blow going along there. Now the next thing I want to do is obviously I want to put this kind of cut in there and shrink that in, or pull the rest of it out. So I think what I'll do at this stage is we'll come down, we'll turn our resolution down a little bit, and then turn it up to something like five. And then what we'll do is we'll press D, and then we'll convert it into mesh as you see there. Now let's bring in that part. So this part over here, and probably the easiest way to do this is with the bisect too. What I'll do is I'll press A and then I'm going to go over to mesh. I'm going to come down to where it says bisect. And then nothing really happens, but if you click left, click and drag, you will see an actual line appears like so. And then where you can press Space Bar and you can actually put this line wherever you want it. So let's say I want it, something like that. Let go of it, and then what you'll have is this kind of line going around here. But more than that, the Bicect tool also has a lot more functionality. For instance, we can actually clear either side of them and we can actually fill it in as well. So it makes it really, really handy. Talk now on this occasion, all I want to do is basically grab it and make a cut. And making a cut like that with the knife is a lot harder than the bicect tool. Then why are we going to do a right click? And because I'm in face let I can't write click and make mark a Sam. So what I'm going to do is control and mark a same. Now what I can do is I can come and pull this out. So I'm going to come in, I'm going to press L and then we I'm going to press is Olt and without proportional editing on. And I should be able to pull that out a little bit. Now you can see that it's coming out in this way. And that's not something I want. So what I'm going to do is I'm just going to press shift H just to hide everything else out of the way. I'm just making sure I've gotten no end on there. And that's why I'm doing that. And then what I'm going to do instead is I'm going to press Tab. I'm going to press Enter. And then old S. And now should, if I actually go back to it all test, there we go. Bring it out. And then what I can do is I can actually put on offset even. And now we should end up with something like this. Now, at the moment, we aren't shade smooth or anything like that. It's looking a little bit rugged. And the other thing is that I think I need to pull out some of these. So I'm actually going to go in and we're going to grab these three. Make sure proportion editing is not on. Just pull them out to straighten them up a little bit, we can actually start to get rid, hopefully. All those actual ledgers that we've gone there. Let me see how far I need to pull that down. Braten, all these out just a little bit, just making it a little bit cleaner. I'm just looking how I can actually straighten them up a little bit better than while I've got it. I'm going to pull them out like so. And then I'm going to pull this one out like so. And then pull it up. I think what I'm going to do is mark a bevel on here, so let's press control B. And then what I can do is I can come in and I think I should be able to adding a subdivision surface. There we go. All right. That's looking much, much better than why I had it and I'm very happy with that. Now we do need an end for our broom, so let's just grab this end, press the F one, you will end up with that because obviously you've got a subdivision surface on now. But just to get rid of that, all you need to do is just press control. Bring in another edge loop. And as you can see, as you bring it up, you can actually bring that in to get rid of the top bit. With this problem on here, we can just grab this face and press the eyeburn. Then we can bring it in and really make it a nice end for our broom. Now the inside of this broom we don't need to worry about too much or we need to worry about now is pressing oltage, bringing back everything, and just seeing how that actually fits in to our actual broom. And you can see that that's looking pretty nice. The only thing I would say is maybe we should have a little bit more of a bend on here, which we can actually go in and fix now. So if I grab this, just this one here going round, I can actually put proportional editing on. I can press Tab, Hide these out of the way so I can see what I'm doing. Press three, grab the broom again. Now what I can do is I can just bring this in just a little bit down, and now you can see it's looking much better. And the last thing I think I want to do is I think I want to make this a little bit smaller on this end. So I'm just going to grab this end. I'm going to press S, bring it out a little bit and yeah, I think I'm much, much happier. I think I just need to bend a little bit more. Yeah, there we go. All right. Now let's focus then on our actual broom end. So what I'm going to do is I'm going to come and fix this. First of all, let's try and get more in center. Let's pull it just over to the side like so. Then let's come to this. And then what we're going to do is we're going to pull this out, pull this out a little bit, and we're going to hide it. As you can see on this one, it's hit a little bit around the actual broom. So all we need to do is we need to just pull it out. So if I press, I can pull it out to the. Then what I want to do is just fit it into place now with proportional editing on. And then what I'm going to do is I'm going to press pull it out, pull it up, just making sure that it's actually inside there. As you can see this bit, isn't Sanders going to pull this down, making sure it's all filling in a Yeah. Can I actually grab that? I think I can. There we go. Got there in the end. So let's press bring it in. Bring it out. Let's turn off the x ray. Yes, and I think I'm happy with that. All right, so now it's just a question of coming in and playing around with this. If I press control, bring in a few more edge loops. And then what I can do now, I can actually tailor this off a little bit. In fact, it could probably have gone away with actually adding a bevel on it if I press control. Once I've grabbed all these, now that's probably a better way of doing it. And then what I want to do is probably flare out this little end. I'm going to grab this end. I'm going to press S with proportional, let's just flare it out a little bit like so. Then what I want to do is I want to move these down now. So if I grab all these as grab them more, pull them down a little bit and now it's looking a little bit more realistic. Albeit we need to just still play around just a little bit with these just to get the look what we're going for. If you're not happy with the bevel, just go in, pick on them, delete and dissolve edges, and then you'll just get rid of them for you. Straighten it out a little bit more for you, and I think that's actually looking better. All right, so the last thing then is I want to come in, I want to grab them. I want to press Enter, Bring it in without proportion editing on. So then what I want to do is just bevel off this edge control B. Bevel it off. Yes. Now looks really, really nice. All right, let's save our, our work and then on the next one what we'll do is we should be able to get our handles and everything like that done. And hopefully we should get around to actually adding in our textures. Alright everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 28. Broom Decoration Techniques: Welcome back everyone to blender beginners boot camp. And this is where we left off. All right, so now let's think about creating a little circle on here, and then one probably around here, what's actually going to hold the feet and things like that on. So let's come in and what I'll do is I'll come in first of all and I'll grab this one edge going around there. Shift S curse, it is selected. And then what I can do is now I can bring in let's let's bring in a cylinder, cylinder. Should do it. Let's put it on something like 2042 is too much as we've discussed. And then R X ninth, spin it around, press the S born and then and Y bring it together. Now the one thing that you need to do now to actually make this into a really, really nice kind of edgine that's going around is you need to come up to Edit, go to Preferences, and what we're going to look for is something called Loophols. Loop Tools. This one here, click on it, Click, Refresh, close it down. What is Loopholes? Well, if we come in now and we grab in our faces, so grab both of these faces, press the eye bottom. And then what you want to do is you want to right click, and you'll have a new button which says Loop Tools. If you come down and click on Bridge, you'll see that it actually bridges everything for you, really, really handy tool to know about. So if I grab this now, press R and X, and what I can do now is put this into place. So three, let's move it into place, make sure it's actually in there. So let's pull it in a little bit with let's make sure it's up on top of there, like so. And none of it's being clipped or anything, which it is a little bit, so let's pull it out. Yeah, something like that. Now I'm I'll use the same idea, but what I'll do is I'll make the actual platform where, where they're going to put the feet on somewhere else. So I'm going to do is press Tab, and then I'm going to press Shift to World Origin Shift. Let's bring in another cylinder. Let's spin the slender round so R x 90. Let's make it thinner so and then and Y so and then what we'll do now is we'll grab it. Same thing again. We'll grab these sides. Press the eyeball for insert. And then what you're going to do is loop tools, bridge. So now what we can do is if I press one and hide this broom out of the way, I can actually use this now to create those kind of foot anchors where they put their feet on. What I'm going to do is I'm going to come in and bring in a curve, but we're going to do it a little bit different this time. So you can see I've brought my curve in. I'm going to make my curve Uch much smaller now, Something like that. I'm going to put it into place though, just so the edge rust in there. So you can see if I pull it out a little bit more. If you want to see the edge, by the way, just click on your actual x ray and then you'll be able to see through the mesh. And it'll be really easy. Once you've got it set, something like that, click it off and now we're going to do is you're going to use another technique. If you come over to your actual curve, what you want to do, instead of going to depth this time, you're gonna go extrude. And you're gonna extrude it out like so. Then what you're going to do is you're gonna come over to your Add modifier and you're gonna add in a solidify. Then you're going to actually increase the thickness. And now you'll see now once I press Shade, that we've actually got something that resembles these footholes. Now I can do is if I press one and come in now and actually alter this. So you can see now I can actually alter this, do my heart's content now, it's probably better off if you use proportion editing on this. It does make it easier. And the other thing to make sure is that you are in front view. If you're not in front view, you're going to end up with these twisted and things like that. And that's not actually something you want. Now, the other thing is I think I actually hit the other broom weight. So let's just wing it. What we'll do is we'll actually create more. So I'm going to press E, E, E, E, E, E and something like that I think's looking good. And then what we'll do is we'll come to the end. And what we can also do with proportionality non press the alter Ns and you can also bring it in right at the end like so. And you can see that's looking pretty nice. Now if I come to this one and I don't press al S and I just press S, you can see it doesn't really do anything. So what we need to do is we need to now apply this. So if I press Tab and then D, you'll see that we've got all of these. So I'm just going to go back before I do that. And instead of doing that, what I'm going to do is I'm going to come down through my resolution. Turn this all the way down. Turn it up to four or five as we spoke about. And then what we want to do now is just make sure we apply this. So if I press D now you'll notice that there's nowhere near as many edge loops. Now the thing why we did that is because now we can go old shift and clip just on this one. And then we can press and Y and really bring it out to make it actually fit. Now if you want it coming out a little bit more, just go back. And press S and Y and just increase the actual circle. And now it'll pull it out like so. And you can see you've got a really nice, beautiful curve now. Now right click and shade Altos move will work now because we've applied on modifier and we've actually applied our curve. And now we want to do is we need the center of here which is already there. Right click, set origin to three cursor add modifier. And then all we're going to do now is we're going to add in a mirror like so. And there we go. All right, let's right click and shade, auto, smooth on this as well. And let's now see what this is actually going to look like before we do anything else. So if I press seven to go over the top, I want it kind of in that part there. I'm going to make it a little bit smaller, so seven again over the top. Let's actually have a look how this is going to go in. It's dropping down a lot. Something like that. Let's rotate as well, R and X. Let's rotate it round. Let's double tap the A. There we go. Very nice broom. Now, the one thing we could also do as well, we can also pull these out. No problem to pull them out. While we've still got everything here, I can grab this one, press one. And then what I can do is with, I can actually pull these out. You can see now it's not affected really anything made them a little bit bigger. Now if we press ol tag and bring back our old broom, now you'll see that this was the design on that one. This is the design. This actually, I like this look a little bit better than this one. But you can see now just how easy it is to put together a simple broom like this. Now the one thing I think is that I'm going to need to make these much thicker actually. So I'm going to bring it out like so. And then what I'm going to do now is bring back this in. So I've got this bit selected, but I've also got these selected. So what I'm going to do is just grab all of this on the inside with Olt shifting click and then Ol Ts and I should be able to bring those in now like so. All right. Now I think what else I'll do because it's such a big chunky part, this probably shouldn't be that chunky. So what I'm going to do is Olt shifting, click Ts and bring it in a little bit. And then what I can do it is because I've still got my mirror on. So my mirror still on, I can just grab this side and then just pull it back in like so. And now it should look much, much better. And it does, It really, really fits now. All right. Really, really happy with that. Now what I want to do is I want to come in and grab this one. Right click, shade, auto, smooth. And now let's just join it all together. Well, let's come in, grab our platform. Hide out the way with H, idllight out the way. And then what we're going to do is just grab it all. Now remember, the first thing you should always do is always object convert and mesh. If it doesn't work, make sure that one of them is yellow. So now if it's yellow, we can go to object convert mesh or D, which is what we set it to. And then what we can do is we can join it all together. So okay, so now finally what we're going to do is get the materials on. I'm going to put this on Material mode, and then what I'm going to do is I'm going to click on my broom. I'm going to click on this last of course, control L link materials. And now we can see we've got our materials in here. So let's now go in to our broom and our materials and what we'll do is we'll grab all of this first with like so. And then what we'll do is we'll make sure we unwrap it all at the same time so you smart UV project. Okay? And then what we'll do is we'll come to the other part of it. So this part here. And I can see that I need to grab this part as well. And then what I'm going to do is broom, dark wood. I'm going to click a sign like so. There we go. Now we should go in, grab all of this again, and then just go to our UV editing. Uv editing. And let's make it either a little bit bigger or a little bit smaller. Let's see what it looks like. So S bring it out. Yeah, probably looks better like that. Now let's come to the next bit. So let's grab all of these. Let's put broom metal, so a sign. And let's also press Smart UV project L. Okay, There we go. And now finally onto the broom bristles though. If I come to my broom bristles, I can press L U Smart UV Project. Click Okay. Now the problem is, as you can see, we have a huge problem now with it looking like this. This is really not what we want. The other problem we've got is if we actually have it like that when we come to putting our fire and things, that's not going to work. So what I'm going to do is I'm just going to grab this part shift H, control seven to go on the underneath. And I'm going to mark a seam going all the way down here. And then carrying up control click, control click and control click then right click, mark a seam. Then all we want to do now is want to mark one more seams in this part here. Grab this markem, U, sorry, control and Mocasine. Now we should be able to undo this. So if I press L U and instead of smart UV project, just click and wrap. And we should end up with something like this. Which means it's going to be much, much easier now for us to use if I come in now and grab this and spin it around like so. Now finally, let's put on our broom bristles. Let's click a sign. And now let's go to broom. Hopefully, we'll be able to find the broom bristles which is this, this broom red emission is the one we want because what we want to do is we want to make sure the end of our broom and only the end of our broom is lit up like this. What we're going to do is now if I press G and just put it into place, you can see that the problem we've got is that the whole thing is actually lining up at the back as well. And we don't want that. And the reason is because this actual texture is being repeated, repeated, repeated. And we don't want that. So what we're going to press is S and Y bring it down, and then G and Y bring it down. Now you can see we've got the effect that we actually want. All right, so there we go. We've not got any burning on here or anything like that. Really, really nice. Let's now go back to modeling. Let's press LtH. Bring everything back, let's put it on material so we can see our work. And there we go, everyone. There is our broom, but let's close that down. And then we'll actually put the broom in there as well. So I'm going to grab this, I'm going to put it into my broom right out of the way. And then the next one we're going to click on is the bridge. No, it's not a bridge. It should be, I don't know, we messed up on the name. It should be a roof. But anyway, you know it's a roof. So what we're going to do on the next on everyone is we're going to create this Japanese roof. There's a lot of intricacies when we're creating roofs, and you're really, really going to find some nice techniques to actually do that. All right everyone. Let's save that our work and I'll see you on the next one. Thanks a lot. Bye bye. 29. Japanese Roof Modeling with Array: Welcome back everyone, to blend the beginner's boot camp, and this is where we left it off. All right, then what I want to do now is create this Japanese roof. So if I grab my roof and move it over to the side, what we'll start with again, we'll hide these out the way the bridge, even though it's not a bridge. And then what we'll do is we'll also put it onto object mode so I can actually see what I'm doing. I'm gonna hide this light source out so there's nothing actually in the scene. And then what I'm going to do now is create, first of all, all of these towels. So again, when we're doing anything like this, it's better to preplan exactly how you're going to do it. So the way we're going to attack this is we're going to actually create these main tiles, then these little round tiles. And then kind of put it all together and bend in the way that we'll want it. All right, so let's come in and make the first tile. So what I'll do is I'll bring in a cube. I'll make the cube smaller. Again, we're not going to worry about scale or anything like that. We're going to scale it in on the z axis. So scale it in, and then what I'm going to do now is I'm just going to come in and level these edges. Now, it's important that when we've grabbed these edges again, press control A in object mode, reset your transformations and now come in and level them off. So control B, level them off. And you can see there, beveled them off. I think it's let's have a luck four times now. The thing is, you might not want to have it that high. Because the thing is you're going to be actually be repeating this a lot. So it means the more polygons you have in the first one, the more polygons you're gonna have in the next one. So I might just turn that down, just one like so. Also we can actually change the shape as well if we want to to something, you know, a little bit more ornate. But I think for me we're going to keep it pretty standard, so we'll keep it like this. Now the main thing to do once you've actually created your roof tile is to actually come in and fix the mesh. So what I'm going to do is I'm just going to delete both of these faces. So fire press delete and faces. And then what I'm going to do now is join them back up but in a neat way, so ult shift click around the bottom. And then what I'm going to do is I'm going to remove, I think I'll remove this one and this one. And then what that allows me to do is bridge this. Now you can't bridge if you've got it all selected. So you need to remove two, so there has to be a gap between them. And then for right click, come down and it says bridge edge loops. And there you go, a nice clean edge, anthropology. Okay, so let's turn these both off again, the same thing. So bridge, or was it bridge edge loops. There we go. And now we want to do is we might as well actually mark our seams. So if we come in an Olt shift and click Olt shift click just going all the way around it, like so stay on the bottom then. So if you can't actually select it, just come in, rotate your camera, and then you should be able to select it. Right click, mark, Seem. Now, just so there's no infinite loop, I'm just going to select them at the back as well. Right click and mark, seem not sharp. Mark, seam and clear, sharp. We don't need a sharp. Okay, now the next thing we want to do is we want to actually make sure that this is unwrapped. So I'm going to press L U on wrap. And then what I would do is, if I was doing this for a really, really nice model, is I would just go then to UV editing and just make sure that it's rap really nicely which mine actually is. But now we're doing that, we can come back to modeling. And now we want to do is I actually want to create this into the actual tiles. So I'm going to do first voice, right click, Je, auto, smooth. And then I'm going to bring in an array. So control all transforms and then bring in an array. So add modifier, bring in an array. And then what I want to do is I want to rotate this round now. So if I press one and go into side view, then what I can do is I can actually rotate it on the Y axis. Now it's important that we rotate it in edit mode. So A to grab everything, art and Y rotate it round like. So I'm going to move them up as well, so it's actually on the ground plane. And then finally what I'm going to do is I'm going to move this X factor, holding the shift button just a little bit back to make sure that it's actually going underneath. Now if you want it a bit closer, all you've got to do is then R and Y rotate it around a little bit, and then you can move it back even more like so. And then we can pick them up though they're on the ground plane. Now what we can do is if we actually increase the actual count, as you can see, they all rest on the ground plane and they're all in line with each other. But let's go something like nine for now. I think that's gonna be a long enough. If we look on this one, we've got 12345678, maybe nine, something like that. Now the other thing is on this one, I don't think, if I go in there, you can see that these are flat. It is much better if you have them like we've done here where we've got a few actual edge loops. It's probably going to be a little bit handier as well if you make another edge loop in here. So if I press control are left click, right click. And then what that's going to do is as we bend it, it's going to allow it for more bend because we have actually more topology. Now there is that to take into account. All right, so now we've done that. What we want to do is we want to array it across. So we're going to bring in another array to add an array. We're going to turn this down to zero. And then what we're going to do is turn the Y up to maybe one or minus one, whichever way it's going to go. And you can see now this is how it's going to look. Now the next thing we want to do is probably Be level these off. But I'm going to come in add, modify it, And let's actually bring in a bevel. Let's actually bring down this bevel then, so it's not too high. So set it up to maybe maybe something like this. And then what I'm going to do now is actually increase the amount of a race on this one so that they go across a few more. Can see on mine I've got 12345, something around there. So let's put that in. If bring it down, I think it's this one. Yes, it is. Five like so. And now we've got basically the start of our actual roof. Now what I want to do is want to create the next part of the roof. So what I'm going to do is I'm going to bring in a cylinder. So shift, let's bring in a cylinder. Now remember this wants to be pretty low because again, you're going to be using this a lot of times and repeating it a lot. So try and get it down to something like 16. Which means that when I write Click, I should be able to put auto smooth on and actually have no jagged edges or anything like that, so don't go too low. Don't go to something like ten or something like that because it simply won't work. Next thing I'm going to do is I'm going to squish it in. So, and then and Z, pull it up like so. And now I'm going to rotate it round, so R, Y 90. Let's rotate it round and let's make sure that that is going to fit in. Now when I'm fitting this tile in, I want it to fit to the halfway point as you can see, so it's nearly in the halfway point. Now what I want to do is I want to make sure that it comes to the end. At the moment you can see it's probably a little bit actually that's okay. What I want it to do, I basically want it to come the cylinder to be two tiles and then a little bit extra. And the reason I want a little bit extra is because I want it to come to the end and just kind of hang over the end light. So what I'm going to do is I'm going to come in, first of all, I'm going to press controller. And let's bring in three edge loops, something like that. And then what I can do now is I can come to the edge of it and I want to pull this out a little bit. So what I'm going to do is I'm going to put it on maybe on route, let's try route to see if that actually works so we can see now we've got a nice flow of it going out. Now maybe that is a bit harsh. So what I tend to do is I tend to play around with these parts and see which one's given me the best result. And you can see there that this one, which is the sharp, is definitely giving me the best results. Now what I want to do is I want to insert. So I want to press and insert. And then what I want to do finally is eat and pull it back like so. All right, so now we need to make sure that these actually fit together in line with each other. I'm just looking at the scale and making sure I'm happy with it, and I think I am. But once you are happy with it, again before you do anything important that you actually fix any measures. We have got an Eng on in the front and back. I'm not going to worry about engons at the moment. You know what they are and you know how to fix them. All we would do is literally right click, triangulate faces. Let's press control then and mark a seam. And then what we're going to do now is actually mark our other seams. So all around here, all around here, all around here, right click and mark seam. And then what we're going to do is we're just going to come underneath. If we press control seven, we can see the line is straight from there to there. So I'm going to click on this one. And then I'm going to come all the way to the back control Click, right click and Marco scene. And there we go. Now again grab it. L U unwrap and let's see what happened. It said object as non uniform scale. And the reason for that is simply this. We didn't actually reset our transformations, both. You press control or transforms right clicks at origin to geometry. And then what we can do, do press try that again, wrap, and there we go. No problem this time. Let's again go to our UV editing. So we can see now this is unwrapped really, really nicely for what we need. And now finally back to modeling. And what I'm going to do is I'm just going to save out the work before I do anything else because sometimes blender can crash and we don't exactly want that. All right, so now we've got that. Let's bring in another modifier. And again it's going to be an array. And you can see now that it's put it right around there. Now from this point we can actually move these in and out because we can see that this is probably going to be a little bit too close to my tile. So I'm just going to bring it out a little bit. So, and then what I'm going to do now is I'm going to pull this back just the tad, so if I pull this down a layer a bit back, holding the shift button again into there like so. And then what I'll do is I'll increase the count. So if I increase the count, let's say that. You can see here, this is the issue that I didn't want it to have. I don't want it to be overhanging by so much. But what I can do is I can come now before doing anything, press and X without proportional editing on. And then just pull it back a little bit just so it's hanging just over the end of the roof. And now you can see it's looking pretty nice. So let's pull it up a little bit. We want it, remember we're going to have some wood in there, so we do want it far enough in to cover that wood. So once we've got it there, I can then actually pull it out a little bit more by either increasing my X factor or I can actually pull it out again. So what I'm going to do is I'm just going to increase this just a little bit like so. And now you can see that's looking really, really good. The reason why I want this circle as well is at the end, normally on ornate Japanese roofs, things like that, to normally have some gold or something inlaid in there. And that's exactly what we're going to go for, Al right Then with that done, then on the next one what we'll do is we'll get this over here and then we'll get it repeating. And then obviously we'll have it all coming together to create this roof. And then we can start work from there. Alright everyone. So I hope you enjoyed that. I hope you learned a lot and I'll see you on the next one. Thanks a lot. Bye bye. 30. Roof Top Shaping with Lattice Deformer: Welcome back everyone to blend the beginners boot camp. And this is where we left it off. All right, so what we want to do now is we want to array this over to this part here. So if I come in, I'd modify it and I'm going to add in another array. I'm going to set the x down to zero. And then what I'm going to do is'm going to move this wire up to six point. Something like that. So let's have a look. Six point, let's have a look. So what we're looking for is to get it round about the same. So we can see if we go to this one, that it's just in this bit as it goes round. So I think this is a little bit too far, so I'm going to pull it back just a little bit. So I'm thinking that that is probably about right. All right. Something like that. And then what we can do is we can turn this up before, something like that. I think that's okay. And then what we'll do now is we'll come to this one and we'll actually convert this now. So I'll convert it and then I'll ray this over to the other side. Because I think I actually, I can use this all the other parts that I'm going to meet. So what I'm going to do is I'm going to press on the keyboard, convert it, and then I'm going to press Add modifier, add an array, turn this down to zero, and again with the Y factor. Now if I put this Y factor up to the same, I'm wondering 6.55 I'm just wondering if it'll actually be the same. So if we put this up to 6.55 let's have a look. I'm wondering why that's not done anything, and I think it's because it's over there. So it definitely doesn't work like that. So let's bring this down. So we'll bring this all the way down to where I need to fit it in. Alright, let's bring it down to here somewhere. I'm just looking and I think that maybe needs just pulling over yours the slight bit. Look at that and that's go over the top. I can see where the line is in here. And that looks about right. That's looking absolutely fine. There is the first part of our Japanese roof. Now what we need to do is obviously we need to rotate it round and actually get it into looking like a roof. The other thing is it's way, way too big at the moment, but we really don't need to worry about that right at the moment now. Basically, I want to make a roof out of this. So the way I'm going to do it is I'm going to grab everything. In fact, first of all, what I'll do is I'll grab this towel because I'm actually going to want one of these actual chunks of tiles. I'm going to press Shift D. And then what I'm going to do is I'm just going to move that over here and I'm going to turn the array off. But I've got this kind of, you know, ready to go when I need to put it in. Then what I'm going to do is I'm going to grab all of this like so we're not going to need to array it anymore. All I need to do now is just select one, just so it turns yellow. Press the D button or object convert mesh. And then what I'm going to do is I'm going to join all of this together now. So if press control J, join it all together, and there we go. Now let's press control All transforms, right? Collects origin, geometry. And then what I'm going to do now is I'm just going to move this roof out a little bit more. And I'm going to position this now right in the center of the world. So I'm going to press Shift Colect Cursor like so. And then what we're going to do is we're going to rotate this round. Now if I press R Y 90, I'm going to rotate it so it's vertical to the actual z. Now I'm going to do is I'm going to pull it out a little bit like so I want to set the orientation right in the center. So right click, set origin to three decursor. Then what I want to do is I want to mirror it over the other side. Now, mirror on the z, is it? Yeah, there we go. Mirror on the z. And now what we can do is we can actually bring in this other part. Again, I'm going to press control all transforms, right click, set origin to geometry. Rotate it round so R Y 90. Rotate it again, so R zed 90. And then put it in the center of the world. So shift S selections cursor right in the center. Now what we can do is we can actually pull this into place. Just making sure that it's in the same place as these are. You can see this is how this side is looking though. Is it in far enough? I'm thinking that probably it's not though. I'm just going to pull it back just a little bit to get it a little bit more even. And actually I've done a good job there because I think I've pretty much nailed it and may need to pull this one out a little bit. So what I'm going to do is I'm going to grab this one, press the button just to make sure everything is selected. And then of course as I move this one, the other side is going to move as well. All right. Something like that I think's absolutely fine. Now what we'll do is we'll actually come to this part and I'm going to mirror it again over to the other side. Then I'm going to right click, set origin to three D cursor and then add in a modifier. And let's bring in a mirror. Let's put it on the Z again. Turn these two off, and now there we go. There is the beginning of our actual roof. Now what we can do is we can grab everything with box select. And then what we're going to do now is press D. And then control J, join it altogether and there we go. It's looking really, really nice already. All right, so now what we need to do is reset the transformation. So control A all transforms, right? Clicks origin to geometry. And now what we need to do is, I'm thinking that we'll probably use, so shift a, let's come down, and we'll start with our lattice. So bring in our lattice, Let's make it a little bit bigger, this lattice. Because again, it's way, way too small at the moment. And basically what you want to do is with the lattices, you want it to be fitting near enough, perfectly on all sides. So if I press seven, we can see it's way out at the moment. So I'm going to press S and Y and pull it out out to there S and X to pull it in. And then I'm going to go into the front view now, which is three. And I can see that it's near enough, actually. Right? So I'm just going to press S and, and bring it in a little bit. And let's go to the other view, which is 173. And there we go, you can see it's now fitting. Now because we use the lattice, what that means is we can actually bring in some more kind of dge loops within the lattice. What they're able to let you do though is actually create a bend in the mesh. And because we've gave our mesh lots and lots of topology, it should make this quite easy. What I'm going to do now is I'm going to come to my lattice, come over to the right hand side, we'll have a new option. And then as you turn this up, you will see that we actually get more kind of edge loops going down there. Now the thing is we don't actually need edge loops going this way. You might need it in some circumstances, but in this we don't actually need it. So what I'm going to do is I'm going to turn up the W, and this is the one that we do need. Now, it's important that you don't turn it up, you know, crazy amounts like so you will get more finesse out of it, but it does make it harder to actually start, you know, bringing it in So I wouldn't put too many in there, is what I'm trying to say. So I'm going to turn mine, I think, let's try ten. Let's have a look at ten. I think ten is going to be a good number to use. All right, so now we've got that. What we can actually do now is come over to our actual roof, come onto our little spanner, add modifier. And then what we're going to do now is we're going to come down to where it says lattice, which is this one here. And then all we need to do is pick the object or the lattice, which if we grab this pipette, our lattice is here. We can click on this. Now if we go back to our lattice, rest three on the number pad, press the tab button. And what we're going to do is we're actually going to bring it in. So if I press B like so, I can actually then come in with my proportional editing on, press the S button, bring it out, and now you'll see that we can actually bend in our roof. Now what is very important here is that you don't bend it in too much. Also, what's important is that you make sure that you bend it one at a time, basically until you've got the right shape. So it might take a bit of practice to get the right shape. So what I'm going to do is I'm going to grab just the bottom one and then I'm going to put this on. Maybe we can get away with sharp on this bottom. Let's just have a look if I can. I'm thinking, yes, I can probably pull it out a little bit like so. And then what I want to do is lift it up just a little bit just to get that bend. Something like that. And then I'm going to go down now and I'm probably going to use a different proportional editing, so let's try the root, see if we can get more out of the root. So again, what I'm going to do is I'm just going to select a vertex. Grab all of them like so. Press the S button, bring it in a little bit, and now we can see we're actually getting somewhere. Now you can see as I've brought that in that far, that the bottom part, now this is out of line as you can see. And that's what we want to be careful of. Again, I'm going to come in now, box select and then bring it in. And I'm doing it very, very slowly. A little bit of time as you can see though, again, bring it in because what we don't want to do is get too much of a bend though. I'm going to come in now, grab the top and then bring it in. Yours a little bit like, so. Now what I tend to do is I tend to line all of these up. So I'll come in and line them up once I'm actually happy with my roof now. I don't think actually at the moment I'm happy completely. So I'm just going to work on it a little bit more. I'm going to come to the bottom and I'm going to press, pull them out a little bit, like lift them up. And you can see there that we're actually getting some breaking on the mesh, but we need to be very, very careful that we don't do too much damage on our mesh because this is a sign that actually we're bending it probably a little bit too far so we don't want to squish this in, so it's just completely flat. So just be aware of that. I'm thinking that that's looking pretty nice. I think I need to bring the top in a little bit more. So I'm going to press three again. I'm going to grab, let's say this one here. Press B, just on this one. And then press the S button, bring it in. And now I can start actually bringing this top bit in. So let's see if we can bring the top bit in as well. And we press S, so something like that. And then I'll grab just this top, there we go. And then let's bring it in again. So, all right, so now what I want to do, the last thing I want to do is I want to straighten these up because I don't want to, you know, jag it or anything like that. Now this is what I'm talking about. We can see this line is all ben like. So now on the next lesson, what we'll do is we'll straighten all this up so that it looks much, much better than what it does at the moment. It's kind of a little bit jagged. Alright everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 31. 3D Roof Support Creation: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so now let's try and go in and straighten all those up to, to do that I'm going to turn proportional editing off. And then what I'm going to do is I'm just going to come in and grab each of these bands. I'm going to press and what I'm looking for is a nice gradual slope. So if I grab this one, I'm going to press like so, and then I'm going to grab this one. I'm going to press B then and bend it in. Then this one you can see is probably a little bit too far. I'm going to grab this one. Bend it in. Now we can see we're getting that nice, gradual slope. Now we can also see that on this one, it's probably too close to this, so I need to pull it up a little bit. I'm going to come in as B, and then bring it up and then bring it in a little bit. So now we've got near enough, a beautiful, gradual slope. I'm going to press S, bring it in a little bit like so. All right, so there we go, A really, really nice slope. Now let's come in and turn off our x ray. And that is what you should be left with, a really, really nice actual roof. What we can do is we can actually apply this lattice now. And then what we can do is we can get to work on our wood. What I'm going to do is I'm going to come in, press the button just to apply that. And I can delete my lattice out of the way. Now go delete lattice like so. And then what I'm going to do now is let's think about, you know, our parts for our wood and things like that. So let's first of all come in and what we'll do is we'll bring in, I think we'll bring in a plane for this one. I think I'll make it easier. The thing is normally when we've been creating crates and things, we've got away. We've actually just pressing the insert, but the problem is that you're going to get like cuts away on the actual wood, and that's not something that we actually want on this one. What I'm going to do is I'm going to bring my plane to the right size. I'm going to press S and Y and bring it out, just making sure it's the same all the way around. And then what I'm going to do is I'm going to press Tab Control Er, and then control going this way. Now I'm going to do is I'm going to press control B and pull it out. Turn down the amount of Pethls to one, and then one going to do is I'm just going to pull it out to get some nice thick wood like so. And then one going to do is I'm going to do the same on this one. So control pull it out. So now what I'm going to do is I'm going to split all of these off. So I'm going to grab these two. I'm going to grab this one and this one. I'm going to press Y and split it off. Then I'm going to grab this one and this one, I'm going to press Y and split it off. And then finally one do is I'm going to press control. And I want to go down this one here. So this main one here as you can see. So what I'm going to do is just hide those out of the way. Then press control and bring in some boards, left click, right click. All right, so let's press O. Now that's pretty much done for the top of it, apart from extruding in all of these parts out and splitting them up. And now what we need to do is we need to do the same thing for the actual bottom. So what I'm gonna do is I'm gonna come in, hide that out the way. And then I'm going to bring in now another actual plane. So I'm going to press shift A, bring in a plane. I'm going to press S, I'm going to put it on x ray mold again, just so I can see where the edges are, which is around here. So bring it out just so it's under the actual roof. And you can actually check that if you pull it down, you will see turn this off a minute. That it should be just under the roof there as you can see that. We just want it right up. And maybe that's a little bit too much. I'm going to press S just to bring it in a little bit, so the actual roof tiles are actually sat on something. Now if I press S and Y, I'm going to do the same thing on these edges. So the roof tiles press control seven to go over the top and look to see there actually sats on something which it looks like the nearly are, S, Y. Bring it up a little bit like so and that looks absolutely perfect. Control seven, then to 12 at the top. Same thing again. So control left click, right click. Control left click, right click. And then control B and pull it out to where you want it. So this will be the size of those wooden pieces. And then what I'll do is I'll do the same thing again with this one here. Control, pull it out like so. And then now what I'll do is I'll split, in fact, I'll go back and I'll just hide these out the way. So just select this shift select means it will be deselected. Press the H one to hide control. Now bring in some planks of wood. Left click, right click. And there we go. Now the one thing that we didn't think about is it's okay. These parts are going to need a few more edge loops because we really want to bend this again. So we're going to go in now and press voltage, bring back all of these parts. And then what I want to do is I just want to press control on this part here, this part here. And just make some more edge loops. So I'm going to go in, I'm going to. First of all, split off these parts. I'm going to press Y, I'm going to grab this one. Controls like this one. Grab this one controls like this one. Press Y, And now what I'm going to do is I'm going to grab this one. I'm gonna hide it out the way because we have enough edge loops. I think in there we might need, actually for bring it back, we might need some more going down here, I think we will actually. So we'll put in a couple of edge loops. So left click, right click. And now what we can do is we can hide this bit. Now let's come to this one, because we actually made, you can see we've got all of these subdivisions on here. We don't want those, what we want to do is grab them, press delete, and limit and dissolve, and then that'll get rid of all those subdivisions. Alright, so now let's press control. And now we should be able to bring some in. So I'm going to bring in eight control, press eight on the number pad and then left click and right click to drop them in place. And then we'll do the same on here as well. So let's bring in two, left click, right click, control two, left click, right click. All right. Now let's go to the top. Now press tab ol tag and do pretty much the same thing on here side, these out the way so. And then what we'll do is will come to the top now and pretty much the same thing. So I'm going to grab all these. I'm going to hide them out the way I'm probably going to have. Nope, I've not got a problem with those. So again, I'm going to do eight, control eight, left click, right click. Control eight, left click, right click. And then control two, and then the same on this one. So control two. So all right, so now let's press Holt. And then finally now all we need to do is split these little planks up now. So all I'm going to do, in fact, I'll give another edge loop down here. So control do left click, right clip. Now let's split these up. So what we're going to do is just grab each one down here. So, and then what we're going to do is Mark, smell, mark a sem. Now I'm going to come in and grab each one of these like, so press Y and then they're split. Now everything on here should be split off. So if I grab everything I should be able to. In fact, I won't grab everything. What I'll do is I'll grab all of these and then I'm just going to press and pull them up. And then what I'll do now is I'll grab all of these and pull those up, but not as high as the other ones. So I'm going to press, pull them up. And also what I can do is I can grab this one. This one. This one and this one because they're split away from these ends. I'm going to press, sorry, just pull them down a little bit just so they look a little bit off center from these ones on the edge. Now, finally, I'm not happy with how sharp these edges are, so I'm just going to bevel these off a little bit. I think I know the devil will do some of the work, but I think they're a little bit too sharp, so I'm just going to press control B. Now you can see that when they come in, they're coming in at a weird angle. Let's actually reset our transformations. So reset transformations, and now we can come in control B. And there we are. That's looking much, much better. All right, there we go. I'm happy with that. One thing I don't know if I'm happy with is how thick this wood is. I think it's not quite thick enough. So what I'm going to do is I'm going to make this much, much thicker. Actually come in. Control, click, shift, click, control, click. And now let's pull that up. There we go. And then let's come in now and grab each of these. Though I should be able to come in now and grab each of these. And just pull them up because I've got a bottom underneath anyway, so if I pulled them up. Right, So All right, something like that. Now let's bring in a bevel. So I'm going to reset my transformations once more. And then bring in a Bevel modifier. There we go. It's looking really, really nice as you can see. Let's turn it down a little bit, though I feel it's a little bit too high. Yeah, something like that. I think is looking pretty nice. Right. Plate shade, auto smooth. And now let's come and do the same thing, pretty much with the bottom. What I'm going to do is again, I'm going to come in and split these off. So I'm going to come in and grab each of these bit longer on this one of course, and then right click marking and now let's split the max. So if we come in L, work your way down. So press the Y button. And now what I want to do is I want to make sure these are split, which they are. Now what I can do is I can press A and then I can bring these out. So if I press pull them out like so. And we can see we have definitely got a little bit of a problem in that we need this wood to be relatively thick but not poking out the bottom. So I'm going to press Tab. I'm going to bring it up then. And then what I'm going to do now is I'm going to shrink it in if I need to. Is that fitting in? No, it's not. So let's press the S button and bring it in now. What we need to make sure is that all of these Yeah, I think actually that's going to work. That's going to work for us. I think I just need to pull it down a little bit because what we want to be able to do is see something under there like that. I think I'm going to actually bring it in a little bit. And X, let's bring it in. Yeah, that's looking much, much better now. Now what we can do is we can actually grab all of these. So what I'm going to do is I'm just going to press L on each of these, but I'm going to make sure I'm in edge select. Just so I am selecting the mull. Go all the way down and then we're just going to squish these in on the Z and Z. Now finally, let's pull these ends down. Grab each of these. Let's pull them down. All right, so, all right now, moment of truth, let's bring in a bevel. So control all transforms. Add in a modifier, bring in a bevel, turn it down. Turn it up too. There we go. A Japanese roof, nearly done, not quite on the next list. And then what we're going to do is we're actually going to bend this a little bit because at the moment it's still a little bit straight for a Japanese roof. Alright everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 32. Roof Texture Pattern with UV Unwrapping: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so now we've got our right. So word in what we need to do now is join all of this together. So all I'm going to do is I'm going to come in, I'm just making sure I'm happy with everything before I continue. I think I am. I'm just going to press B, grab it all, and then I'm going to select one of them and then press D and then press control J to join it all up. Now I'm going to do is I'm going to press Control all transforms. Right click, start origin to geometry, and then right click shade, autos, move. And there we go, our Japanese roofs nearly done. Now let's actually bend it, but what I'm gonna do is I'm going to press, I'm actually not gonna press anything because I've reset my transformations. And I'm gonna come over to add modifier. I'm gonna bring in a simple deform. I'm gonna put it on bend, and then I'm just going to see if we've actually got a bend in place already, which it doesn't look like we have. So what I'm going to do is if it's not actually bending the right way, it's simple trick to do is make sure that you're on a medium point, press the tab button, you're gonna press A, then to grab everything and you're going to rotate it in edit mode. So zed 90, rotate it in edit mode. And then what you're going to do is you're going to go back to object mode. And you're going to rotate it back the way. So zed -90 rotate it back. Now you should be able to see that we do have other options. So you can see it's kind of bending this way, which still isn't the right way. So what I'm going to do is I'm going to actually rotate it again, Pab again, and then rotate it on the Y axis, so R Y 90, and then back again, so R Y -90 And now you can see we're actually getting somewhere. So what it's doing now is it's bending it in this way now, don't worry, because we're going to bend it the other way as well. But at the moment, that's the way that I want it. I just don't want it that much. So I'm just going to pull it down just so it's not breaking any of my mesh or anything like that. And there we go, we can see we've got a beautiful sloping roof. Now let's come in, apply that with control. Let's add nothing, modify it, and this time we'll bring in a simple deform. Again, we'll put it on bend. And we can see already on the X, it's now bending the other way. So it's now bending this way. Again, probably too much. So let's bring it down a little bit just so it doesn't look too crazy. Something like that. And there we go. That is the Japanese roof. That is how you do it. All right. So control a, let's apply that. Let's now make it smaller. There will be more akin to this one and actually it's looking much, much better as always, than the original one I actually created. So I'm just going to bring it up, make it a little bit bigger in line with it. And there we go. Now you can see that, however, we do have one issue in that sometimes this happens, that this has been a little bit too much and you might need to fix just the tiny, tiny little parts of it. So I'm going to fix this. Now the way to fix this, I'm probably just going to go in and let's have the thing, let's just, let's bring all of this in a little bit. I think I'll make it the easiest way, so I just don't want to leave it where it's not quite right. So what I'm going to do is I'm going to press three and then I'm going to just put on my X ray. And then I'm just going to pull it in. So S and Y just pull it in a little bit, put on turnoff x ray. And then S and Y pull it in a little bit more. There we go. Now it's hidden out of the way, and now it's looking absolutely fine. Okay, so the next thing you want to do now is actually bring in some materials. So let's put it on material mode. And then what we'll do is we'll come to the top first. So I'm going to grab all of the top parts like so. And we're just going to unwrap these with the standard UV project. And hopefully we might just need to turn them around and they should be done as long as we make them a little bit bigger. Okay, so let's first of all apply. Let's first of all see what materials are on here so we can see. We've got roof wood, roof tile, roof symbols, which are these gold symbols at the bottom. And then roof tiles red. So in other words, we've got two separate roof tiles. Now, because the majority of this roof is roof tiles, we might as well come into this one first and just move it up one. So if I click and move this up one, you can see nothing actually happens to the roof. But what does happen now if we select this roof and select this one, press control L link materials, you'll see the first one, that material goes on is always going to be these roof tiles. And that's important because that means then that we haven't got to go in and apply this to all of these roof tiles. All right. Now with that done, what we want to do is we want to come now we've got our wood selected. Let's actually give it the roof ward red. So let's assign. And then what we're going to do is press U Mart UV project. Click okay. And there we go. Now we need to do is just make these bigger. So let's go to our UV editing. Let's go to our roof. Let's press a, bring them out much, much bigger. Let's see if that's enough. And there we go, that's looking beautiful. Just make sure the actual grain is going the correct way. Now, once we've done that, we can come in, we can hide those out of the way. And now what we can do is we can actually select all of these. So if I come in, what I want to do is just select each of these. Now, again, as I said, it's easier to select each of these parts rather than selecting the whole of the tile. That's why, again, I put it on the material as being the first one. It's all, as I say, with everything in modeling, it's all about forward planning. That's the main thing that you need to kind of get nailed down. And then what I'm going to do is I'm going to press smart UV project. In fact, we might not actually need smart UV project. I might be able to get away with just you and wrap. Yes, I think I have. And then what I'll do is I'll roof tiles. Red liquor sine? Yes, and there we go. All right. Hide those out the way onto the roof tiles. Let's press a rap. Roof tiles sine. Let's grab them all. Press the bot, pull them out. Still need pulling out a lot more as I can see. Pull them all the way out. Let's have a look. And there we go. Beautiful roof tiles. They're looking really nice. Now we can see the woods looking good. The one thing we're missing is these parts down here. So what I'm going to do is I'm going to press ul tag, bring everything back and then we're going to come do each of these parts like so then what I'm going to do is I'm going to assign it to the roof symbols. Like so click a sign and then what I want to do now is come to my roof symbols. I'm hoping if I put in roof, I don't think it's actually going to be, oh yes, there it is. So here is my roof symbols. We can see our little circles here. We can see they're not in the right place and also they're not that big. So what I'm going to do is I'm going to press S, bring them out and then I'm going to press UV Islands. And now we can see that they're nearly the right size, not quite the neath, going a little bit bigger. What I'm going to do is I'm going to press S just to make them a little bit bigger, and I want it to kind of fit into place. Now you will see that they're kind of bent. And the reason is because obviously we used our lattice and things like that. So what you can do is you can press S and X and pull them out a little bit and make them more straight, and then just make sure they all fit in place. Now what I'm going to do is I'm going to grab this one and I'm just going to fit this one into place like so I'm going to grab this one and then fit it into place and then just do the same thing with the others. Fit into place. Of course, if you really, really take your time with this, it's going to look pretty good. Now what you can also do, once I've done this I'll show you, is you could also use this trim sheet, because that's what it is to actually create more variations on the roof. In other words, round this bit here, you could also have some gold trim. You could also have some gold trim running down this part here as well. In other words, I can come in, I can grab this part here, can press you on wrap. And then what I can do is I can actually turn this into gold as well. All right, so what I'm going to do is actually, I'm thinking, could I actually straighten that up? Let's have a look. So if I press three UV Project, let's see what that comes out like. That's not coming out right. So let's have a look at cylinder projection that's a lot more straighter. Now if I press A and G, let's put that on there, let's put the roof symbols on. And there we go. That is what it would look like, really, really nice, as you can see. All right? But I'm not going to do that. What I'm going to do is I'm just going to put it on roof tiles. I'm going to click a sign. I'm going to keep that as is. And I'm just going to have a quick look around making sure I'm happy with it. And I'm thinking that's looking really, really nice. All right, let's go back to modeling. And that guys, is the roof Japanese roof done? And what we'll do now is put this into our Japanese roof so, and now we'll hide that out the way and then we'll look at our actual boat. So everyone's dream, when they first start modeling in, it comes up at some point you want to make a boat. So I'm going to show you the easiest way to actually make a boat, and it really, really is easy, so you don't even need a reference. But I do recommend, if you are going to create a boat, try and get some schematics of how the actual shape of the boat is, because it does take a little bit of practice to get that kind of boat shape. All right everyone. So I'll save it out and I'll see you on the next one. Thanks a lot. Bye bye. 33. Boat Base Modeling: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off. All right, so now what we want to do is we actually want to create this boat. So what I'm going to do is I'm going to just move these to the side. I'm going to hide the water out of the way so we can actually see something kind of the shape of the boat. So you're welcome to actually use that as a reference. And then what we can do is just hide this boat text out of the way. Now what we're going to start with is an actual cylinder. So shift, let's bring in a mesh and a cylinder. Let's put it on something like 24. Let's try that. And then what I'm going to do now is I'm going to put this on object mode so I can actually see what I'm doing now. I'm going to press S and y. Let's pull it out just to give us a really, really nice start to our actual boat. All right, then what I'm gonna do is I'm going to press three. I'm going to bring it up a little bit. And then what I'm going to do is I'm going to add in some edge loops now. So I'm going to press Tab Control. Let's bring in five edge loops. Left click, right click. And the amount of edge lops you're bring in here is actually quite important because as you can see, we've got a few planks of wood in here and we actually want to use these edge loops to replicate those planks of wood. Alright, so once you've done that, then now it's time to get rid of the top and the bottom. We're simply not going to need them, so delete and faces like so. And then what I tend to do is I'll start from the bottom because the bottom wants to be relatively thin, so if I grab it going all the way down there, press control seven. And then what I'm going to do is I'm going to bring in proportional editing. And then I want to bring this in, so if I press and X, I want to bring this in a little bit, so to make it pretty thin. Now what I need to make sure I'm doing when I bring that in is as you can see there, it's probably coming in too much. So I need to press control head. I need to press S and X again. And then what I need to do is just zoom this in a little bit. So I'm going to bring it in, I think a little bit at a time. So something, something like that. And then what I'll do is I'll bring this bit out, so X. So then what we'll do now is we'll bring the other parts out, x. And then finally this part. Let's bring this part out and x one and x. All right, at the moment I think it's looking good. The first part of the shape is at least one problem I have is it's a little bit too wide. At the moment, it might be okay down here, but I think we have to bring it in at the top. I'll think, well, I'll do now. I'll actually, I'll have this as the front. But now if I press and X, bring that out a little bit. Be able to now start working, going around here. If I press X, W, how wide do we actually want it? Bring this one in as well, and X. Now let's focus on the back part. So I'm going to grab these parts. Same thing again, and X bring it in. And then this one. This one and X bring it in, and we're trying to get a smooth flow as you can see. Then this one here, and x, let's bring it in a little bit. All right? I think, I'm pretty happy with that. Now. The next thing we need to do now is bring it in from this edge here. One going to do is I'm going to grab the actual front of it. I'm going to press three on the number pad. And then one going to do is I'm just going to pull this out, bring it in, and then I'm going to bring it down. Then again, then finally again bring it down like so. Okay. I think I'm happy with the front of it. Now what I also tend to do, I'll be honest, is if I've got the nice shape up here, I will actually lead the bottom. I'm also going to look at the one I've actually created. As you can see, it's coming a lot further down into here. I might actually replicate that. What I'm going to do now is do the bottom part. I'll do it on this one as well. And Y, I wanted to do is get this nice curve going up here now. So S and Y. I'm curving it up and Y like so. And then and Y, and we're going to pull this one out a little bit, and then and Y pull it out. So All right, I'm happy with this part at least. And now what I need to do is think about the back end of it. So I think I'm going a little bit too far in the back at the moment. I think this is a really, really nice flow going up here. As you can see, we've got a nice flow as well coming up this one. And what I need to do now is I need also a nice flow on the back. So I think what I'm going to do now, I'm going to come to this back, I'm going to grab one of them and I'm going to pull it out altogether, like so. And There we go. Okay. So I'm happy with everything on here except maybe this bit. Let's look, let's pull it out a little bit. Got a nice flow on there. Now let's finally pull this bit out because I have gone, as I said, a little bit too much. So what I'm going to do now is S and x makes it a little bit wider. There we go. All right, this is looking pretty nice. Now what I need to do is I need to think about the actual top part. Now normally what I tend to do on the top part is I don't tend to actually have it like where these boards going across. I don't actually know why I've left it like that, but it doesn't look too good in that way. But what I tend to do now is I'll grab it all and I'll just squish it down a little bit. It tends to make it look a little bit better. And then also what I'll do is I'll come in and go to vertex and we'll smooth vertices out. And now you can see that smoothed it out really, really nicely forwards. Once you've done that, just right click and shade auto smooth and you'll be able to see any parts that haven't really been smoothed out. And then what you can do again is you can come in vertex and smooth vertices. And again now we can actually check it again and now you can see it's near enough smoothed out. Now the last thing we want to do is bring these in a little bit so you can see we've still got some problems with this not being in, because you don't want, you know, the edging of the boat to be really, really chunky down here. So I'm going to grab probably three of them. And then what I'm going to do is I'm going to press S and X like so then just bring them in so you can see I've got some bend on there. So if you bring it down a little bit, just so you're not gained so much of that, then you should be able to get it nice and smooth. Now sometimes you'll also need to come in and actually use the vertices instead. S and X bring it in, and then S and X bring it in. And then we'll just match all this up. And then finally what you need to do is you just need to check to see how smooth the boat is looking. But that, to me, is looking pretty nice so far for our boat. Now just press tab. Let's have a look at the smoothness. Now we have got an issue with this part down here and I don't really want that. What it means is I just need to pull these out probably a little bit. So I'm just going to press pull them out. Let's see how far we can actually pull them out. Or pull them in. Yeah, there we go. We'll just pull them in. It seems to actually be a little bit, I'm just going to turn proportionality of x, pull them in. And then we go a little bit more. Maybe, there we go. And we don't need to worry about that bit actually, because that bit is going to be covered up. All right, so let's have a look at our boat. And I think that boat is coming along pretty nicely. All right, let's go to file. Let's save it out. Save out our work. Now, as I said, it does take a lot of practice to actually get this kind of nailed down. I have been making boats for a long, long time, so don't worry if your boat doesn't look, you know, as good as mine does, or it might even look better. Let's hope so. But if it doesn't, don't worry too much about it. All right, so now we want to do is we want to create this part along here. So this going up here, Soap. So that's the next part we'll create. What we'll do to create that is we'll just come in, we'll grab this part going all the way down here. Shift control, and then we're going to go to the back now, and we're going to go shift control Then what we're going to do is we're going to press shift D and then selection and just take that way. So now if I had my boat, we should end up with these two parts here and that's exactly what we want. All right, so on the next lesson what we'll do is we'll create this kind of wooden part that goes there. I don't actually know the name of it, I should really look up and find out what it's called. But we will create this bit going across. See it. All right everyone. So I hope you enjoyed that. And I'll see in the next one. Thanks a lot. Bye bye. 34. Boat Support Frames Addition: Welcome back everyone to Blend the Beginners Boot Camp. And this is where we left off. All right, so now if we come in and we press Tab, what we're going to do is we're going to come to vertex. Click on Vertex, and then click on this. And then what we're going to do is we're going to press and I'm going to come into edge. And then what I'm going to do is we're gonna right click and subdivide, and subdivide and subdivide once more. What that does is it gives us an even amount of splits between them, as you can see. Now what we can do is we can actually use this to create the bottom of the boat. So what I'm going to do is I'm going to press control all transforms right click, set origin to geometry. And then what I'm going to do is I'm going to come down to this because I'm going to come down to my curve. What I'm going to do is I'm going to object, convert to curve. Now you'll see that when I come in and tube this out, we actually get the first part of our actual boat. Now, it doesn't look like much at the moment and we also need to do a little bit work on it. What I'm going to do now is adding a solidify. So let's come in, we'll add in a Solidify. Let's pull it out. Then pull it out like so. And then what we're going to do is going to press Lth. Bring back our boat and everything else, hide them out the way. Now what we need to do is, first of all is we need to actually make sure that this is, first of all, even thickness. And second of all, we need to move the offset. Because at the moment it's actually more or less in our boat and we don't really want that. So what we're going to do is we're going to pull down the offset. I'm hoping that it's going to pull it downwards over. Look, not to the side, I'm just looking. Yeah, it's actually pulling it to the side, so we don't actually want that. Instead of doing that, I'm going to actually go over the top. First of all because we do need to use this offset. What we want to do is you want to place the offset in the middle. They can see at the moment this is where the line is. What I want to do is I want to place it in the middle roundabout there, so we've got the same gap on either side. And we can line this up perfectly if you want to. It's completely up to you. And what you want to do is you want to take off your x ray and we want to make sure that it's now fitting in place so it looks at the moment like it's fitting in place much, much better than what we had it before. Now the other thing is I tend to make this a little bit thinner than what it is. So if I press and X, we can actually make it thinner or we can make it bigger. So it just all depends. And what we need to do now is we need to make sure that all of this bottom part of here is actually fitting in there. So sometimes you might go in and let's say you'll grab this part here. And what you want to do then is you want to add proportional editing on, press the S and X, and then you should, sorry, old S, and then you should be able to pull it out. Now at the moment, I think we're going to have to actually pull the wooden parts in instead of doing that. So if I come to my wood, let's have a look if I can actually pull those in. What I'm going to do is I'm going to grab them going all the way around, put x ray on. And now you can see I've brought those all in. And then what I can simply do is S and X, bring those in just a little bit, don't want to break it. Here you can see it started to actually bend a little bit too much. As you can see, we don't really want that, so I want to fix that straight away The way I'm going to fix that X ray again. And I'll come in and I'll grab, I think it's this two verts here. Have a look for. Take X ray off tab and yeah, it looks like those. Let's see if I can actually fix those. X and X. There we go. That's actually fix the other way. Now I might be able to get away with actually making it a little bit wider. Now what I'll do is I'll come back to this part here and then we'll go to the actual curve, turn up the Xu because that is actually going to make it a little bit thinner for us, which makes it look a little bit bare. And then finally, turn up the solidify. If I turn up the thickness of the solidify, there we go. All right, that's looking much, much better. Now, we need a part on here, so we can see that this part in here. Again, the wood on here. So the boat is a little bit out. So let's go and grab this side and this side. And then what I'll do is I'll press and X, bring those in as well, the nearly in just a little bit out. So let's press X again. There we go. Bring them in and still looking smooth. So that is really nice. Okay, so the next bit. Let's first of all pull this bit up. So if I press three on the number pad, what I can do is I can actually press tab, grab this vertex here, press the Born, and then just pull it up like then on the front. I can actually make this a little bit more ornate, so I can press E and then just bend it round however you actually want it. Maybe something like that. Maybe I've gone a little bit too crazy with it, but hey, ho, it looks pretty nice. It look good with a dragon on it or something like that. All right, so now we've got that. Let's now think about right clicking and shading auto smooth. And it's not going to look right at the moment simply because at the moment we've actually got our solidify and our curve on. So what I tend to do instead is I'll shave flat on it. Now let's come to this part. And what I want to do is I want to make this a little bit bigger, so I'm going to press alternates. Pull it out a little bit. In fact, do I want the proportionality on Lns? Let's see. I actually don't want it like that. I actually want it to be wider, so alts and actually pull it on the Y or anything like that? No, I don't think so. I think it's just going to make the whole thing a little bit bigger. So what I'm going to do is I'm going to put it onto smooth. Instead, I'm going to grab the center of it. Alts. Then just pull that out just to make that little bit, a little bit chunkier stain on this one as well, so Alt and pull that out like so. And there you go. You can see that that's looking tons, tons, bet. Now let's convert this with the D. So let's convert it to actual mesh. And now we can actually come in and actually pull this out. So if I grab this part here, I can then press S and X and pull this out like so. And then I can do the same thing on this as well. Now I'm going to pull the front of it in, so S and X pull that in. And then what I'm going to do is I'm going to think, I'm going to pull it out on the bottom down here. So S and X, let's pull it out a little bit, making this bit a bit chunkier. Right click. And now we can actually shade autos move because obviously we've not got any curving it. Now one thing you might notice in that it's looking a little bit chunky on these parts and maybe you don't want that to fix that. It's just Ol shift click. Ol shift click on all those parts. And then all you're going to do is control B and just be level those off maybe with a couple of bevels. There you go. Now that's fixed. Okay, that's looking very nice. Now let's actually come to the actual boat. So what I'm going to do first of all is I'll make the actual rim of the boat. So I'm going to press Lt shifting, click. And then what I'm going to do is I'm going to press Shift. I'm going to bring it up without proportional editing on. And then what I'm going to do is I'm going to press and Z and pull that down. And now we can actually split this off. So if I split this off with LP selection, grab it again. Control or transforms. And now what we can do is we can actually bring in a solidify. So bring in a solidify like so. Let's turn it up a little bit then. Now what we want to do is you want to offset it. Pull it out a little bit, and then what you're going to do is you're going to pull it down like so. And there is the rim of your actual boat. Now, of course, it's not perfect yet. We do need to do a little bit of work on it and we will do a little bit of work. For instance, we might need to pull this a little bit out a little bit. At the moment it might not be chunky enough. Let's actually do that now. So we'll come in and what I'll do is I'll grab this part here. I'm going to just pull it out because what I want is these parts actually fit in in there. I don't actually maybe this on here now. I can go back to this, I can grab that center one. And now I sold, I've not grabbed it properly, I don't think. Let's put on x ray. Yeah, I've grabbed the wrong one. As you can see, the x ray off. Now you can see I can actually put those into place and they look a little bit bare. All right, that's looking pretty good. I think I'll leave these bits as they are. I just want to pull this back a little bit again, X ray. Grab this one X ray off. Let's just pull them back. So, and I think that looks much, much better now. Then let's think about our actual wood. With the wood, it's easier to actually do this in two parts. So in other words, we want to split this off and mirror it, shift H, just to hide that. And then what I'm going to do is I'm just going to put a seam straight down the front and the back. Right click and mark. And then all I'm going to do is just come to the left hand side and then just delete and faces now the orientation should already be in the middle. So now all we need to do is add, modify, Bring in a mirror. And there we go, there is our boat. And then on the next lesson, what we'll do is we'll start to actually get these planks into place. All right everyone. So save out your work, and I hope you enjoyed that. I hope you learned a lot, and I'll see you on the next one. Thanks a lot. Bye bye. 35. Boat Texturing Techniques: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so let's now come and think about our actual planks of wood. Now what we want to do is you want to split like kind of these into lots and lots of different parts. And sometimes you might not have enough edge loops on there. So what I tend to do is anywhere, there's not many edge loops. I'll come in and actually press control and add in edge loops like so. So then what I'm going to do is I'm going to actually split these off. So like so and then right click and Marco sine. Now I'm actually going to put my actual planks in so I'm going to grab this one. This one, this one. This one, right click, maxine. And basically what I'm doing here is I'm actually creating planks. It might not look like it, but that's what I'm actually doing. So I'm creating planks like so. And then I'm moving down to the next one. And I'm just trying to make them halfway between or something like that. And I'm just looking if that plank might be a little bit too small, this one. So what I'm going to do is right click, oxene control, left click, right click, and then grab this one. Right click, oxene. You can see now it's actually a little bit better than where it was. All right, so now I'm going to, I'll put one here. I don't exactly want to follow this all the way though, I'm just going to make them a little bit more random like so. And then what I'm going to do is I'm going to come to this one. This one depending on what type of ship. So let's say it was an Egyptian ship or something. The planks are much, much longer. If you look at a Viking ship, they don't actually look like these planks. They're actually the same all the way along. And that's something that you might want to do. Now, before I actually do anything, what I want to do is I actually want to take this press shift and just bring it up. And the reason I want to do that is because I want to fill that section in to make my other planks of wood. All right, so now we've got this. What we want to do is we want to separate this off. So I'm going to press P selection. Separate that off, grab this bit. Press control all transforms. And then what we're going to do is we're just going to apply that mirror. So control now I want to just, sorry, bridge this part, but I want to grab all of the parts. Take off these two parts. And then what we're going to do is we're going to write click and bridge edge loops. And you can see basically that I've already got. Now my planks of wood actually formed, which makes this really, really easy task to create. The planks control all transforms, right? Clicks a origins geometry, pull it down. So wherever we want it, don't worry about the scale at the moment. We're going to shrink it in any way with, so now let's actually create those planks of wood. We want them actually going inwards. So what I'm going to do is now split them off L, L, L, split these off, Y, H, and then just do the same thing on these. I tend to just skip one. If you skip one, it makes it much, much quicker, Y, H, and then skip them again. You'll see. Now come to this one, I can skip it. Same as this one. Y, how you can just go like this, like this, like this Y in heat. And then basically you've got everything split off, ultach, bring it all back. Now you can see instead of splitting them into little planks, we can just split them into lines instead. And that is how you would have those long beams running down the actual boat. Now let's so right click, shade, auto, smooth. Let's come in and add in. Then a, a solidify, let's solidify them inwards. We definitely want them going inwards and not outwards. So something, something like that. And then what we're going to do now is we're going to bring in another modifier. We're gonna bring in a bevel, and there you go. That is the actual look of the actual boat. Let's actually turn this down and just put it on maybe one, something like that, maybe even less than that. Let's press control. All transforms and there you go. That was the issue, you just needed the transforms setting. It was a little bit too much on the bevel, and I could see that straight away. Let's press Altatee and bring back the rest of the boat. We'll hide the plane away, and there we go. We can see already now, it's looking pretty nice now with the boat. What we need to do now is we need to come to the plants that we actually created. And let's actually pull them up with proportional editing on, and we'll put it onto root. And let's just pull this up. So if I grab this, that's actually the wrong one. I don't want to pull it up like that. I actually want to pull it up maybe with the shop. Yeah, that's much more like it. So you can see I can pull it up to there. Then I can also pull the back up as well, just a little bit, giving us a nice actual slope in the actual boat. So I'm just going to pull it down a little bit, then I'm going to grab this one, pull this one down a little bit, giving it a nice nice slope. Now you'll notice at the front of the boats generally tend to be a lot more sloped on there. So something like that. Let's right click, shade smooth and have a quick look at that. I can see I've probably going a bit too much on this. So what I'm going to do is zoom it in. All right, so now what we can do is we can just split these off. Now before we split them off, just make sure you're happy with the size of wood. You can see here. Probably need another plank in there. And same again on this one control, I'll put it in another plank. And then what we can do is we can just literally come in and just grab every other one. You can also do check Del as well. If you select everything, come down and select that. Then we'll select every other one for you. Now if you want to have your boards and things a little bit bent and stuff, make sure that you add in edge loops like this in there before you actually do this. And then you'll actually be able to bend them and things like that. I'm not going to do that, I'm going to press Y. And then what I'm going to do is I'm going to press Tab Controla. Or transforms right clicks, origin to geometry. And now what we're going to do is we're actually going to solidify it. So solidify, and we're going to turn it up a little bit like so. And then we're going to add in a modifier which is the bevel, and hey, ho, there we go, there is the actual boat. Near enough, finished. Simple as that. Now, of course you can get a lot more ornate. We do have some issues in that, this front of the boat shouldn't be like that. So let's come in and fix that first. And it's because actually we've got our Slidify still on. What I'm gonna do is I'm going to press D, like so. And then I'm just going to check if I can now pull this back a little bit. Now the problem you're going to have is when you pull this back, as you can see, it's going to bend it slightly like that. You don't actually have to do that. What you could do instead is just press control B and just bevel it into place and then you're not going to get that problem. Now you can see though that I haven't gone back far enough, so I'm just going to press control B. Pull it all the way back into there. And there we go. It's looking much, much nicer. So with the boat done now what we can do is when we can actually put our materials on and it's pretty much all the same materials. It's just basically two materials, one boat light and one boat dock. What I'm going to do is I'm going to grab it, I'm going to press B for box select. Grab it all. And then what I'm going to do is just press D and then control G. Join it all together like so. Then what I'm going to do is I'm going to now select my old boat, so I'm going to press control L and link materials. And now let's see, So the whole boat is pretty much the same except this part and the actual plank. So let's sort the out. So what I'm going to do is I'm going to select my boat, press Tab to grab everything. Smart UV Project. Click Okay. And now let's first of all go in and add all these. So I'm going to comb two my planks. I'm going to press L, going on all my planks like. So just make sure you've got more selected. Then what we're going to do is we're going to select boat dock. So click sign. Then we'll also select this part nine. Then finally I think I'll select this part L, a sign and we should end up with something like that. Now let's come in to our UV editing, and then what we're going to do is we're going to O, and then I'm going to press A and then pull them out. And it's just going to make that wood look that much nicer as you can see. All right, now let's go back to modeling. Let's duplicate our ocean shift. Duplicate across. There we go, everyone. That is how you create an actual boat. All right, so let's come up and save it out. And then what we'll do is we'll hide this one out the way. I'll make sure first of all, that boat needs to go in there. So I'm just going to drag it up, put it into my boat, click the clothes, and then we're go on to the next one, which is a spiral staircase. Let's actually put everything back, and this actually is a really, really nice way of doing things like this, and it looks really, really complex when you first look at it, But don't be scared of it. I'm going to show you every single part of it. And it's going to turn out really, really nice as you can see. All right everyone. So I hope you enjoyed that. And I'll see you on the next one. Thanks a lot. Bye bye. 36. Spiral Staircase Modeling: Welcome back everyone to blend the beginners boot camp. And this is where we left it off. All right, so now let's actually make start on our actual staircase. Now with the staircase, I am going to have to move it over here because we are going to need this center point for sure. So let's hide the light, hide the ground plane. Not the ground plane, sorry. The actual plane. And hide everything else basically. All right, so let's press shift desk. First of all, make sure our cursor is to the world origin, very important that we do that. And then what we're going to do is we're going to bring in a cylinder. And the cylinder, I'm gonna leave it on 24, I think that's going to be absolutely fine. And then what I'm gonna do is I'm, Jaws going to pull it out like so. And we're going to basically use this as the beginning of our actual step. Let's now come in. So if I go over the top and I press Tab, and then what I'm going to do is I'm going to go into face, select this face. And then I'm going to press I, because we've put it on 24. You will see that our steps actually come in with this line here. Which is great for us because this is what we're actually looking for. Now if you can imagine that this one of these is actually going to be our step. So that's how big you're actually going to make it. So the further you pull this in, the thinner it's going to be towards that end. The next thing you're going to do is you're just going to press Selection. And then you're going to grab the whole of the actual cylinder and delete it off. You should just be left with this. Now what we want to do is we want to actually extrude it out and give us the right length for our actual, for our step. So if I come in and I grab it and oppress a, and then oppress, I can then pull it down and make, don't worry about it. You can change the size of it as well. As you can see here, this is the size that we've got at the moment, and this is the size that we've got, this one. The other thing you can do as well is you can actually pull this out if you actually want to. So let's say you step, you're not happy with the lengthen it just pull it out as long as you've got portion of it and turned off. Because what you'll be able to do then is just keep it so that it's along this line. So let's make it a little bit longer like so. And we are going to have some lights in there and we're also going to have a top in there. So maybe maybe I've brought this down a little bit too much and I'm just going to put it back like so. Now the next thing I'm going to do is I'm going to press Tab. And what I'm going to do is I'm going to put this right now down on the bottom of the ground plane. So the first thing I'm going to do is I'm going to press control or transforms right click, set origin to geometry. And then just bring it down and rest it on top of that red line there. And it should look something like that. Has it rested on top of it? No, it's not. Let's bring it down a little bit further, like so. Now the next thing we're going to do is we're going to bring in an actual empty Now, whereabouts do you actually want to place your step is also pretty important. I think actually this is okay, so I'll just flow around like so. So we have used an empty in the past in this actual course, and that time we used it for animation. But you can also use it as a reference point to actually rotate objects around. So if we press Shift, well, first of all, let's write clicks, the origins through the cursor or reset the transformations. And then we'll make sure we've done everything that we need to shift. And let's come down and bring in a plane axis empty. So now let's go back to our step. And what we want to do now is bring in a modifier. So we're going to bring in an array modifier like we've done before, but this time we're actually going to turn off relative offset and we're going to turn on object offset. And the object offset is going to be our actual empty like so. And you'll see at the moment nothing happens. But if we turn up the count of our step, and then what we should do is we should grab our empty press art and Z and hey, presto, now we've actually got some really nice steps. And what we can also do now from this is we can actually pull this up like so. And then we end up with a spiral staircase. So I'm just going to put it down just so we can't see any gaps in there. All right. So I'm pretty happy with how that looks already. I'm just going to make sure if I press seven that I want one more on there as you can see. Because I want it to come back on itself. So one more like so. And then I think that'll make a nice ending to the top of it. Now let's work on our steps. So let's make them look a little bit different. So what I'm going to do is I'm gonna put it on object mode. I'm going to come to my main step, which is this one here. And what I'm going to do is I'm going to bring in a edge loop. So I'm going to press control left click, bring it up. And this then is just going to make the actual step that's going to go in here. So if I come in now and I grab this one, I can press and pull it out like so. Now the thing is, is it pulling out in the right direction? Actually, we're going to have some glass around there. So I think I'm going to stick with that. Well, now let's think about creating the glass before we go any further. So what I'm going to do is I'm going to come in and I'm going to be on vertex select, select this vertice and then press shift D. Duplicate it, and then what I'm going to do is just bring it up right to the top of this vertice like so. Then what I'm going to do is I'm actually going to separate it off. So I'm going to press Selection. Separate it off. And you can see it's just there, just that tiny thing there. Can I actually select it? Yes, I can press Tab again. Press A just to make sure Selected it. And then what I'm going to do is I'm going to press E and Z and pull it up like so this is basically going to form the glass, so don't worry if you've not pulled your pie eng. Something like that. I think should be fine. Now what I want to do is I want to press Tab. And then what I want to do is I want to come across and turn off the array. So I'm going to turn off the array, and instead of having an array, I'm actually going to use a screw. So come down, click on screw. And you should end up with something like this. Now I want to do is we actually want to go in and bring this, so this part here, down a little bit to the bottom like so. And then what we can do is we can actually come in now and turn our screw up a little bit, and you'll see that it starts to follow all the way up here. Now what we really want to do is we want it to come to here. So if I press three, we can see that we want it to kind of follow this all the way up. I'm just going to hold mine down, holding the shift bond down. Something like that. And then it should follow it going all the way up. As you can see, it's not getting any higher or anything like that. That's what we're looking for, just this high, just to make sure it's okay. So what I'm going to do is I'm just, I'm thinking, wait two iterations. We don't want two iterations. Turn that down. Let's actually look where it's coming, where it needs sloping down or up, yours perhaps. A little bit. There we go. Now it's actually looking better all the way up. And I'm just going to come down to here. Yeah. And that's perfect now. So what I'm looking at is the line here. And as it follows it up, it's keeping in that line there. As you can see, that is what I'm looking for. The other thing I want to do is I actually want to pull this out a little bit. So what I can do is I can come again to this, I can press L, and what I can do is I can just then pull it out a little bit, just so it's a little bit away from my actual wall. As you can see, we've got a little bit there and this is the reason why we didn't probably want to point this there. So what I'll do is I'll go back to my step and I'm just going to grab this. And then what I'm going to do is I'm just going to pull it very, very slightly this way, just to stop it actually going through there. And now you can see that's looking much, much better al right now at the moment, you can see that this is quite chunky and we don't particularly want that. So what we can do is we can actually turn up the steps and actually make it much, much smoother. So let's put it on something like 24 instead. And now it's much, much smoother as you can see. And we'll also pray and render view on 24 as well. That's not actually going to do something that's just in case you actually want to render it. All I want to do is want to duplicate this over to the other side. Just make sure you're happy with the actual height. I think for me I'm going to make it a little tiny bit higher. And then what I'm going to do now is I'm going to press L and I'm going to duplicate it over to the other side. I think I'll do this with it separate, in other words, two separate objects. Because then I can alter the screw distance based on each of these objects. So if I press shift D now, for instance, and I come in and I grab this one and bring it in, you will see that when I bring it in, I might have to alter the actual screw. I'm just just looking around, making sure that actually actually that's going, it's going actually quite well. Actually. I'm actually quite happy with how that's actually gone. I wasn't expecting it to go so well. Okay. So that's actually that bit on the inside as well. So now you can see we've got near enough a spiral staircase with an actual banister which is looking really nice. But what we'll do on the next lesson is we'll actually give this actually some solidify to it to make it so it's not just a two D plane. And then from there what we can do is actually strap it into a center point and put a banister on top of it as well. All right everyone. So I hope you enjoyed that one. I hope you learned a lot and I'll see on the next one. Thanks a lot. Bye bye. 37. Staircase Modern Detailing: Welcome back everyone to Blender beginners boot camp. And this is where we left off. All right, so now let's come in and add in a solidify. So what I'm gonna do is I'm going to come over to my Ad modifier. Bring in a solidifier, which I'm bringing at the same time, Shade flat. Can I actually shade that flat? Nope, I don't think I can. Let's bring it out a little bit and maybe it'll shave flat on its own. Let's try shading or too smooth. There we go, that's better. Okay, now I can actually see something. Now at this point, we can see that if we need to bring it in. So you can see if I go over the top, that this is kind of a little bit too far away from the stairs. So I'm going to press and just bring it in like, so just making it touch a little bit more like so. And now you can see that's looking much, much nicer. Now, I want to do the same thing for this one as well. So I'm going to hide this one. I'm actually going to hide this one. But before I do that, I'm just going to make sure I'm happy with the chunkiness of my actual glass now. Maybe, maybe it's a little bit, Yeah, it's a little bit too chunky, so let's bring it in just a tad then. What I'm gonna do is I'm going to grab the thickness. I'm going to copy that. Click anywhere on the viewport and come over to the other side adding a modifier and again a solidify. This time we're going to go to thickness control V. Click that on, and then what I'm going to do is come over and shade auto, smooth. And of course now you can see that I've actually got to move this out a little bit. So what I'm going to do is I'm going to press tab A to make sure I've grabbed it, and then I'm just going to pull it out like so just so it goes right at the side of the stairs, like so. And then I'm just going to check making sure I'm happy with it going all the way up. I think I am. I think that looks really, really beautiful. All right, so now we actually need to create our actual banister. Well, before I do that, I think it's actually a good idea if we just shut these up a minute and then I'm going to do the same on this one. And what I'm going to do is I'm actually going to then create a bevel. So I'm going to come to this, I'm going to add in a modifier, bring in a bevel, turn it all the way down, and then turn it up, maybe one, something like that. I'm going to then do the same thing on here though, Bevel, then all the way down, turn one. Now what we can do is we can actually create our banister. So what I'm going to do is I'm going to come and grab them both at the same time, and then I'm going to grab each one of these. Then we introduce, I'm going to press shift D and then press Shift And then went, we're going to press dead, all the mop. And we end up then with the banister pretty much the same as our, well, the same on each side. All right, so now what we can do is with the banister, we can actually come in now and solidify this one a little bit more. In other words, I can split these off and then solidify them a little bit more to actually make them stand out a little bit. So I'm going to do that is I'm first of all going to press Tab On this one, I'm going to press L, just to grab it, Selection. And then come to this, grab this one again with selection. So now I can come to this one, go back to my solidify and just turn it up a little bit. So then what we can do is we can bring the offset in or out, whichever is the case like so. And there we go, there is our banister. And now we can do the same for this one. So what I'm going to do is I'm going to come to my thickness and offset. So I'm going to click control C on to this one. Now, come to solidify control V and then do the same on the offset. So offset control C, offset on this one. Control V, Enter, there we go. Alright, look in really cool. Now, before we carry on, let's think about creating our lights. And the easiest way to create lights being as we've got all of our steps, we might as well go in and use the steps to create them. So I'm going to show you another technique of how you can actually create holes in mesh using loopholes. What we're gonna do is we're gonna press Tab. I'm going to come in, I think I'm going to press control or left click? Right click. And then what I'm going to do is I'm going to press control B, bring that out. And that then is going to give me three basic lights evenly separated. And that's basically what I'm looking for now on each of these. What I want to do now is I want to come in and grab them with edge select like so. And then I'm going to pull these out again like so. And then what I'm going to do is now I need to basically give them something to actually work with. So if I bring in two edge loops, so control two, left click, right click. And then what I'm going to do is I'm going to spread these apart a little bit. So I'm going to press S and's Ed and pull them apart like so. And then I'm going to press control B. Do it down once, you've only got let's say. This thinness, something like that. And basically now what we're looking for is we're looking to grab each of these ones here. So we needed a gap between the top and the side. So now if I come in and I grab each of these like, so now what I can do is I can come in right click, loop tools and come to circle, and you'll see that this happens. Now at the moment, obviously we need to bring them down a little bit because they're a little bit too big. So let's bring them in a little bit. Let's have a look at individual origins. I'm going to make them as well, a bit more of a circle. So I want to make them a little bit more of a circle, like so. And now I can press S and bring them in like so. And there we go. We've got the beginning of our actual lights, which is really, really cool technique to do. Now, before you carry on, just make sure you're happy with the size. I think I need mine a little bit bigger. And the reason I need them a little bit bigger is because I'm going to extrude them out. Now if I extrude them out like so, And then what I can do now is press I and bring it in. And then I can actually take that in very small amount, with the very small amount. And then what I want to do is I want to bring these out now. And these are actually going to be my actual light. So if I bring them out, so then what I want to do is I want to level these off now. Now to stop them overlapping or anything like that, the best way of doing this is if you press delete and delete faces. And then what you should do is just go and fill them in. Just to fill them in with an end on absolutely fine on this one. It's just going to make it a little bit easier so we're not actually crossing them over like so. And then I'll grab my faces, then finally what I'm going to do is I'm going to press control B. Hold them out and turn them up a little bit like, so there we go, right click, shade, autos, move, and there are our lights in our actual steps, they're looking a little bit too big. So what I'm going to do is I'm just going to press control plus control plus control, plus going all the way back to here. And then what I'm going to do is I'm just going to press S and just make them a little bit smaller. And I think now they're looking much, much better than what they were before. Now what I want to do is I want to grab my steps. So I'm going to grab my steps and one' going to do is I'm going to press shift D and just duplicate them. And then what I'm going to do is I'm going to pull them over. If I press A on them and pull them over like so we should end up with something like this. Then what we can do is we can use this to actually turn this. So I can now turn it. The only problem is I'm going to start turning my other step as you can see. And that's not something really I want, what I want to do is I want to actually rotate these round so that the ends of them are going in the right place. What I'm going to do is I'm going to come to my steps. So this step here, I'm going to then come in and grab all of these, Going all the way down to there. And then what I'm going to do is I'm going to press Selection. And then I'm going to press Tab. And delete these other steps. The ones that I don't need like so. And we should end up with something like this. And now what we can do is we can actually come in, grab this, make it a little bit smaller. And then what we can do is we can now pull this out, pull it out. And then what I'm going to do now is I'm going to pull it to the side, pull it to the side. And now you can see all the way up, we've actually got something that's going to connect them all the way up. Now we can see, unfortunately, that it is a little bit too chunky. Let's actually bring that down. First of all, the first thing I'm going to do is I'm going to grab it all. I'm going to press Delete. And I'm going to limit dissolve it just to get it back to an actual cube. Then what I'm going to do is I'm going it going all the way around the outside. I'm going to press alternates. And then what I can do is I can shrink those in now to the way I want them now. They've shrunk in a little bit weird. I'm not really happy about that. So if I shrink them in, the problem is you can see they get shrunk in like this. And I don't really actually want that. Do I want that? Maybe maybe I could use that. Yeah, maybe I could use it like that. I'll do it like that, actually. Then we'll come to this end. We'll pull them out, and then we'll come to the center, and we'll pull them out. And we should end up with something like that. This end, as you can see, it's still in the wrong place. So I'm just going to pull it over. And then what we're going to do is I'm going to pull it round. And now it should be just under there exactly where we now the other thing is if you look on mine, you can see that these are actually in rounded. Let's actually round those off as well. So the way we're going to do that is obviously through a bevel. So if I grab all of these edges like so press the little dot bun, just to zoom in, make sure orientating around it. Press control B, level them off like so hold the shift bon if you need to and just make sure that you're not breaking this edge or anything like that. Alright, so that's looking pretty nice now what we can do when, once we finish is we can take out some of these so we don't have to worry about how many of there is or anything like that. Alright everyone. So, I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 38. Stair Texturing Techniques: Welcome back everyone to blenders Beginner's boot camp. And this is where we left off. All right, so one of the last things now we need to do is bring in our center pole, which is going to be this thing here. So let's bring that in. So we've got our cursor already in the center. It's just a matter now of pressing shift, coming to the mesh, Going down to cylinder and right clicking, Shade auto, smooth pressing the S board, and then just pulling it up. So let's go in now. Let's decide how thick we want this. So let's start with it. Something around there maybe. And let's come to the center and all I'm going to do, pull it all the way up. So I'll pull it to the last one over there, because I think it actually looks bare. And there you go. All right, so now we've done that. What we need to do is now we need to actually apply all this again with your steps. The best thing is you should probably go in and mark all the seams. But what we could do, we can turn this off at the moment, as you can see. And then what I can do is I can just press Shift, and then I can go in and mark all these seams because it is going to save a lot of time in the long run basically. So what I'm going to do is I'm going to come, I'm going to all of these, going all the way around, right click, mark scene. And then what I'm going to do now is try and go in. I'm going to come in to here, into there, I'm hoping it's Select to go in all the way around and then I'm going to select the inner side. So this one here, Right click Marine. And I'm hoping yes it has, it's selected them going all the way around. That's exactly what I wanted. Let's do now the same thing on here and we're going to actually come to the inside. It's a little bit tricky just to see what we're doing, but now we can see that we've got this though. I just want the inside of there like so. Right click oxene, now we're going to old shift click. Old shift click, right click and oxine. All right, there we go. Now, why did I do that? Well, the reason I did that is because now I can actually select all of these. So I can come over to my little triangle and you'll notice you've got something called vertex group. If we click plus on there. And then click a sign with this. And then we select De Select, and then click on Select. You'll see that we've actually selected those though. These can be called lights, so I can then hide them out of the way and come to the next part, which is the metal part of the lights plus new metal lights. So click a sign, hide those out of the way. And then the rest of it, of course, is going to be the actual wood. If I come in, click wood and then click sign. All right, so that's looking pretty good. Now the one thing we haven't done is we haven't actually leveled this off. We'll do that in a minute. Actually, The first thing is I think we'll actually mark our seams on this woodlhift click. Just a quick mark seams because once we've done this, it's going to be the same for the mall, which is really good because that's exactly what I want. And went all the way around. Then just on this one, right click. Then we'll go from here. Here. So shift clicking, control clicking and mark in seams, and then finally we'll do the bottom. So old shift click going all the way around. Right click, mark scene. All right, so you should end up with something like that. And the one thing we forgot is of course we need these edges also marking so they unwraps really nicely. Mark. Okay, I'm just checking. Yep, I've missed a bit On the right click mark. Same. So basically just marked the same around every single face. And then that should be fine. Now if I press ole, bring everything back. Let's put on material. And what we're going to do now, I'm going to press ol tag yours to bring everything back. I'm gonna hide my plane again. I want to hide these two as well. And then what I'm going to do now is you can see my steps here. What I want to do is I want to grab all of this now. And I'm thinking, should I join it together yet? I'm just wondering whether I should. I pretty much I don't actually think I'm going to need to do anything else. I've done pretty much on the steps. They're the hardest thing. The other stuff is glass, and we've got a banister and things like that. So what I'll do is I'll actually come in, do my step, put it back on. And then I can click B, grab everything except the actual empty. And then what I'm going to do is going to click D and then control J, join everything together. And then finally I can delete this empty. Delete the empty out the way. And there we go. Now what I want to do is I want to come in, first of all and remove some of these. So if I come in, I can come in and grab, let's say we grab. Every three, three, miss one and then three and then miss one. We'll do it that way, so 12313 and then miss 123 and then miss one and one. I think we're going to do it like that and delete, just delete vertices. We should end up with something like this which is looking really nice. And now what we can do is we can grab this, grab my stairs, breast control L, and then we can link materials. There we go. And unfortunately, it's this me but never mind. Okay, so now let's call them and actually unwrap all this. First of all, I'm going to come to my banisters, and this should be metal anyway, so I'm going to click Smart UV Project. Click Okay. And there is my banister. And then what we'll do is we'll come to the glass now. So select this, this, then we'll go over to our materials and I'm going to put it on glass. So click a sign. There we go. I think I'll also unwrap the Smart UV project. Shouldn't make any difference on the glass, to be honest, but we'll unwrap it anyway. Now we've got the metal on these parts, but we need to unwrap them. So I'm going to grab all of these. So like so and then press you wrap, fail to solve. And the reason it failed to solve is because it needs to be smart UV project. There we go. And that's what we're looking at now. And then what we want to do is we need to do our wood now with the wood, as we said, we've got stairs, wood. We've got our metal stairs, metal light, which is these little things. And then we've got our light. So let's come to our wood first. So the way I'm going to do, I'm going to press double tap. The just to deselect everything coming over there. And the lights. I'm going to select these. So select all the lights. So come to the material, I'm going to press you smart UV project. Okay, Let on stair lights, click a sign. And then what we're going to do is we're just going to hide those out the way. The next one I'm going to then select is going to be metal round the lights. I'm going to click select and we can see we have a little bit of a problem and I don't know why did that. Well, what we're going to do instead, we're going to press C. We're going to make sure, Face select, right click, face select. Once you press C, by the way, you can select left click. You can de select with middle mouse like so. And then you can right click to take that off. So we'll use this circle select And all I'm going to do is a bit of work in just going up and deslecting all these. But anyway, it's not going to take too long just to deselect all these. Just a little bit of extra work on top. I think still using the vertex groups is really, really important in your own workflow. I think it speeds up dramatically. All right, so the last one and then what we're going to do is we're going to go back to our materials now and I'm going to go to my stairs. Metal light click sign, hide those out the way. And then finally what I'm going to do is I'm going to select my wood, Let's form and select Wood select. And then we're going to go back to Materials. Click on our wood, click a sign. I'm going to then press, in fact, I don't need to use Smart. You'll be project because actually all I need to use is on wrap. And there we go. All right, so with this one, let's actually have a look on EV, let's press all tape, bring everything back, and there you go. That is what you should have a beautiful staircase and you can see how easy it is to do now. The other thing I would do is I would just go in and probably increase the UV map size for the banister. And this part here because it's looking maybe a little bit too chunky on there on the actual resolution or. Right, everyone. So now let's actually put it back on object mode. Let's actually move our stairs then up into the place where it is, spiral staircase. And then let's save out our work. So file Dave, and then we'll close that down and then we'll open up the next one. So on the next one we're on their camper van. So this is something that's actually going to be a little bit fun to make. This is the basis of creating anything like cars. You know, if you want to create a really realistic car, I will show you here the basics of actually doing it. All right everyone, So hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 39. 3D Van Vehicle Modeling: Welcome back everyone to Blenda beginners boot camp. And this is where we left it off, on our camper van. All right, so let's move our campervan over there, let's hide everything else out of the way. And basically this is the foundation to build in kind of stylized, you know, assets and things like that. Or if you want to build like realistic Astin Martins and things, then this is the actual technique you're going to use or be, you're going to be using it to a much, much higher level when you do that and you're going to get a lot better to actually do it. So this is just a simple basic introduction to modeling something like a campervan. All right, so first of all what we'll do is we'll bring in a plane. So shift a, bring in a plane. I'm just gonna rotate my plane round so L Y 90. I'm then going to press three. We're going to bring it up and make it just the right size to be an actual campervan. And y, let's pull it out. And then what we're going to do is going to reset the transformation. So control all transforms and then we're going to go in and what we want to form first of all is the actual wheel archer. So if I press control are we have two wheel archers. So we're going to put two edge loops in. Left click, right click. And then let's pull those apart. So if I press S and Y, if they don't pull apart, just make sure you're on medium point. So S and Y them and then we can pull them out. And then what we're going to do is we're going to press control B. And I'm going to push up my middle mouse button until we have something like one in the middle and to each side like so. So left click, right click, and there we go. All right, so now what we want to do is we actually want to make these wheel larchers. What I'm going to do is I'm going to grab the center of each of these. I'm going to press three on the number pad. And then I'm going to do nice work on making these wheel archers. So I'm going to pull them up to there. Then I'm going to grab the next two on each of the sides and then pull them up, and then the next two on each of the sides and pull them up like so now what I want to do is I want to make sure that these are going to be rounded off enough so you can see at the moment there quite jagged going up. So let's grab the middle on each one of these and round them off like so. All right. I'm pretty happy with that. Okay, so what I want to do now is bring in an edge loop in the center. So if I press control and then what I want to do instead, because I don't want them actually rounded like this, not on this part anyway. I want to left click. And then to make this straight, what I'm going to do is I'm going to press G twice like so. And then press the button. And what that's going to do is it's going to straighten it out for me. And then I can put it right in the center like so. Now if you right click, you will end up with it still doing that. So I don't really want to do that, so I'm just going to do that again with control. And then left click twice and then E. And then it'll straighten it up and I can put it in the middle like so. All right, so now I'm actually happy with that. Let's actually bring this out a little bit. So I want to bring it out over here. We've still got our actual orientation in the center, which is great. And now I want to do is I want to bring in my first modifier. So I'm going to bring in a mirror modifier. And then what I'm going to do is I'm going to make sure clipping is on, because I'm going to then join these two up. So if I now press for extrude, pull them to each other, and then when I try and pull them apart, you'll see they don't pull apart because clipping is on. Now what I'm looking for on here is the actual width. So this width on here is what I'm looking for on my actual camper van. Because I want my camper van kind of looking something like this. All right? So I'm happy with that. Now the next thing I want to do is I just want to pull out the top of this. So I'm just going to grab this edge and this edge and we're just going to pull it out very slightly like so. Because I think that just adds a little bit more character to my own camper van. And then what I'm going to do is I'm going to just come in and I'm just going to pull these in a little bit. Just a tiny bit like, so. All right. I think I've got the right shape. Now what we'll do is we'll bring in the secret. And that is a subdivision surface. So if I bring in subdivision surface like so we'll see we end up with something like this. Not great at the moment. And the reason is because we don't really have any, you know, kind of supporting those links or anything like that. So we need to support all of this, basically. So what I'm going to do is I'm going to press control. I'm going to bring in an edge loop. And the moment I bring it in now you can see we're actually starting to get some actual supports on there. Let's also bring in an edge loop over here. So left click, bring it over here like so. And let's bring one in the back as well. So left click, bring it in the back. Now you can see it's actually starting to look a little bit more like a camper van. Let's also bring in another edge loop. So control left click. Bring it up like so. And there we go. Now we've got a nice, actual smooth edge to actually do something with. Now I need one on here as well. Here, here and here. Because these are two rounded. I mean, you want to have it like the wheel larch is going up like this. So what I need to do is press control left click and bring it into place. And then control left click, bring it into place. And then control left click, bring it into place. And finally the last one, bring it into place. Now I do want another actual edge loop going around here. Because as you can see, if I write click and shade smooth at the moment, we haven't really got lots of whip with there because we've only got this part here. So we need to bring in one more edge loop, left click, bring it down to the thickness that you actually want, your rear wheel archers. All right, so now we've got that. What we need to do now is actually make those wheel archers. So what I'm going to do is I'm going to grab it going all the way round to here, all the way round back to here. And then do the same on here. So I'm shift clicking control clicking. Shift clicking control clicking. So now what we can do is we can press shift D, all these out. Along this axis. And then what I can do is I can press and pull them back in like so. And there you go. You can see already we've got some really nice wheel archers, albeit, But we actually need to, you know, make these ends a little bit better. So if I go in and I grab both of these and what I'm going to do is to press and bring it in a little bit. In fact, I'm just going to actually, I'm thinking whether to do it that way or bring in an edge loop on here. If I bring another edge loop, you'll see that it actually straightens it up anyway. So I think I'm actually going to do it that way. But you can see I've got a problem with this one. I'm going to press control left click, right click. Let's do the same on this one. Control left click, right click. And now the same on which one is it? This one here. So control left click, right click. And again, all it's about when we're doing this is actually adding supports to our actual hamper. So that's what it's really all about, just making sure that you've got the right supports in place. What you can do now is as well we can actually lift those up if we need to, 'cause I think actually I do want to lift these up. So I'm going to come to this first one. I'm going to come all the way around to this second one like so. And then I'm going to do the same on this one. So I'm going to come to this one here, all the way around, then to this one here. And then one going to do is I'm just going to pick them up slightly and I think actually far don't want to pick them up, maybe something like that. And then what I want to do is press S and D. Pull them back in a little bit, pull them down a little bit. I think I'm happy with how those look. All right, so let's do now this center bar. So I'm going to do the pretty much the same thing. So I'm going to grab this one. And this one I'm going to press Shift D, pull them out. And then ' do, then I'm going to press and pull them back in. So, and then we're going to press control two, left click, right click. And now let's press and Y and really pull those out into the place that I want them. As you can see, we might need some more actual supporting links there. You can also press control B, and that'll actually bring in some bevels and that also is sometimes a little bit easier to actually do this as you can see. Now that's looking pretty nice. All right, so let's now pull this up a little bit. So I'm going to grab all the way over to here. And I think I'm going to grab this one and maybe this one as well. And then what I'm going to do is I'm just going to pull them up and see what that actually looks like. If I'm actually happier with that, and I think I'm happy with that. Does it look better for me? I'm just looking on my old camper van, actually, probably a bit smaller. I'm just going to actually leave it as it was. Yeah, I think I'm going to leave it like that. The other thing of course, is as well that you can actually bring in your levels. So you can bring your levels up a little bit and that will smooth everything off for you. All right, I'm going to bring it down a little bit more. And then what I'm going to do is I'm just going to check now and make sure I don't need to round these off as well. So if I press I like so I can bring in fact not I, I need to level this off, I think. So I'm going to come in out shift and click and just level this part off. So level it off. We'll do these on the next lesson. They're quite easy to do those parts. And let's say that our work and I'll see on the next. And everyone, all right, thanks a lot. Bye bye. 40. Car Bumper Addition: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. So the next part, before we carry on, we're just going to fix these wheel arches a little bit. Again, most of this is about trial and error, so it's just about testing things out, realizing we have not put too many supports in. So for instance, we can see when I come to this wheel, it's kind of rounded on there. And the reason it's rounded on there is because we haven't actually got another edge loop in. So if I press control, er, bring in another edge loop. As you can see now that actually straightens that up a lot. Control, bring in another edge loop, and there we go. Pretty much fixed. Now what we can do is we can actually bring one more edge loop in. So control R, bring it up. We want it. And now you can see it's looking a ton bare, albeit they've got these little curves on the front. And I don't really want though. So what I'm going to do is I'm gonna come in, grab this edge loop here, press delete and dissolve edges. And now you can see it's flatten that all out. You can see that we're probably going to need another edge loop in the bottom part as well. So let's press control. Are going around here and then let's bring it. Maybe I look, maybe down to, I'm just wondering if I actually need that in or if it's going to do too much. Yeah, actually I think that looks much, much better. All right, so now let's do the same with this one. So I'm going to come in, dissolve, dissolve edges, And there we go. That's looking much, much better now. And now I can do the same with this one. So again, I'll come in, press control, bring it over like so control, bring it over. And then what I'll do is I'll come around the inside now or was it around the outside? I think it was actually round here. Let's have a look. Control, bring it down. And then what we'll do is we'll just come in and dissolve this. Delete, dissolve edges. Okay, We'll just do the same, I think, with this one as well. So delete dissolve edges. I'm just going to hide this part out of the way a minute. So hide this out of the way. And then what I'm going to do is I'm just going to grab all this and the bomb. And then what we're going to do is just press and extrude it out and have a look at what that looks like. We can see that we might have a problem on the inside of this control law. Let's pull it over. So not too far. Okay, I'm going to leave that one then I'm going to come now to this one. I'm just going to grab all of these control slick, this one. So if I pull this out, we can see it's missing another edge loop in there. I'm not sure why we put another one in. Let's click, there we go. All right, let's fix that. Now let's come to this one I'll teach, and I think I nearly really need an edge loop coming in up to here. So control, there we go. And then let's have another one up here. Control, I'm going to put it actually with a little bend on there, I think. I'm actually happy with that. There we go now. I'm actually happy with how that looks now. Do I want to pulling in a little bit or do I want it hanging out here a little bit? I think I need now to just pull this out a little bit. I'm going to pull this actual wheel larch out, so I'm just going to come in, I'm actually probably just going to turn off my subdivision and then I can actually select them much, much easier. So I'm going to put x ray on. Actually see through there. Think that one? Yes it is. Let's turn x ray off. And now I should be able to select it going all the way over. Put it back on now. I should be able to pull that out a little bit. All right, so let's have a look at that. All right. That looks better to me. Okay, finally we got there. All right, so now let's think about a top and then we'll kind of work down into the middle part. So what I'll do is I'll come in and I'll press Tab. And I think, let's have a look at. I think what I'll do is I'll start from here, so I'm going to come in, I'll go all the way around here. All the way around here. Now also it's important that we actually reset our transformation. So I'm just going to press control, reset our transforms. And now I'm going to do is I'm going to press Enter Alternates. And then let's pull those out a little bit like so. And then what we'll do now is add in some more go loop. So if I come in and press control left click, I'm going to bring it in something like that. And then what I'll do is I'm not sure whether I want to leave the top. It's not quite right. It should be up a little bit, I think so. I'm just going to press control, bring in another one and I'll put it to something like that. I think I'm much, much happier with now. You can see we've got a problem in the inside of here. So if I press control, just going to then bring that in and then control law and there we go. All right. Much, much happier with how that's looking now. Okay, so let's work our way down. Icreateing the middle part now. It's this part here. So what I'm going to do is I'm going to grab it all, going all the way around. I'm thinking probably on this, I want it actually going all the way around because the back bit is going to be a little bit different. So what I'm going to do is I'm going to press control, Pull that out. So then I just want to make sure I'm happy with the height probably it needs pulling down a little bit, so. And then what I'm going to do is I'm going to press Enter, AlternS, pull that out. A little bit. So now we need the support edge loops in control. Bring them in where I want them, like so. And then we'll do the next one. So control. So yes, I think, I'm actually happy with that. Now before I go any further, I do want to round these bits off. So what I'm going to do is out shift and click. And I'm going to press control and pull that out a little bit. I'm going to put two bevels on it. Left click then. And let's have a look at that. And now. Yeah, that's looking much better. I'm just wondering if I can actually do the same on this one as well. Let's see. So control, pull it out a little bit. Yes, and we can round that off as well. So that's looking much, much nicer. Now. Now, I'm just going to look at my reference and we can see that it needs this bit pulling out a little bit. So I'm going to pull that out. I'm just trying to get it into the shape I want. I'm also looking to make sure that I'm happy with this roof. Is it actually tall enough? I think actually we've got the right height on here. I think this is perfect. It's just the roof is a little bit too short. So what I'm going to do is I'm going to come in, I'm going to actually mark a seam on this because it's going to make it much, much easier for me. So I'm going to right click mark a seam, right click mark, Seem. And then what I can do now is I can come in, I'm going to press oultshifting, click Go all the way around. I'm going to press Control, and we can see now it started selecting that, and I don't want that. I'm going to press Oltshift Click. And now hopefully will it pull all the way up. We can see we've still got one selected there. And that is what that is, It's the inside, but let's hide this. Yeah, and there we go. This is what's causing the issue. It's the inside. So let's press oltshift click and just take that off. And now finally, when I pull it up, is it actually going to work or do I need to press control plus again? Yes, I do. So ol shift click. Let's see. Yes, and we've got an issue with this, so what I'm going to do is I'm going to mark another edge loop going all the way around here. And that then should make it much, much easier for me. So let's press control. Bring up another edge loop like so. Let's right click and mark a seam. And then what we'll do is we'll come in now and we should be able to grab this now, going all the way down to there. And when I pull this up, hopefully, yes. Now finally it actually came up. All right, let's turn that on then, and then we can actually see what we're doing. So let's pull it up to the height that we want it. I'm thinking that this height at the moment is probably good. And then what I want to do now is I want to pull this out. So I want to basically pull out everything. Let's say from here, from here, going downwards. In other words, probably from this mark here. I'm going to mark in another scene the right click mark. I'm going to mark another scene in here. The right click and mark. Sm. Grab this right click, make right click, mark, Seem. And then we'll pull it out from this window. So this one here. Let's see now, is it going to do? Maybe it's because it's going through the actual mirror. So I'm going to turn off my mirror as well And yeah, there is the problem. It's because we're using clipping by the way. It just causes a few issues though. Sometimes you just have to go in and turn off your modifiers, but you will get much, much better. We're actually doing this as you can see. But let's right click and. And now finally I should be able to come in and pull that out. I'm going to actually press control plus once can actually pull it out now. And yes, I can. Let's now turn these back on. There we go, and let's pull it out where we actually want it. And there we go. Now you can see we've got a very, very nice shape going al right. It took a little bit of time to get there. I know it was a little bit messy, but sometimes when you're working with this, you can't have everything just planned out. You know? It's not planned out from A to B. So sometimes it's actually going through the process of actually trying to get this right. You have seen the mistakes I've made, and now I've actually got around fixing them. So when you come to actually do it, when you do those things, you'll be able to see what I did. All right everyone. So hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 41. Van Subdivision Fix with Edge Loops: Welcome back everyone to Blender Beginner's boot camp. And this is where we left off at our camper van. So the camper van, it's going to be pretty difficult if you've not done this before, we're going to be using a lot of subdivision And these techniques is basically, if you want to create something stylized like this campervan, right up to if you want to create something like a realistic looking Astin Martin, they're all basically using the same techniques. Now, I'll probably make some mistakes when I'm actually doing this because it's not that easy to actually work everything out what you need to do. So just bear with me if I actually do that. And if I do that, then you'll actually see the mistakes. And now to actually fix them, a lot of this is trial and error because obviously you're having to actually use subdivision and actually put in edge loops and things like that supporting, so sometimes you might put a wrong edge loop in or you might do a wrong part or you might need to separate apart and you didn't do that or something along those lines. But you're going to see all that, hopefully. So let's get started with it. So the first thing I'm going to do, move my campavan over here. I'm going to press B. I just want to de select my campavan, hide everything else. I accept my camper van, pull it to the side, and so I can just see this way if I need to. And then what I'm going to do is I'm going to bring in a plane, so shift eight, let's bring in a plane. Y 90. Let's press three on the number pad And let's bring it up into play. So I'm going to pull it out. Something like that. And then what I'm going to do is I'm gonna press S and Y pull it out to be the kind of scale that I actually want. All right, so the first thing we want to do then is get the actual shape. So the first thing is let's actually bring in one edge loop in the center. So control left click, right click. And now let's think about our wear archers. I always think the first thing you should do with cars is create the archers. Because that, for me, actually sets up the whole of, you know, the subdivision and things like that. So let's press control two, left click, right click. And then what we're going to do now is just pull these apart. So if I press three, I want to pull these apart a little bit. So S and Y pull them apart. And then control, just to level them off, I'm going to turn up my bevel to something like, I think that's five. So I've got two each side of the center, so maybe something like that. Then what I'm going to do now is create these actual wheel arches. So I'm going to grab the middle, one of each of these, pull it up, come to the side, then pull it up, come to the other side, and then pull it up like so. And then just round them out, making sure that they're nice and rounded. Maybe pull that one up a little bit. All right. So something like this. Now just make sure that you're happy where they are because you can see this one. Maybe it's not far enough back, maybe it's actually too far back. It's just up to you how your preference you want it. Now, the next thing you can see is that the camper van has a front that comes out. So we might as well do that while at the start, if I grab this, I can actually pull that out now, like so Now, the other thing with the camper van, if we look at the front of this side of it, you can see that this middle bit and then this top bit kind of come out as well. So let's actually put that in place before we begin. So what I'll do is I'll grab both of these. Just pull them out to the side like so. And now we can see we've got that nice shape now let's grab everything and just pull it out into place. And then what we want to do now is we want to bring in a mirror modifier. So what I'm going to do is I'm going to grab my actual plane. And then what we're going to do is I'm going to right click shade or too smooth. And then I'm going to press control and reset all the transforms, which will put it right back in the center. Now let's come in and bring in a mirror. So a mirror modifier. And now what we're going to do is we're going to extrude. So I'm going to come in, I'm going to press once I've selected everything and pull it out. Now I can see that this is looking at the moment. Way, way too big at the moment. So I think I'm going to have to actually come in and grab it all. So grab it all and then pull it all together like, so now I want to be careful here because I'm going to be using clipping. In other words, I want it to come to the center and then be able to pull it all out at the same time. So I'm actually going to do that. So I'm going to do is I'm going to pull it in, I'm going to make sure, Clippings on. Grab it all, pull it together, make sure it all clips together. So as you can see, it clips together. Now when I try and pull it out, you can see I can pull it out, but it's actually stuck in the middle. And that's exactly what I want. I'm already happy now with everything. I've got the size and everything like that. I think the one thing I need to do is just come in and pull this top part out a little bit. Have a look. It look right like that. Yeah. Maybe that's a little bit too much. Let's pull it in. Yeah. And that looks much better. Okay. Just trying to nail that shape down. All right? I'm happy with the size of it and everything like that. Let's try just pulling that down a little bit. Maybe that actually will look nice as well. Maybe not quite so much. Something like that, I think. Okay, now before we begin, let's actually level these off because these are, obviously, they're not going to be square like that. So let's press control, bevel them off, take the bevels down and let's have some. Yeah, something like that on. I think that looks pretty good. Now let's bring in our subdivision. Let's also turn off clipping now since it is joined. Because if we don't, we're going to end up with a face down there, which will affect our actual mesh. You can see at the moment, you can't actually see anything in there, but we're going to turn it off. And when I go in, I think you can actually see this. So let me just hide this out the way we can see now, this actual plane in here. This is what I'm talking about. I don't actually want this plane in here because the clipping has caused that. So what I'm going to do is I'm going to come in and delete that. So I'm going to delete faces. Delete that out of the way. All tag, bring everything back. And now you can see we've not got that nasty line down there. All right, Let's come in and add in then a subdivision surface. And we can see straight away we end up with this monstrosity. And that's not exactly something we want. But what I want to do now is I need to bring in some edge loops to straighten all this out. So let's start with the top. So if I press control are left click, all we're going to do is put in some supporting loops like so. And we can see straight away as well that we do have a problem in this part here and we don't really want that. So what I'm going to do, I'm going to come in, grab the top. So I'm going to press the eye button. And we can see now that either bring that in, I can actually fix that problem. As you can see now, it's looking much, much better now, don't worry, because we are going to put a top on this, so we will hide this little part. And the reason that's actually done is because I turned off my clipping and we've not got that face down there anymore. So, but you can see the top of it is looking much nicer. Now, let's move down to the bottom then. So what I'm going to do is I'm going to press Tab again. I'm going to press controller and I'm going to bring this down now, like so relatively close to the bottom. Now you'll also see that we do have another problem in that the wheel archers are going like this. And that's not what we actually want because no wheel archers really go like that. The other thing is, is you can see that we've got a problem in this where we've actually created that devel. So what I want to do is I want to bring this in again. So I'm going to come all the way down to here. So I'm going to control click. And then what I'm going to do is I'm going to press the eye button And just bring it in very slowly like so. And now you can see that is looking much, much nicer. Now the next thing I want to do is I actually want to create this part here to make sure that these wheel larches are not looking like they're kind of floating or something. So what I'm going to do is I'm going to bring in another edge loop. So control going up this time. And as a bring it over now we can see we're actually straightening those out really, really nicely. We'll do the same thing on here as well. So we'll bring them over. And there we go. Now we can see that's looking really nice. Now let's do the same thing on this one. So bring it over. And then the same thing on this one. Controlar bring it over like so. All right, now I'm going to bring one more edge loop in. And the reason I'm going to do that is because I want to actually create some wheel archers from this. So if I press control, er, I'm going to bring it down to something like that. And I think from that I can actually create a wheel arch from this. All right, so now we've got that. Let's think about then, the wheel archers basically. Let's do the actual wheel archers. So what I'm going to do is I think I will take it from here, going all the way up here. And then what we're going to do, and I'm going to press shift D and just bring that over. Then going to do, we're going to press and X, pull that out. So I'm going to pull that into place. So now I'm going to do is I'm going to separate this off. So I'm going to press L and and selection. And then I'm going to come back to it, press control A to reset all the transforms. Right click, shade, auto, smooth. And now finally, let's actually bring in a solidify. We'll bring in a solidify, we'll pull the solidify down. So if this is happening where it's going skewed like that, it basically means that your normals are not facing the right way. If I come up and I put this onto face orientation, we'll see that the normals on the bottom of these are actually red and they shouldn't be. So now if I come in and press L and then press Shift, you can see that that actually straightens it all up and they look much, much better. All right, so now we've done that, let's actually come in and turn that off. It basically means I'll go into a little bit more detail on this. Anything that's red is actually facing the wrong way. So you can see most of my camper van there was facing the wrong way. So when we take this into games, engines, and things like that, the material that's on them, they have a set face, which is the one face in outside. And then they have the same phase and it's going to obviously be facing the inside as well. So it can only render either the front or the back. And this is to save on computer power. Because if you think about a window, if you're rendering both sides of the in and out of the window, that's actually costing more in computer power. So what Games engines do is they reduce that by only rendering one side. Now when you send this through to a Games Engine, if it's red, it will just be see through. Because the Games engine will take that as that is the inside though. It's important that before sending it through to a Games engine, that we check our face orientation like this. And what we do is we go into it, we grab it, and then we press Shift, And then we'll spin it all the way around and make sure it's facing the correct way. Alright, so let's take that off. And then what I'm going to do is on the next lesson I'm going to actually fix these wheel archers so they look much better than what they do now. And then we can get those in place. All right everyone. So hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 42. Wheel Location Modeling: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off. All right, so let's come in now and actually apply this. Solidify Soap control, Let's apply it. And now you can see we do have some problems now. Not to worry, we can actually fix these. We've also got some problems in the front of this. As you can see that this is one of the reasons that was causing the problems. This face, as you can see, is bent over there on both of the sides. So what I'm going to do is I'm just going to press delete faces and just delete those off. Actually, probably thinking that because I'm going to delete actually that edge, I'm going to delete that edge. I'll dissolve edges. Dissolve edges. There we go. I'm just looking now. If that's actually fix that, I don't think it has. But what I'm going to do instead is I'm just going to go back just before I applied my solidify. What I want to do is before I apply it, I want to come to my mesh. So I'm just going to turn off my solidify. And I can see the problem is this. So I'm just going to actually take those off. Take those parts of press delete and faces. And now I should be able to press control R and bring in a new phase like so. And press control R, bring in a new phase like so. And now let's see, We can actually bring in our solidify. And if that's actually going to fix the problem, which it has, so that's now fix the problem. So again, like I said, this is a simple fix normally, and we'll be making a few mistakes in this, so don't worry about it. Okay, so now let's actually increase the actual range of the solidify. So let's turn it up there then. What I want to do now is I want to press three and I want to bring this into play. So if I press A, I should be able to then bring it down to actually cover that actual wheel arch up. And then I can actually decide if I'm happy with the size of this. I think I need it a little bit bigger. Let's increase it a little bit. Yeah, something like that. Let's also see if I can actually bring that across while I'm here. So if I can bring this, do this part here. So I'm going to press three. I'm going to press and Y and pull it out. And then just pull it all the way over. So yes, and I think I'll get away with that. Now what I'll do is I'll apply my solidify, so control, let's apply it in object mode. And now what we can do is we need to come in and actually fix all of these issues that we see here. First issue is this. So press control law. Let's bring in a supporting loop around. And then what we'll do is we'll bring in another supporting loop. So control law around the top, then another one. So control law around the bottom. So now I can just move this loop up a little bit like so. Now if you're having problems with the loops going around there, you just need to put some more supporting links in control. Another one, spring that over, and then another one. So now let's see if we actually have a issue. So we can see we've got some problems with crossovers, mesh, and this can sometimes happen. What we need to do is we need to join these up. So we need to join this one and this one. So we can see it needs joining up here. What I'm going to do is I'm going to press Shift H. Just hide everything else out of the way. And then I'm going to join these at the center. So we're going to come to merge at the center, and then we're going to do this one as well. Merge, is it center? I'm just wondering, this might not be the best way to go about it. So I'm going to press Tab. I think what I'm going to do instead is I'm going to actually just pull these back. Let's see if I can pull them back. Then pull these back. Yeah. And I think that's going to be the best way to fix this because they're actually crossed over and I don't really want that. In fact, what I'm going to do, I'm thinking, where is that one going? Look, we can see that the problems are that they need straightening up to get them into be a much smoother place. As you can see, let's actually go back again before we brought in those edge loops. So I'm just looking now so we can see before this was the issue, I need to go back and actually fix this. If I grab these two, I need to actually join them at the center. Merge at the center, and then we'll do. These two need merging. Yes. So merge at center. Let's have a look. Merge vertices at the center. And then what I should be able to do is bring in another edge loop. So yes, and that's going to work out like that. Let's actually fix these. So I'm going to press shift H. Go round to the other side now. And I'll merge these at the center. Merge, merge at center. And the other thing you can do is as well, you can grab both of them like so. And what you can do is just press shift R and that'll just repeat that process. All right, so now what I can do is I can finally now try and fix these parts. So I can press control are bring in an edge loop here like so. And now you can see that's looking tons, tons, bare. Bring in another edge loop then just to fix that bit. And there we go. Now let's have a look at that. So I'm going to press Altage, Bring back everything. And there we go. Now you can see that looks tons, tons bare. Alright. So let's hide everything out the way again. So now let's come in and fix the rest of this because I'm still not happy with how this looks. But what I'm also going to do is I'm going to bring in another edge loop. So control pull that over to this side. And then I'm thinking that I will actually pull this down. So before I do anything, I'm going to grab this one. And this one I'm going to pull it down. And I'm also thinking I'm probably going to have to grab this one, three. Sometimes it's easier as well, just so you know, turn off your subdivision and then you can actually have a better idea what it's going to look like. So you can see here that I need to flatten this out. Now once flatten it out, and I turn that back on, you'll see now just how nice that actually looks. All right, so now let's come in and add in some more edge loops. But first of all, I'm actually happy with this. I think actually I'm probably just going to pull this one down a little bit. So I'm going to press three, I'm going to pull it down there. So it's important when you build this actually, that you really take your time and really understand how this is all coming together the more time you spend it. Obviously the bet it's going to look. Now let's come in and bring in some more age loops. So if I press control law, bring that out like so. And then control law bring it out to here. And then what I'll do is I'll do the same thing on the top and bomb. So we can see going across here, this is why this is bent down here. The control, you can actually just left click and right click. We could also bevel it off as well. That's also an option. So I'm just going to bring it out to here. And there we go, you can just see how clean that topology actually looks now. All right, so now let's come in now. We've done that one and we'll do the same thing on this one. So what I'm going to do is I'm going to grab it, go in I think probably probably, let's grab it from here actually. So we'll grab this bit here. Then what we're going to do is just the same thing, so shift D and then and X pull it out. And we're going to have these a little bit wider, so something like that. And what I'm also going to do is I'm going to split this off now. Lp split it off like so. And then what I'm going to do now is reset the transformations. Adding a solidify, let's actually bring that solidify out now. And basically the solidify is just there just to give us something to actually work with. All right, so now we've done that. What we can do is we can apply the solidify. And then what we can do is we can pull this down. Now Sando is going to pull this down. This one here, I'm going to press three. I'm going to press then and pull it along like so. And then one as I'm going to do is I'm going to grab this one, then I'm going to press three. I'm going to press, pull it along like so. And then just bend it into the place that I want it, which is probably going to be something like that. Now you can see that we do have another problem in that this is not touching there. So I'm just going to try and bring it all down. So if I press three, bring it all down just so it's covering that part there. You can see as well that rather than use face select, sometimes it's a little bit easier use it like this. But you can see that the control we've got, because we're doing it like this, is much, much higher. If I press three, now I can actually. Now let's give this some supporting loop. So first of all we'll give it one round, this side control there. Let's also right click and shade smooth so we can really see what we're doing. Control law, bringing another loop down to the control, then control law, then finally we need one around here. Control, then control from one. There we go. Dad is looking pretty nice. Now the one problem we've got is we need to pull this back a little bit, as we can see. So let's grab all of this going around. Let's press three. Let's just pull it back. Let's actually, I think I'll come from this actual side control control. Plus I'm going to try and move it then from here. Can I move it from here? Yes, we can. Dad's looking much better. All right. There we go. That's the first part of our actual camper van done. But now what I'll do is we'll actually on the next lesson is we'll start work. I think we'll start work on the middle and the actual top of this. Alright everyone, So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye Bye. 43. Van Window Addition: Welcome back everyone to Blend and Beginner's boot camp. And this is where we left off. All right, so I've decided that actually I'm not happy with this back bit. I need it coming round to there. So I'm just going to press control. Delete it off. So delete faces. Now when I come in, I should be able to pull it out going around there. So what I'm going to do is I'm going to press three. I'm going to press then and pull it out to maybe here I'm going to rotate it and X rotate it round so, and then pull it out. And then let's rotate it again. So R and X. Let's rotate it, it's pretty much straight on. Pull it out a little bit. What I'm going to do is I'm going to press and y and let's pull it out there. And that is looking much better. All right, so now I just need an edge loop. So control then we'll pull that up to there. Then we've got a problem with this bit. And the reason is we've got a problem with that bit is because this end isn't done properly. So if I grab this end, what I'm going to do is I'll right click and I'll try just triangulating faces instead. That's not going to work. So let's try something else. So we're going to press I wins, and there we go. Now we've actually fixed that. All right, that's looking much better. Now I've got one little problem, which is this bit here. So all I'm going to do is I'm going to come in, I'm going to press three, and then I might even expand it. Let's have a look. If I expand it. Yeah, the problem is it's going to expand up there as well, though. Instead, I can press and though and expand it that way. Let's have a look what that looks like. And that's probably going to be a better way to do it. And then I can come in now and grab just this one s three and then just pull it down a little bit. I'm happy with how that looks. Yes, I am. Okay. Much, much better. Now, let's think about starting work on the top of this camper van. So what I want to do is probably I want to split off this top bit. So I want another part, another edge loop basically going around the top. So control, let's bring in another edge loop around here. And I'm just looking at how big my windows are going to be. I'll think, yeah, that sort of size looks absolutely fine. So then what I'll do is I'll come in and we'll grab this. So Alt shift click, Ol shift click. Now sometimes it's easier to work while you're actually working on the mesh. In other words, if I press now Enter and then press Alts, sometimes as you can see it actually looks bare if you're working on the mesh. Now you can see that we do have a problem with this part. I'm going to see if I put clipping on, is that going to fix it? No, it's not. So sometimes we need to actually come in and actually fix these parts. And the way to do that, let's have a look, see if can actually do it. So if I grab both of these, let's put clipping on. And then if I bring them this way, you'll see it actually. So we'll do it like that as well. You can see as well the center. I need to pull it this way. Let's turn clipping off a minute. Let's pull it out. Let's come back on. Let's pull it back together. Now, let's have a look at that. And I think I've got this part here. It's just this point here. I also need to pull in, I'm going to take off, pull it out in on, let's see if that F let's have a look if I can bring in another edge loop control. So let's have a look at that. Does, and then control, there we go. That's looking much, much better now. Yes, that's looking much nicer. Now, the one thing is I do need to pull this down a little bit because I'm not happy with it. So I'll do is just turn off my subdivision and then I'll come in and I'll press Alt Shift and click and Ot shift and click. I cant Shift, click and then I'm just going to, yeah, you can see it's going round all the way around there. Don't really want that, I just want it coming from this end. So I'm just going to go all the way around to the back control click and then all the way back round. Let's control click over here. Just making sure I've not missed any like so all the way back round here. Now, can I pull this down a little bit from here? I need to slick this one. I think I can pull it down very slightly and you can see that I can pull it down. But I do have a problem in the mesh in there. I need to actually get rid of that edge loop. I'm just looking basically for it being a little bit chunkier than what it is like the other one. If I hide this out the way now, I can actually should be able to. Yeah, I don't really want to do that. As you can see, this needs deleting first. So I'm just going to come in and I'm going to press Delete and dissolve edges. And now I'm going to do is I'm going to pull it down. And then I'll bring my edge loop back in if I come in and again, we'll make sure this is turned off. I'll go all the way round to here. Just control selecting and then the same round here. Then control select and then round to here. Then what we'll do is we'll pull this down. Now pull it down to where I want it. Then put this back on. And now we'll bring in an edge loop. So I'll control bring it up. There we go. Now that's looking much, much better. Okay. I'm happy with that. Now I'm thinking, do I actually want the top of it pulling out as well? Maybe I do. So what I'm going to do is I'm going to grab this. We're going to go all the way over to there with Control select, select. Control select. And then let's go all the way up to here. Yeah, that's not going to do it. Control select. I'm going to go over the top and make this easy for myself. See and select. Going all the way down here, like so all the way back down to here. Then I should be able to pull this up then and get it into the kind of size that I actually want. All right, let's have a look at that now. Let's see if then pull it up. Yes, there we go. That's better. All right, that took a little bit of time, and as you can see, it's very, very fiddly. But you can also see that it's worth taking the time to actually do this right now. Let's think about making the center part. I'm, if I should just turn clipping off a second, let's see if I can actually get away with doing that. What I'm going to do then is grab this part here, Alt Shift and click. I'm going to press control B, so I'm going to also turn it down maybe to zero or one I think it will be. So then what I'm going to do now, I'm wondering whether I should pull it out with extrude or duplicate it. That's the question. Let's try extrude first. Enter Aln, let's pull it out, and let's see what that actually looks like if we do it that way. So now let's bring in another edge loop. So control, let's bring it down, let's do the same thing on the bomb. So control, bring it up. I'm actually thinking that that's looking us better like that. So Yeah, I think I'm going to go with that. Yeah, I'm going to go with it like that. All right, so now we've got that bit. You can see it's really starting to come together now. So let's think now about our actual windows. Now with the windows, again, it will be the same question. Should we actually extrude it out or should we actually, you know, duplicate it and then actually working it like we did with the wheels, I think, on the windows. Let's just try extruding it out. Let's see if we can actually put an edge loop in there. Now, control, so we can see that the problem is going to be that we're going to need another edge loop in here. Do we want to do that? Let's press control, bring it out and just have a look. Something like that. And then control the control. I think actually probably going to look probably better like this, I'm thinking. Yeah, I think it's going to look better like that. All right. That's the window done. Okay. So what do we do next? Let's do the side windows so we can see we've got a big chunky bit down here. So let's actually fix that first. So if I come in control, let's bring in an edge loop. And as well, because we split these away, you can see that we're not interfere in that as we actually build this mesh out. I think as well that we've got, you know, our kind of window seams around here, which is good. So if we think about we'll have it, let's have a look. We might need to put in another one because I think this one's a little bit thin here. But what I'm going to do is I'm going to put in another edge loop. I'm going to bring that there just to make it a little bit thicker. And then I think I've actually got enough there to work with, except maybe the back, I'll just bring in another edge loop and I'll put the back around there. And then I'm thinking I've got enough now. All right, let's have a look. So let's come in and we'll grab this one. And this one here, and also this one. Have a look, do we need that thinner? That's the question. Or am I happy with that? Probably, yeah, I'll do it with this. What I'm going to do is basically I'm going to extrude it in this time. So if I press E, I can extrude in like so. Now the problem obviously is we can't really see in there at the moment. I might need to pull it back a little bit further. And now let's bring in a couple of edge loops. So I'm going to press control, bring it in. And then control R, bring it out. And now let's actually have a look at what that looks like. So if I put this back on now, we can see that's what it looks like. Now we just need to strengthen these sides, as you can see. Also we need to, let me think, going around here, let's press control, bring it up, probably something like that. And then control R, bring it up. And because we've done the work now with this one, you're going to see it's going to be very easy with the other one. So control, bring it down. Let's have a look at that. There we go. All right, so now let's think about this next window. So we'll put the next window here. We'll leave a bit of a gap and we'll do the same thing. So what we'll do is, well, let's think, in fact, we'll just use it up to there. So we'll do the same thing. So what we're going to do is I want to select this one. This one, and I want to turn it off again. And then we're just going to pull it back. So I'm also going to save about my work, but don't mess this up. And then what I'm going to do now is on the next lesson is we'll actually strengthen these sides as well, but we've already started to strengthen them, so actually it's a little bit easier. All right everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 44. Side Decoration Creation: Welcome back everyone to Blender Beginners Boot Camp, and this is where we left it off. But now let's come in and what we'll do is we'll actually press Tab. And in fact we won't press tab, we'll be in eddy mode. And we'll press control and just bring in some edge loops on here like so. And then we're just going to have a couple more edge loops to put in, which will be these ones going on here. So control lot, bring it out. And then the third, you can see that because we've already done the groundwork does make it much, much easier. All right. With this window, I think I'm actually going to pull it out a little bit and then pull it in. So we'll try it on there. Being a bit more sophisticated, what we'll do is we'll come and we'll grab it going round to, let's say round here. So we'll grab it from here. Grab this one and this one. And you can see, I don't want this one actually, because this will make it too thin. This window will be way, way too thin. So I need to put another edge loop in first. So I'm just going to put it through there. And now I'll grab it going round here, here, and then from here to here to here. Is that going to be wide enough? Let's put another one in just here. I'm just thinking maybe another one in here. I know we've made it a little bit different. Yeah, I'm going to make it like that. We'll have it like this. Now what we'll do is we'll press and pull it out like so. And then we'll just add another supporting edge loop. Bring that in. Yes, that's looking much better now. We could put another window in there, but do we really want that? The one thing we do need is though a supporting edge loop in here. We've already got one in there. There we go. All right, that's looking pretty nice. Now let's pull out this back just a little bit. So what I'm going to do is I'm going to see if I can grab it because we've got to be careful because of the edge loops that we've got. So can I actually pull this out by just grabbing those? Just going to see if I can. As you can see because we've done that, this supporting edge loop around here actually gets thrown off a little bit. We're probably going to need to bring in another one. Just pull that out then. And then that should fix that for us. And that's looking much, much better. And we've managed to pull it out a little bit now. Now let's do the most sophisticated part, which is this part here. As you can see, this is what we're actually going for, this part here. So let's actually see though if we can do a better job than what I did before. So what I'm going to do is I'm going to, first of all, make sure there's an edge loop in there. So we can see we've already got an edge loop in there. We can see what we need to do is we can use this as well. And then what we can do is we can bring it out and round, and round and up. Let's see if we can actually do that. So here we go. So let's come in. First of all, what we'll do is we'll press K, and then I'll come in and bring it out like so. And then I'm going to turn it round. I'm going to bring it. And remember if you want to hold it there, you can. In fact, we need to be in straight view. So what I'll do is I'll just come round and I'll put it to, let's say there. I'm going to press the Enter button. And then what I'm going to do now is I'm going to go back round to the side so I can see it just there. And then I'm going to grab this and I'm going to do is I'm going to hold the born down. And then that'll straighten that up for me like so. And the other thing is as well, I'm thinking that I want to come probably to here and then I'll go round to there. Now you can see the moment it's straight on, I don't really want that. Just press again and then you'll be able to get that off. So thinking probably down to here, don't worry. We're going to straighten this up around to here. Then I'm going to bring it all the way to here. Maybe I'm going to make a small one. Actually you can see as well that sometimes happens where it's actually snapped that off. Sometimes, I don't know why that happens, but just trying to follow it and keep it the same kind of width. Then what I'm going to do is I'm going to go straight up up. Don't worry, we're going to straighten this up anyway. If you make a mess of it, don't worry too much. Then we'll come back to in back to here. So I'm just wondering whether I'm actually happy with this bit going so much like that. I'm thinking that this bit here that I'm not quite happy with, I'm just going to pull these up a little bit. There we go, That's looking better then I can pull this. Then what I can do is whether I want it like that, whether I want to bring these two up, bend them a little bit, I'm thinking I'm going to bend them a little bit. And then I'm thinking, what about this part here? Do we actually want that like that? Do we need another edge loop in, for instance, over look, I'm thinking that's looking pretty nice because I wanted it to be a little bit different from this one that I've already created. Just this bit that I'm a little bit unsure about. Let's actually look all this up. Pull that to the side as you can. And we don't really want to do that. Bring this one down like so when I'm thinking, yes, that's looking a bit better now. There we go. That's looking bare. Okay. I'm happy with that. So what I'm going to do now is I'm going to actually split this off. So I'm going to grab this going all the way over to here. And then what I'm going to do is I'm just going to press Shift D, and I'm actually just going to pull it out a bit. Press P selection, and then I'm going to grab it again, and I'm going to hide it out the way. Now let's come back to this. And what I want to do is I want to actually delete these loops. Now you can see they're going all the way down there. We don't really want that, we're going to actually grab this, we're going to grab it the other way. So I'm going to press shift control, then control click Going all the way down to here. And then all I'm going to do is deletelve edges. There we go. Here's our van. Actually, back now, I want to think about this part here. I'm going to have another one. I think coming just down to here. If I press Tabolt tag, I can see where that is. I want another one probably coming down to here, something like that. I think that's going to work out best. Let's tie this out the way again. Let's come back to it now and we'll have it coming in, I think to roundabout here. We'll go he, I'm thinking from here then we'll bring it up here. And then finally what we'll do now is we'll take this bit out. Fi pressift D, bring that bit out, Selection, split it off. Now we can actually come to this and we can actually get rid of this part that we've actually cut all the way up to there. And then dissolve edges like so. All right, now let's actually work on these parts. We'll do this part first. I think what we'll do is I'll first of all press control. Yl transforms and then I'll bring in a solidify. And then we'll pull that solidify either back or out, it doesn't even matter which one. And then what we'll do now is we'll strengthen up the control. And we can see that we do have a problem in that when we're working with things like this, it doesn't always work well because of the fact that we've not actually got any real edge loops in here. So that's one of the problems. So what you can do instead of that is you can actually either use the knife tool or we can use the actual bisect tool to actually do it. Now the one thing we have got is as well that I might as well come in and actually solidify this. I think I can also as well come in and triangulate faces like so. And now let's see, If I come in and apply my solidify, that's what it's going to look like. Now let's bring in supporting edges. So control, la, pull it back through here. And then control, or let's pull it back to here. So we're going to end up with something like that. Now, I've got to actually fix these parts going around here. And I'm just wondering, yeah, I think I might come in, grab this, going all the way down to here like that. Grab each one of these, then just press, I bring them in. I'm just wondering, now I want it, now I'm going to do is I'm just going to press Tab to grab everything. I'm just going to pull that back on. I'm also wondering if I should pull it up past here. So actually, I think that's maybe going to look okay. Maybe it's just the actual work I've done on there that I'm not sure if I'm happy with, by the way. So now let's come to where this part and what I'm going to do is I'm going to grab all of this. And I'm just going to grab it going all the way around to here. And I'm actually just going to pull it out because I actually want this in front. And then what I want to do now is I want to bring in some edge loops before I actually start. So control, you can see that I'm not going to be able to follow it all the way down there. Simply down to the fact that this doesn't have any bridged edge loops or anything like that. So what I can do is when you triangulate things as well as you can't actually bring in edge loops though, that's a problem that you will have though. Instead of that, what you can do is you can just pre dissolve only faces. Now you can actually come in and actually bridge it. So if I come in, press old shifting click going around, take off this one right click and then bridge edge loops. You can see now that even when I come to try and put that in, I still can't do it. That should have made it actually easier to do that. What I'm going to do is I'm going to actually delete this. So I'm going to actually delete that. And what I'm going to do instead is I'm just going to press F and fill it in that way. I'm hoping I can do that. Is that going to be able to do that? Yes, it is. That looks absolutely fine. And then what I'm gonna do is instead I'm going to bring in an edge loop this way. I'm going to bring in an edge loop this way. And then what I'm going to do instead is I'm gonna follow that along. Now once I've actually solidified this with K and bring that to the end, now I'll think I'll do it that way as well. And I can't even bring in an edge loop here. So that's leaving me a little bit of a problem now on the next list. And what we'll do then is we'll get this solidified off, and then we'll actually try and make it nice and smooth so it fits the rest of the actual camper van. All right everyone. So a little bit of a long one there. Hope you enjoyed it. And I'll see on the next one. Thanks a lot. Bye bye. 45. Front Area Modeling: Welcome back everyone to Blenda beginners boot camp. And this is where we left off. All right, let's bring in our solidify. So I'm going to add in a modifier, bring in a solidify press control all transforms and what I'm going to do is then pull this out like so. And then let's see how that's actually going to look. And I'm thinking that is going to look pretty nice, apart from the fact I think I'm going to have to pull it back to there like so. Yes, something like that. Now, we have got some problems here, as you can see. And that's probably down to, let's press shift, sorry. Shift, see if that's the problem. No, it's not. It looks like it's a problem with the mesh. So I'm going to have to come in, hide my solidify out of the way and what is actually causing that. Let's also hide this out of the way. And then what we'll do is we'll come now and see what the issue is. So I'm just going to grab both of these. Join them together. Grab both of these. Join them together with J. Now let's see if we bring on subdivision, Bring on. There we go. Now we fix that. All right. So that's looking much, much better now. I'm just looking round to make sure I've not got any other problems. Now I can see that I'm probably going to want to join these two up. So G join them both up. And then also I'm going to want to make a new court going along here somewhere. So now because I've joined those up, I should be able to come in and press control and then join them up like so. Now that's looking much better. Now, I'm just looking now at the back of this. I'm, I actually happy with how that's looking and actually, yes, I think I am. So the main thing now before we actually complete this is to make sure that if you turn your solidify off, that you're happy with this angle that you've got. If you're not, just come in and actually start turn this off. Bringing these down a little bit, you can see a broad edge loop in there. You can see that's where it comes down to. I'm wondering if I can actually, can I bring in an edge loop here? Only to here. Because you can see that I've got a problem in that these aren't actually joined up. I'm just wondering whether to get rid of this edge loop. I'm going to do it, I'm going to actually get rid of this one. And this one I'm going to press delete and dissolve edges. And then instead of doing that, what I'm going to do is I'm going to actually fix these edges. Now I'm going to come in, press J. It should go all the way up now to here. You can see we have a problem here and here because we haven't got any kind of the ports there. So I'm going to grab this one. And this one right click subdivide, And then I can actually join these up with J. Then join this up with J. Then what you'll find is when you press control, you'll be able to pretty much go all the way through and actually support it like control, bring in the supports. Then what I want to do is I want to now join this to this. All I'm going to do is I'm going to press, I'm come to here, press the end. Now we should have that now. Fully near enough support it. Let's just hide this out of the way and come back in. I'm going to actually, yeah, I'm going to actually also cut round here because I'm not happy with this Eva. So what I'm going to do is I'm going to come in, subdivide it, right click, and then I'm going to do is I'm going to come join this one up with J. Then this one up with J. So now I can come to this and you'll be able to up through there. Why I'm doing that is just so it's going to be nice and clean mesh rather than all over the place. I'm just going to join up this press center, and then I'm just going to move this and this, making it a little bit smoother like so. And then finally this. Join them up. Now let's the moment of truth. Let's try turning back on our subdivision. Let's try turning on our solidify. And there you go, now you can see it's looking really, really nice. Let's now apply our solidify. And there you go, it looks even better. Let's now come in and see if it can actually bring in a support. So if I bring in a support, bring it over. So there it is. Let's press Alt H, bring back everything. Let's hide these out the way. And the one thing I'm thinking is, is this going to be okay? Is this one going to be okay? Because I'm not sure if I'm happy with this, what I'm going to do, I'm going to actually come in and I'm actually going to let that, and I'm going to actually retry this again because that is the only bit I'm not happy with. Now you can see this bit here, it kind comes out like that. I like the flow of this better. It's just kind of getting this part in here properly. So what I'm going to do is I'm going to press one. I'm going to have a go at doing this. Instead of doing it that way, what I'm going to do is I'm going to actually pull this out. Instead I'm going to press Shift. And then what I'm going to do now is I'm going to shape this by bringing in some edge loops. So three, four edge loops and then four edge loops. Something like that. And now what we can do, we can actually shape this into the positions that we want. So I'm going to grab grab this. Then I'm going to also put this on connected only just so I'm not messing around with any of the mesh. And now when I pull this out. You'll be able to shape this into something much better Now. Just be careful that you don't actually push over, you know, too far on this measure or anything like that. I think I'm going to keep it in the top there. I think what I'm going to do is I'm going to actually bring it up it a little bit. I'm still making a mess of that. I don't want it like that. I'm actually going to maybe from this way. Let's try pulling it from that way first. The problem I've got is that as well. Because I've put on connected only it doesn't actually pull it as well as you need to. What I'm going to do instead is I'll just split it off because it will make it easier. Split off Selection. Let's actually try that again. I'm thinking instead and should come up to here. Up to here. I'm going to actually use the Kia. I'm going to try the knife again. Hopefully we should get a better result than before. So I'm just going to come round here. All right, let's try that once more. So I'm going to grab all of this now. Going to do is I'm going to screen the press shift, pull it away without portion of editing on. Then I'm going to come back to this part selection and then we're just going to delete that out of the way. That is looking much better. Can see straight away it's looking much better. Let's resell transforms and then all we'll do is we'll add a Solidify, press the Tab button. A just to grab everything. And then we're just going to pull it into place where I actually want it. I want it probably stuck out. Let's have a look up a little bit. And stuck out, maybe maybe I should pull it back. So yes, like that, That's looking really, really nice. Because then we can have an actual, you know, bottom part of this going around here and holding everything together. Yes, that's looking much, much better. All right, so let's supply our solidify and then what we'll do is we'll bring in a supporting loop now. So if I pull this out, I can bring in control, bring in a supporting loop and then control bring in a supporting loop for that side. Yes, that's looking much, much better. Now what we need to do is we need to bring this in. So I need to grab it all. All I'm going to do is press the eyeball and just bring it in. Then let's press E. There we go. All right, the one problem we've got is this part in the center. Let's fix that. Now the way we'll do that is we'll come in, we'll just hide two of these out of the way. And we'll see straight away the problem is the inside of there, we just want to delete those out of the way. You can see these in here. This is what we want, deleted. We want to delete all of these out the way. Delete and faces Alt. Bring everything back. Now you'll see that line down there is gone. All right, now let's think about pulling it back. Let's pull it back into place. So I'm going to grab it all with a, let's pull it into place, have a look at it. I think. There we go. All right. Now, I think we're spend enough time on this. Let's double tap the A. Let's come in and now actually create our bumper. So what I'm going to do is I'm going to grab this going all the way, let's see, let's bring it all the way around to here. And then all the way going round to here. And then shift D and then selection. Then what we'll do now is to create this bumper control all transforms and then bring in a solidify. Pretty much the same thing as what we've been doing. I'm going to pull this back a little bit. So then finally what we're going to do is we're actually going to pull this out because we want it to be a little bit closer to there. I can pull this out. So now let's actually make it into a bumper. So what I'm going to do is I'm going to come, I'm solidify now, let's bring another edge loop in here. Bring it out then. What we'll do now is we need to bring in another edge loop control to the back and then one at the front control. And that is looking really, really nice. All right, so now let's think about, on the next lesson, let's think about what else we're going to do. So we just, we actually haven't got that much more to do now. We've got this back to do, which will do the same thing with the bumper. And we've also, you can see we've got a line in there as well that is caused again, by the mirror. So we've just got to be careful. We might as well go in and fix that as well. And then we've just might as well finish this front of this. All right. So I'm happy with this so far and we've also got the underneath to do. All right everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 46. Wheel Modeling Techniques: Welcome back everyone to blender beginners boot camp. And this is where we left off. All right, so let's now come in and what I'm going to do is I'm going to bring in a cylinder first. So I'm going to bring in a cylinder, I'm going to put my cylinder onto something like, let's say 18, something like that. And then what I'm going to do is I'm going to bring my cylinder out. So at the moment we can see because we've got clipping on, it's kind of messed it up a little bit. Now if I pull it out, you can see it actually fixes that. And if I pull it in something like that, you can see that's what happens at the moment. I don't think I need clipping on and they also don't think for this one I need mirror. So what I'm going to do is I'm just going to turn it around, selection. And then I'm going to grab it, turn off my mirror. And then what I'm going to do now is bring in some supporting loops. Then I'm going to press tab control, bring them up. And then control bring them up. And then we'll bring them in. So I on both of these parts. So I bring them in now let's grab the whole thing. So S and Z squish it in. Let's spin it round now, so Y sorry, X 90. Let's press one. We'll get it roughly in the right place by pressing shift S. Election cursor. And now we're going to bring it out, and this obviously is just going to be that higher on the actual front, so let's put this in place where we want it. Something, something like that. Now the thing is it's a tire, but it's also a logo, but we might as well use this tire in there as well. So I will make it a little bit thicker, so S and y, let's make it a little bit thicker, let's put it into place like so. And then what I'll do is I'll grab the center of this. I'll press and pull it out a little bit. But what I want to do is I want to pull them all out a little bit because it's a little bit thick on this. So what I'll do is I'll press shift H, and then what I'll do is I'll grab both of these, pull them out a little bit like so. And then we'll grab the front. In fact, I might as well grab the front and the back and make this actually into a tire to save myself some work. I'm also thinking, do actually need some extra edge loops in here? Probably. So let's bring some in. So we'll bring in an edge loop here, bring in an edge loop here, like so. And there we go, that's looking much better. And then what we'll do is we'll grab the front and the back. And I'm going to right click edge loop tools and bridge like so. And now let's bring in some more supports. So control law, bring it in like so. Then do the same on the back. So control law and you should really be able to get the hang of this now. So control, let's scroll one. So left click, right click. And then let's pull these apart with S and Y. Pull them apart like so. And there should be our tire. So I'm really happy with how that tire looks. Now I want to do is I just want to make it so press salt H so that we can actually have these bits on as well. So we'll have two tires basically at the moment. This one here, which is then going to be on the front of here and it needs a logo on here. And now we've done that, we can actually grab this. I can press Shift D, I can pull it out like so. And I can just pull this around to the side. I'm actually going to press right click the origin to geometry. Now let's go back to this one. I'm going to make it a little bit thinner, and Y and Y a little bit thinner like so. And this then will be our logo on the front. Now we've got that, we can press control left click, right click, and then fill in that phase. There we go. We should end up with something like that. All right, let's hide these parts out of the way. And then what we'll do is now create this into a wheel, so our dead 90. And then what we're going to do now is we're going to actually pull these in. So I'm going to press, I think I'll grab it from this one here. So if I grab, let's say this here. Should be able to then press like so. And now I can press I and bring that out. So if I press I now like so. And then what I'll do is I'll bring this out. Now what we want to do is create this kind of effect. A moment you can see probably brought in a little bit too far. So I'm just going to press let out a little bit and then we're going to do is I'm going to press, pull them out, bring in some support, control like so. And then support on the back as well. Control, in fact, do we need a support on the back? I'm just going to write click and shade auto, smooth. Actually, I think that looks okay. I'm thinking that looks really nice as it is. All right, so now let's put these wheels in place. So make sure that they're the right size. Then I'm going to put like so and then we're going to press Shift D, bring it over like so. And we can see this wheels kind of a little bit too big. Should I make it smaller? I think I should, so I'll make it a little bit smaller like so. And then what I'll do is I'll join both of these together. So control J, let the origin to three D cursor and then let's add in a mirror, mirror on the X. So let's turn off the Y. And then what I can do is I can press tab A to grab them both. Then let's pull them into place like so. And we can see they're looking pretty good. All right. Now let's fix this, the inside of these. So it's way to do that. Probably should have done this before, But anyway, let's press control left click, pull it out. And then control law on this one. Left click, pull it out. Now I'm going to do is I'm gonna grab both of these. Press the button that will fill them both in. Press the button to bring them in like so. And now I should be able to extrude them out with clipping on. So if I come in, I'm going to press, pull them out like so. Then I'm going to not clip it because you can see at the moment they won't actually go together. I'm going to press control. Bring that out like so let's see if I can actually bring in another edge loop. So control, let's click, let's stay clipping off. I'm wondering if we should fill them in at the end. I think maybe that's going to be bare. You can see we have a problem with this one as well. First of all, what we'll do is we'll actually come in, press control left click, pull that out there. And then control pull that one out to there. So control law. Let's make this up a little bit. So now we just want two ends on here. So control left click, right click. Control left click, right click. Grab them both. Control B. So now we just want them going actually into the actual bottom. So I'm going to press Enter AlternS, bring it out. So now we need some supports. So what we're going to do is we're going to press control La, going around here. So theme on this one, then control La, left click, right click. Theme on this one, and then the same on this side. And then you're just going to grab them both with the wheel shift, hide everything else out of the way. You can see that we've not gone anything else. So we can just press shift H like so. Right click shades move. Now finally let's come into the top. So if we go over the top view and what we're going to do is we're just going to grab let's say 1234. And then we'll do the same on this 11234. And then what we'll do is we'll press and Z and pull them up. So then what'? Just going to bring in a support control. Bring in your control for the top one and do the same on this one. Then control. All right. So, all right, let's press all Tate, bring everything back. Let's hide all of this out the way by just grabbing it and there we go. That's looking pretty nice. All right, so now let's think about the back of the bumper, basically. Let's think about the bumper. So pretty much we're going to do what we did before. The thing I'll do is I'll bring it from here. From here. Then what we're going to do is press Shift D, Pull it out, and then we'll put that bumper on. I'll do is I'll press P selection, split it off, and then adding a Validifyn. We'll pull that out. Then we're going to do is we're just going to push the bumper back, pull it back. And we can see that the problem we've got is we need to pull this out. What I'm going to do then just grab both of these. We're going to pull them out like, so there we go. That's looking pretty good. And now let's bring in a, another edge loop. So now let's apply the solidify. So control and now finally bring in all of our support. So control R, two left click, right click, and Y. So two more. So control, bring it up. Control, bring it down. There we go. There's our actual bumper. Alright everyone. So what we'll do now then is we'll finish this lesson here and on the next one we should be able to get this back window part on. And I'm thinking that pretty much then we just need to put the roof on and then we're finally done. All right everyone, hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 47. Top Decoration Addition: We welcome back. If you want to blend the beginners boot camp, I'm actually going to save out my work because I've not done that for a bit, and I don't actually want to lose it. So let's come in and now what I'll do is we'll do this part over here as you can see. So what I'm going to do is I'm going to grab, I think I'll grab it coming from here to here. And then round here, and then up to here, and then round to here. And then I'll just press and just grab the remaining ones like so. All right, so I'm just a bit worried, actually, about this. I think it's a little bit too close. So I'm just going to press control. I'm going to bring in another edge loop actually. Because a bit too close, I know it's a bit time consuming, I'm doing it again, but I think it will look better doing it that way. And then what I'm going to do is going to press at enter alternates, pull that out. And then what I'm going to do is I need some supporting edge loops in of course. So control pull that up. So let's also think about the supporting edge loop on here. So control law going to cross? Yes, and that looks pretty good. Now we just need the edges coming out of here. So what I'm going to do is I'm just going to grab these three and I'm just simply going to pull them out so you can see the coming down in a weird angle. Don't really want that, so I'm just going to lock them to the X and then I'm going to press and X and just straighten those up. Then what I'm going to do is now supporting edge loops again out. And then supporting edge lops going around the other side. Control, pull it out. Then finally supporting edge loops going down this side. Now I'm thinking, do I need any more? Yes, probably want one round here. Control, bring it out. So now let's do the final window. So what I'm going to do is I'm going to come in, I think I'll come in from here down to here. And then what I'm going to do is I'm going to press, I bring that in. And then I'm going to press bring it in. Then what we'll do is we'll also just turn off this. Then we can bring in our supporting edge loops, the control. Let's press Tab. Look at what that looks like. There we go. That's looking pretty nice. Think I'm happy with the back of it and I think pretty much we're done. Apart from the top bit. Let's think about this top bit. So what I'm going to do is maybe I should create a new part on this. I think what we'll do is I'll press Shift Day. We'll bring in a cube. I'm going to bring my cube up, then I'm going to bring it out to the front. I'm going to press S and's and just bring it down. So now I can pull this out. Who will want it, let's say out there. And then what I can do is now I can bring in a supporting edge loop in the center. And then I can bring them round to here. Control to left click, right click. There we go. That's actually what we're looking for. Control, Bring another one. There we go. Now we just want something to actually support it. What I'll do is I'll grab both of these underneath. I'm going to press the eye button. Then on I'm going to do is I'm going to press bring that out. I can see that it probably needs going back. So I'm going to press control plus, and then I'm just going to pull it back. Then support edge loop control. Another supporting edge loop control. Now we can actually, should be able to fit that play if I pulled this down, should fit into place. Move, there we go. Simple as that part. Now let's think about this bit. This needs pulling out a little bit, because at the moment, as you can see, it's not as rounded as I wanted it to be. So what I'll do instead is I think I might be able to get away with just beveling it off. So if I bevel this, let's try control B. There we go. That's looking much, much better. All right, so now just this top bit again, we'll use a cube, that we'll bring in a cube. In fact, we won't do it that way. We'll actually come select our van, then press Shift, Bring in a cube. We'll pull it up into place. And then what I'll do is I'll pull it out a little bit. So I need to really join this up together. So if I pull it over here like so. And then just get rid of this end. So if I just get rid of this delete and faces now, when I grab this, pull it together with clipping on to be able to clip those in place. Can. Brilliant. All right, let's press S and y, pull this out. So now let's bring in some support. I want it kind of rounded like that, so we just bear that in mind. What I'm going to do is I'm going to press control law, Bring it out like so. And then we'll bring this down now. So if I bring this down, that's kind of the way I want it to look. And then control law, and then we'll bring in one more edge loop. Bring it out. And then I'm just worried about the bomb now I'm just looking at the bomb. Yeah, that's why I'm worried about it because I wanted it to look like that. So it's move, I'm thinking, do I want any more edge loops in there? I'm going to round this off a little bit. So I'm going to be level this and try that control B. Then up one, maybe two. Left click, right click. Yeah, I'm thinking that's looking much, much better. I just want to put a top on it now. First of all though, I'm going to pull this down a little bit more because this needs pulling down just a tad. And then we can grab all of these, pull it all down. So now let's bring in the supporting edge loop again, that makes that look better. Now what we'll do is we'll come to the top. I'm just going to pull this out a little bit. So I'm just going to press Extrude Control left click. Drop that into place, something like that. And then supporting the edges again. Control back. And then look at that. I think I can pull this up a little bit more. Yeah, I'm thinking that's looking pretty nice. A little bit different from the other one. But I think it act I think it actually looks better. All right. So the last few things to do, so we just need the lights. So let's get those in though. I'm going to press tab shift eight. Let's bring in a cylinder. Let's pull the cylinder out. Let's split these up from each other. Let's take off clipping, so we can actually do that. Let's spin them around, so Y, n, x 90. Let's make them smaller, let's then squish them in and Y. So let's bring in a couple of supporting loops. So control two, left click, right click, pull them out S Y. So now let's bring these in. So to make the lights, we're just going to bring them in. I bring them in like so and then pull them back and then I bring it in and then E. Then again, now you're going to do is you're going to be level that control, bevel it off and then just pull them back. You might need squish them as well. Just pull them back. Right click, shade, auto, smooth. There we go. A couple of lights Now I'm going to do is I'm just going to grab the whole thing. I'm going to press S and in. Just really squish them in a lot more than what they were now. We're just going to put them in place. I'm going to press one and make sure that they fit in place. Something like that. May be. Let's pull them back into up some. Yeah, like that. All right, that's looking cool. Now, let's think about these wing mirrors. So shift eight, let's bring in another, let's bring in a cylinder again so I can try it this way. I'm looking at these wing mirrors and I'm very happy with how they actually look. But what I'm going to do is I've actually I'm going to bring it in. I'm wondering whether to just do this without the subdivision probably going to be better actually. So I'm going to do is I'm just going to press their head. Spin it round so x 90. Make it smaller. Of course. Let's bring it out now. We'll just get this into place. So I'm just going to put it around. There's going to be too big a thing like that. So I'm just going to make it a little bit smaller, bring it into place like so then what I'm going to do is I'm going to come in and I'm going to press pull it out, control B. And you can see that's not actually working, so I'm going to press Control and then right click, Set origin to geometry and then have control. And now you can see I can actually level that as I want. Right click, shade smooth. Okay. And then what we'll do is we'll right click and we'll set origin three decursor, add in a mirror and then we'll add in a subdivision surface. There we go. Now we're starting to get the look we're going for now. We'll click the inner part, I, E, and then just one supporting loop may be in the middle. If I come to the middle now, I should be able to press and bring that in. There we go. Now that looks like a really, really nice mirror. What we'll do then on the next lesson is we'll actually get this into place. Then finally what we can do is we can actually get the rest of this actually with materials on the guys, it's actually finished. We actually learn how to actually use subdivisions and create vehicles, alight one. So I hope you enjoyed that. I'll see in the next one. Thanks a lot. Bye bye. 48. Vehicle Texturing Techniques: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so now let's come in and first of all, what we'll do is we'll just spin this round and make it a little bit thinner and Y make it a little bit thinner, art and Z, spin it round like so. And then what we're going to do is now we're going to bring in a curve and we're going to bring in a path, pull it up, make it smaller, press one. And then what we're going to do is going to fit this into place. I'm going to come in and I'm going to bring in some. Where is it my depth? I want actually depth. There we go. It's turn the depth up. Let's put it into place wherever I'm going to start it from, probably somewhere around here. Then what I'm going to do now is I'm just going to bring this in. So I'm going to pull it up into and just make whether I want it something like that actually looks pretty nice. Then I'm going to do is I'm just going to grab this end. I'm going to press all tests, pull it out a little bit like so. Then I'm just going to grab them both, pull them over. I'm going to make the mirror a little bit thinner, all the way. Actually bring it down. Yeah, that looks bare. Then I'm going to do is I'm going to press D just to turn that into mesh. Actually, before I do that, let's just go back a second. Before press control. That doesn't work, let's bring it down. And then what we're going to do instead is I'll come and drop the resolution because it was too high. So now I can press tab D. And then I can join it with this mirror control J, that then is going to put it on the other side. Now finally, the last little bit, I'll yeah, well, I grab my mirror. Look, yeah, we'll grab a subdivision on there, so I can grab my mirror. I can press Shift, and what we're going to bring in is just a cube. We're going to bring the cube out, bring it, make it smaller, and X push it in. And then let's bring in some supporting loop. Control to left click, right click, and y, pull them out to more edge loops. Control to left click, right click, pull them out. And then let's make it a lot. Thy th. Then one more edge loop control. Left click, pull it out. There we go. Now let's put this into place. We'll put this into place somewhere like this. Then what I'm going to do is I'm just going to make it smaller. Finally, I'm going to turn it around, z 90, zed 90. Spin it all the way around. Let's just fit. It looks as though the mirrors are actually placed into something. Right click, shade, auto, smooth. All right. There we go everyone. It's actually finished. So that's looking pretty nice. I'm just looking around just making sure I've not missed anything. I do know something that the second time was a charm and it was much easier to do the second time. One thing I'm probably, you know, not happy about is maybe the back of it it wants coming down a little bit. Do I go in and fix that? Maybe let's get a look. Control. We don't actually, let's see if we can pull it down from here. I don't want to actually cost me too much work on this. I'm going to see if I can pull it down. You can see I need to grab this bit as well. Let's grab that bit. Let's grab all of these as well and see if it's too much trouble to pull it down. You can see I've not got one selected here. I'm going to grab that as well. And then I'm going to pull it down. And there we go. That's looking much better. All right, so now let's grab everything. So B, to grab everything, press D and that. Then we'll apply everything on there. I probably shouldn't have done what I just did there. So I'm actually going to go back because I'm not going to apply everything. And the reason I'm not going to apply everything is because if I apply everything, it's going to mean that all of these, you know, mirrors and things like that, I can apply the subdivision, it's just the mirrors. I'm just going to see if actualy it's easier not to. So what I'm going to do is I'm going to grab this part here. I'm going to grab this part here. Press control L, And then let's link, let's link materials, then let's put it onto material mode. Wait for it to load up. Now, is this going to load up? Let's go to materials. Here is all the manned material. So we've got the white on already, which is really great. Now what we want to do is we want to come and put on our black for our windows. Now if I come in, can I come in and actually turn off my subdivision so if I turn it off as you can see. Let's turn it back on. Yes, we can actually go in then and apply our window glass to all this. If I come in another words and grab all of these going around here, right, Click, mark scene. Let's see if that actually works. So L no, it's not. So let's just add that other wait a minute. Yeah, we can see this is the reason why. This is why I want to actually come in and do my windows in this way. Because it means that I can actually come in now and select press really, really easily. So you can see now and come in like so. And whoops. And select them. Right click, Maxine. Now let's see if we come in hell. There we go. We can actually select it. Let's put it onto camper van mirror. Camper van glass. Camper van metal. Let's assign, let's have a look. There we go. You can see just how easy that is. And if I go back now, we should be able to turn this on and it should look absolutely fine. All right, so that's the way we're going to rock. We can also come around and see, because we've got our mirror on it makes it really easy. Let's hide this out the way. And then what we'll do is now we'll come in to this part here. This part here. So in fact, we'll come to the part, I think I'll make it easier. Right click, mark. Seem go in now and grab that and put it onto camper van glass. Let's sign now. Let's come to these parts and we're going to do exactly the same thing. Lick, going all the way around. I think we'll also do this one as well. Going all the way around like so mark seam, well come in with L and L Glassmight as well. Actually hide those out the way because then I can actually be what I've got left round to this one. Let's select and Mao and Maxine. Then we'll come in, have this one and we're going to click on glass. We'll hide those out of the way. All right. Now let's have a look at all the colors we had. All this is blue, this looks like camper van Blue. We click Assign Idea out of the way. This is camper, we'll assign that idea out of the way. Then we'll come down to the parts, all this bottom part with the looks of it. Apart from this, so this is going to be the metal come in. I can go and grab it. Going all the way around there. Right click. Then we can camper van, there is the metal click sine, that's that. Now we can come, just have a look at the rest. So we've got a mirror, we've got some more metal parts. You can see maybe a Mr. part there, I'm not sure. But we'll come to this part. What we'll do is we'll grab this one and this one, press control, l link materials. And then what we'll do is we'll grab this part and this part. And then what we'll do is we'll point as Amptallke, and then we'll come into the mirror and we'll click mirror. Click a sign. There we go. All right. We'll leave that as the white. So what I can do now is I can grab those because those are dumb. Let's come to our tires now. So we need Camp Metal. Let's see if I grab everything. Yeah, it's going to grab everything around there. That's not really what we want. So what we'll do instead, we'll come and we'll turn off our subdivision. Turn that off Click. And now we're going to go to the outside. Right click oxime. Now what we'll do is we'll put the subdivision back on. Now we'll come in and we'll give those the metal that they need, the inside of these all the way. So let's come in again. We'll just grab this one and this one con link materials. Now we'll come in and add is iterant. Let's do the actual tires. I'm just going to grab both of these tires and we've black tires. And you can see they're going the wrong way. We're not going to worry about those yet. What we need to worry about them is just gaining the materials on. Now let's come two. If we look, this is white, or we can keep these as white going all the way around. This part of the bottom is all blue. Can we come in now, grab just the bottom like so. Now finally, let's grab these parts here. What we're going to do is going to link material control L materials. So now we'll come in and grab these. Hopefully we'll be able to add these camper metal. So I'm just going to grab the middle one. Control going all the way back. Pro camper mirror. All right everyone. Let's send it there and on the next one then. And we should be actually able to move on to something a little bit different which will be creating leather. All right everyone, hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 49. Van Finalization: Welcome back everyone to Blenda Beginners Boot camp. And this is where we left off. Now let's come to the back of here. So we've got silver on these parts. So what I want to do is I want to come in and Marco, same. Go in probably all the way around here and press Do in and we're going to go all the way around here and round here like so. And then we can mark a same. All right, now we've got this bit we need to, actually, if we look at the back of this one, we can see it's red. So we need to mark a same going all the way around there. Around the inside, the inside of here, Right click, mark. Okay. So now let's come in and actually add the materials. So this one is going to be glass metal. And then we've got this one which will be Camper Van Red, like so. Now let's come to this part here. We're going to have this part in here, we'll have it as Camper Van Tire. Now obviously this part is going to be the logo, so we can grab this part, but this is logo, like a sign, hoping that sign it, there we go. Now we've got these parts now should we have this part blue? Maybe we should have this part blue. So I'm going to come in, I'm going to select this Tampa van Blue. Actually, I think that looks better. Now, we'll come to these parts. We haven't got any materials on these, so I'm just going to grab all of these Then I'm going to grab this one here. Press control, L link materials. And now we can go to each one of these. What we can do is we can actually come in and add in the metal, let's a nine, then the theme on this one tab, a metal, then finally this one tab and metal click. All right, there we go. Now this is pretty much all of it done apart from the white walls actually. So I need to come into my tires. And I'm also thinking I'm just going to put on my subdivision back on subdivisions on, on this one what I'm going to do is I'm going to press control click, right click. And then control left click, right click. Grab the one you just did. And then just press control and pull those out and bring it back to just one like so. And then what you want to do is now you want to actually mark a scene. So first of all, mark a scene and then what you want to do now is come to material and you're going to put campervan white tires, so click a sign like so. And that's basically then making those really stand. Now why we did that as well, it's because we've got our tire tracks here and we don't actually want to interfere with that. But let's actually sort out our tire tracks now and then we'll apply it on this one. If I come in and grab this tire going all the way around there, you can see that that's not right. We don't really want it going around there. So what I want to do is I want to mark a seam on each of these. So on the inside of here, not here, sorry. Just the outside of here, yes. So mark seam and then right underneath we'll mark another seam like mark seam. Then I'm just going all the way around now what I want to do is mark another seam on here and then going into there. Not that one. This one. Here we go. Right click max. Now, just make sure the next one is okay. And why we did that is because now I want to actually go in and actually unwrap just these parts. Unwrap. Let's go to UV editing. And the one we want on is the tire Y, E, and pull. And now you can see that these haven't unwrapped especially well, in fact, it's absolutely useless for what we need. What we need to do is we need to just come to this one click, this ball one press L, L, M, P click okay. Ends up a mess. But then if you press U, follow active quads, they're okay. Now you'll actually get somewhere. So now we can actually press, bring it all the way down. Press bring it into place, press the S and X, pull it out. So now you should end up with some really, really nice tire tracks. All right, so now we'll do the same thing on this one. So I'm just going to come to this one. Same thing but we'll come from the bottom because it is follow active quads. So it follows from this quad UV smart light map. Click, okay. And then you follow two quads. Click okay. And then A, bring it down then. And then and X pull it out. All right. There we go. That I'm happy with. Okay, so now let's just change these over because these are obviously all in the wrong place and we don't want them like that. What I'm going to do is just go round each of these and then I'm going to press a, make them smaller and just put them then somewhere else so they're not actually, you know, tire tracks or anything like that on there. And then you can see it looks just tons, tons there. All right. Now, the logo, so if I come in, in fact this tire as well, we have to do this tire, of course. So what I'll do is I'll do the same thing as what I just did. Then I'm going to come to the back ol shift click, come front O Rabbit. Not let me grab it. So right click, mark seam. And then I'll go underneath and I'll rub it all. It doesn't really matter. Right click, mark, Seem. And then come in, have the bomb here. L, right pipe click. Okay. And then you follow, you follow Active Gods click then A, put it into place then and Y or X, actually, here you go, in place, there's a tie tracks on there. And then finally now we can just come in a move these out the way. Now finally, just this one here, where is my logo? Let's have a look, if we have a logo, we're looking for van logo, which is this here. The moment I've got this, let's show it on here. Where is this one? The reason why it's not showing up is first of all, let's have a look. Apply this. So let's press Conto. Now it's going to show up. This off thing. And I'm going to press you wrap. Here we go. Let's press S, make it smaller. There's our logo on there. We got everything on there. Now I think we have. Let's press all tage. Bring back everything. I'll just hide these out of the way just for now. Then what we'll do is now we'll actually just go around and put on all of our parts. You can see we've hidden them all. I'm just going to put them on first. I'm going to hide them out of the way. Come to the next part, make sure both of them are on. For this, you can see that both of those are on. Both those are on. Nothing's on there, so we can hide that other way. Both these are on. Everything else is on. Let's press Alt once more. Hide everything out the way. And now finally we can join it all together, what we've done. So for press control J, you'll have to select one, select one D, and then control J, join it altogether. Right click, shade, auto, smooth Alta, bring everything back. Let's go back to modeling. Let's pull this up off the floor so it's sat properly. Now let's put it onto V. We go really nice. You might want to go in and just unwrap these parts here, but you can see just down nice, that actually looks. And what a good job I think we've done with that. It looks much, much better than the actual first one, so I'm really, really happy. All right everyone. Okay, so what we'll do is we'll put it back onto here. We'll go to file, we'll go to save. And then what we'll do now on the next one is going to be learning about leather. Let me just put that camper van in place as well. All right. So we're going to be learning how to create leather. It's something that you're probably going to be making a lot of actually. So it's a really good idea, if you learn a good technique to actually do that. Alright everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 50. Leather Cushion Modeling: Sorry, Tom. Welcome back everyone to blend the beginner's boot camp, and this is where we left it off. All right. So now we've done the actual camper van, it's time to move on something much, much easier. And that is these leather actual couches or things like that. You just have to be careful that you put the leather where you actually want it to go. In other words, it doesn't work too well if you're trying to put this over the entire couch. So what I recommend you do is you create your couch and then you make these kind of pillows. And then you do the pillows, you know, separately away from your couch. All right, so let's move these over to the left hand side. And then what I'm going to do is I'm just going to hide all of this. And I'll hide all of this just so I can make a start. All right, the first one we're going to do is going to be this square kind of one. And what we're going to do is I'm just going to press shift A, make sure my curse is incense first. So shift S cursor to world origin shift. Let's bring in a plane. And then with the my plane, I'm just going to scale it up a little, reset the transformations. And then what I'm going to do now is I'm going to right click and subdivide. And then I'm just going to put this up. I'm thinking actually eight going across the top. So 1238, something like that, 368 going across the top. I think that then he's going to give me enough room to actually create this effect that we're actually looking for. And now we're going to do is we're just going to go up to face. And what you're going to do is you're going to come down to where it says poke faces. And what you're going to do is you're going up to face again and you're going to poke faces. Now you can actually right click, I think, And poke faces is on here as long as you're actually in select. All right, so we should end up with something like this. I'm going to do, it's going to come to verte select, I'm going to select one vertex, and I'm then going to come to select. And because I don't want to bother going around and selecting them all, I want to go to select, I want to come down to where it says Select similar amount of connecting edges and then it will just select them all going round. Now again, when you're doing this on your own, just make sure that some of these you might not actually want to pull in. So just make sure that you take off the ones which you don't want to pull in. Now I'm going to do this, I'm basically going to pull these down. If I pull these down like so, and then what you're going to do is you can see that now if I press Tab, this is what they look like. And then if I press control shift and B to pull them out very slowly. There we go. We're already starting to get somewhere with this. Now while we've got all these grabbed, we might as well press and pull them down. So now what we want to do is we want to make those pincushions, I think they're called type effect on them, look together. All we want to do is while we've also got them all selected, I just want to press the born. Insert them just very slightly. Then press the Born and bring them up like so. Then what I want to do is now I want to straighten them up. As you can see we've got a bit of jaggedness to these and we don't really want that. So I'm just going to press S and Z and pull it in. And straighten them up like so. And there you go. Now you can see the much, much straighter than what they were. Now finally what you can do is you can come in, press control, all transforms come in and add in a subdivision modifier. Let's bring that in. And there we go. Now that is looking much, much nicer than what it was before. All right, so you can see how easy it is to do that one. Now let's come in and actually make this a cushion. So all I'm going to do to do that is I'm just going to come in Alt Shift and click, grab it all the way around the outside, press E and then just Z just to pin it down to there. And then finally I just want to fill in this back bit. So what I'm going to do is just press AltonF, fill it in like so. And we shouldn't end up with something like that now, that's not filled in very well. So what I'm going to do is I'm just going to press Control Z, and then I'm just going to fill it in the other way. So controls it again. Press the button, fill it in. And then what I'm going to do is I'm going to insert it a thing. So I'm just going to press Insert. So now you can see that's looking much, much better than where it was. The other thing is you might want to come in and just bevel off these edges. So you might want to come in and be level these off. So let's actually come out level this one and this one. Press control B, let's pull it out very slowly, scrolly, maybe two times. Something like that. And then Tab, and there we go. Okay, so that's the actual first question, done as you can see, really, really simple. Now let's do the other one, because the other one is a little bit different. What I'm first of all going to do is I'm going to bring in another plane. So shift a, let's bring in a plane. I'm going to make it a little bit bigger as I did before, control all transforms and then what we're going to do is instead of making this round, you know, bringing these edges in because I want to keep them relatively the same. So if I come in, add monifier subdivision surface, turn it up, turn it three times, maybe something like that. Make it a little bit bigger. And there you go. I think we can actually work with this. Now what we can do is the same thing again. So if I press control eight, go in and then what I want to do is I want to select one of them like so. And then I'm going to come in and go to select again, select similar amount of connecting edges. So now I'm going to do is I'm going to poke the faces. So I'm going to select right click and poke faces. Right click and poke faces. And now we should be left with something like this. Now you can see that it's not quite gone the whole way round the outside here. Which means that what's going to happen is it's only going to leave the ones on the inside here. That might be something you want. I think actually I'm going to change that, and instead one interiors. I'm just going to grab everything. And then I'm going to do face select, right click. Pope faces, right click. And Pope faces. And now I'm going to do is I want to select the ones that I want to select. So I'm going to come in and I'm going to select one of these like so, and then one interiors. I'm going to select similar. And then like so and now you can see that's looking much, much better than way it was before. All right, so now it's pretty much the same thing as what we did with the square one. Let's just pull them down. So then what we going to do is the same thing again, so it's control shift and V. And then what I'm going to do is just pull down the amount segments. So you can see I've got way, way too many segments there. I'm going to press controls head. Actually, I'm going to press control shift and again, and then I'm going to pull them out. So then what I'm going to do is I'm going to press for extrusion and then I'm going to straighten them up before I actually bring them in. So I'm going to press and head this time just straighten them like so. And then press. I hold in the shift born. And then hold them out like I think I'll put them just just roundabout there. And then finally what I'm going to do is going to write click Shade Smooth. And then we're going to go in Add Modifier. And we're going to pick Subdivision modifier. And there we go, they're looking pretty nice. Now, of course, if you want some more roundness on top of these, you can actually go in and press and bring them in like so. Or you can, instead of doing that, you can just grab them again. So let's go in again. Press controls Head. And all I'm going to do is press control B. Pull them out very slightly. You're going to have to hold the shift born to actually do that, just to make sure that they don't go in. That's enough like so. And there you go. Now you can see the rounded off a little bit more. All right. So that's looking really nice. Now the next thing we need to do is bringing some actual leather. So all we're going to do is we're going to come over to the right hand side. I'm going to apply this control. Apply this one with control. And then let's come in Add Material. And let's click the down arrow. And let's look for leather. And we should have one that says lever red and leaver Green. Let's give this one to Green. And then let's come to this one. And what we'll do is we'll give this a red like so. And finally then what we'll do is we'll come in now. And you can see we've got some kind of lever there. But let's just come in and what we'll do is we'll grab the whole thing. Press you, press Wrap, and let's see if you'll actually unwrap like that. Maybe it will. We'll have luck. And then we now we can see it's looking much, much better. And now let's do the same thing for this one. And you can see the reason why we want to actually use leather as a material is because we get this really, really nice effect with the actual shading. As you can see this lever, I recommend that you keep it and use it in your future projects because it is a very, very nice PBR texture. So let's now go to this one and what we'll do is we'll press Tab. I'm going to grab it. In fact, I can't actually do it like that because I won't melt. Unwrap it properly. So what I'm going to do instead is I'm just going to grab this going all the way around here and then I'm just going to grab every two on the corners. And I'm doing that just so this thing will unwrap. Much, much easier, like an actual parcel or something. So right click. Let's mark scene. Let's grab it now with L, press U, unwrap. And let's think about it. And there we go. Now you can see that's looking really, really nice. All right, so that is the leather actual couches, if you want to call them there, or leather pillows. Actually done. So what we're going to do now is press the, bring everything back. And then what we going to do is I'm just going to put these again in the right place. I'm going to grab them. Grab both of these. Let's put them into lever like. So let's close that down. And let's open up the next one, which is going to be palm trees. And palm trees are a lot of fun to actually create, so you're gonna have a lot of fun creating these. And once you know how to create palm trees, you know the main boggles are what you can create once you know actually how to do them. Alright, everyone. So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 51. Palm Tree Modeling: Welcome back everyone to Blenda Beginners Boot Camp. And this is where we're left off. All right, so what I'm gonna do is I'm gonna grab my palm, move it over to the left hand side, and then I'm gonna grab all of these. I'm gonna press H. I don't want the palm included, so I'm just going to Shift select that. Hate to hide everything else. Shift S just make sure you curse us to the world origin. Then what we're gonna do is press Shift and I'm gonna bring in a actual cylinder. I'm going to make sure that my cylinders on something like 14 because that enables it then to have smooth shading on. So if a right click I can shade or to smooth, and you can see it looks relatively smooth around there. And then I'm going to put on an object mode. I'm going to make sure that my cavity is on which it is. And now I'm going to do is shape this to be the actual trunk. So if I bring my palm over here, you can see that they kind of go out bend at the top and go a little bit in. So what I'm going to do is I'm going to come to my cylinder press control. Let's bring in a few edge loops like so. And then what we'll do is we'll come in and we'll grab first of all this bottom one and I'll put proportionality on. I'm going to press the S B and just bring it in very slowly like, so just a little bit of bend. Then what I'm going to do now is come to the top. I'm going to press the S B, and I'm going to pull this one out just a little bit like so. And then we're going to do is I'm going to be level the top now. So I'm going to press control B to bevel the top like so. And that's looking pretty nice. And then also we'll come bevel the bomb. Yours the tad like, so. All right, so I think we've got something we can actually work with. Let's make it a little bit smaller, just so it's similar size to this, so we can see what we're actually doing. Let's press this ad and make it a little bit longer as well. And there we go. All right, control all transforms, right click, set origin geometry. And now what we're going to do is we're going to bring in an array. So let's come over to add modifier like so, bring in an array, let's set the array to the z axis because that's where it's going to go. So it should, when you put it in, be looking like this. Now this is where you can come in obviously, and make anything amends that you want. So, you know, if you want to a bit stood out here, then you can do that. So just make sure you're happy with how it's joined. Let's actually give it a few more as well. So a few more like so. And I've decided that it's still a little bit too big. So let's press the S board and let's shrink it down even more. Alright, so that's looking about the right size now. Now let's think first of all about the bend of it. Then we can think about making it smaller as it goes up. So the first one we're going to do is bring in a curve and it's going to be a path. And this path we're going to use to actually bend the actual pump. So if I press R Y 90, bring it up, something like that. Let's put on x ray so it can actually see through this. Press the S porn. And then I'm just going to bring it, you know, down to the bottom and up to the top of the palm, something like that. I think it's absolutely fine. Turn off the x ray. Now we want to do is we want to bend this from the actual curve. So what I'm going to do, first of all, I'm going to bring my curve just to the side just so I can make sure that it's actually bending with the curve. Then I'm going to come back to my actual arm trunk. And then what I'm going to do now is I'm going to bring in another modifier. Bring this down. We'll bring in a curve. And then the curve, of course, is going to be on the actual, on the curve that we've actually created. Now what we want to do is we want to pull this down. So if I pull this down like so I'm just going to pull it back to the bottom. So now when I bring up my count, you'll see it actually follows the curve really great. And wherever I move this curve, now this palm is going to move with it. So let's say I move it from here, like so. And then let's say we want a bit of a bend on the top of it, like so. And then finally a bit of a bend on the top. And there we go. That's looking pretty nice. All right, so now what we need to do is we need to make it so that it actually, it starts large and it goes smaller as it goes up to the top. What I'm going to do to do that is I'm going to bring in an actual empty. So if I press shift A, come down to where it says empty, and I'm going to press pull it out. And then what I'm going to do now is I need to attach this empty to my array. So I'm going to come to my curve, I'm going to come over to where it says object offset. And I'm going to take that on. I'm going to open it up and you'll see that one of the options we've got here is to pick the object and the object is going to be the empty. Now it will always be the case where it goes absolutely huge like this. All you want to do is you want to grab your empty and you want to press the yes, but to bring it back down into size as you can see, now you can see it's all the way up there. We don't really want that either, so now it's just a little bit of finesse. So if you come back to our palm, we can then bring this back down so you can see it's a little bit, a little bit too small at the moment. So let's come back to our empty. Let's press the S one, So back to our palm, bring the z down. Now one problem you can see it's the wrong way round. Let's see if I can actually bring it the other way round. So I'm going to do is I'm going to shrink it all the way down. I'm going to try and bring it back up. I'm hoping it would have done that, but it doesn't seem to have done that. So what I'm going to do is I'm going to use the Z and just go the other way. And then pull it up so I come to my trunk, I can bring the all the way down. Press Tab and then I'm going to press a and then just pull it up with that for it in on let's pull it up. Press the tab, and there we go. Now it's going the right way. So now I can pull it down with the shift bon. And there we go. Just a little bit of messing around, but you can see now what we're actually trying to do. So now if we come in, we should be able to come down, grab our curve, press the tab on. And now you should be able to still bend it around and it'll still get smaller at the actual top. If you do want any small, all you need to do is you need to just come into empty press, the S born again or outwards. Whichever way you want it like so. And then just come to your palm and then just bring it back down. So I'm just going to bring it back down like so just to make it even more accentuated as you can see. Alright, so once you've done that, what you can do is you can actually grab everything and then press shift, bring them over. And then what you want to do is you want to come to your second nerve curve, which will be this one here and a fire press tab. Now I can basically come in and have two different looking palms. So I can just turn it around a little bit. So this one now looks a little bit different from the one that we've just made. So we'll make this one a little bit straighter like so. All right, finally then, what we're going to do is we're going to press B, grab everything, and then I'm going to press control D or D, just to actually apply all of the modifiers and everything. Now I'm just going to come in and just move them to the tide slightly because I want to come in and actually delete all of these because I'm simply not going to need them now. I'm just going to pull them over and I'm first of all going to resell the transforms right, plates of origin to geometry. And now let's pull them over over here, grub, everything. And then just pull them over to the side, because the next thing we're going to work on is our actual palms. Let's double up the A and let's start on our palms. Let's first of all bring in a plane, shift A, let's bring in a plane plane, let's make it a little bit bigger. Let's pull it out a little bit. And x pull it out just to make it longer like so. And then what we'll do is we'll now start shaping it. Control, first of all we want on going straight down the center, Left click, right click. And then control, Let's bring in a few edge loops, maybe five, something like that. And now let's try and shape it. If I grab the top of it, put proportion it in on seven square over the top. And then and y. And we can start bringing this in now. The palms, they have quite a pointy end as you can see. And then the other end slopes in a little bit, nowhere near as much. If I press and y, let's bring it in. And you can see now that, that already is really looking like an actual palm leaf. The one thing that I can see is that it's not long enough. So what I'm going to do is I'm just going to grab it, pull this out like, so there you go. That's looking pretty nice already. All right, so now let's actually bring out the end of this. So all I'm going to do is I'm just going to press without portion editing on and X just to pull it out like so just so I've got something to put into my actual palm tree. And the next thing then I'm going to do is just give it a center point. So I'm going to grab this one controls like this one. Press control B, and just pull them out. Scroll down, so it's just one on the bevel, like so. And now finally let's bring this part out. So what I'm going to do is I'm going to grab this end of it, pull it out like so, just to make it a little bit more spiky as you can see. Alright, that's looking a really good start for actual palm. I'm just wondering, is this far enough out? You can see that they're quite long, those things that are going to be pulled out. So I think I need to just pull these out a little bit more. So I'm jaws going to pull them out a little bit more. And we're going to also add in some edge loops here. So control law, add in plenty of edge loops just to get your nice bend that you'll want when you actually come to put this into place. All right, so on the next lesson then, what we'll start doing is we'll start cutting out all of these parts here. Then we'll get into looking like a three D object or a two D. And finally then we can actually put them into our actual palm trees. All right everyone, so hope you enjoyed that. I'll see on the next one. Thanks a lot. Bye bye. 52. Palm Tree Leaf Creation: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off. All right, so now let's start the process of actually cutting it out. So the way that we're going to do it is we're just going to come over the top of it. So I'm going to press seven. I'm actually going to, I'm going to probably give it three different types. So what I'll do is I'll press a shift D, It's going to move this one over. And then shift D, I'm going to move this one over. And I find this is easier to work. The other thing I find easier to work is if I press R Z -90 So that the point in this way, when I'm actually over the top, make them smaller like so. And now I find this much, much easier to work in this way because I can see it much better. Now if I press Tab, I'll go to the first one. So I'm just going to press K like so. And just if you're struggling, by the way it's magnetizing, just hold control button and then you'll be able to do it. Let's double tap the, just so we can see where we're cutting. All right, so now what I'm going to do is I'm just going to be cutting like so like so enter and then just work your way down. So just work your way down like so. And you'll find the bigger you do them, the easier it is to actually work with. So I'm going to cut one like that and then I'll cut one like this. And I tend to interweave them as well. So what do I mean by that is I'll have one here, one little bit further down and just interweave them. Mostly, Not always, but most of the time I'll try and interweave them a little bit and I'll also try and make them not just, you know, all kind of spiky like give it a little bit of variation just see if they're messed up a little bit, then all control. So we go as far down as like the second part down here, something like that. And then maybe a broken one. All right, so let's come to the next one. Same thing again, then we'll go to this one. It is just a tedious process of putting all the brakes in the leaves. Actually, it's probably my favorite type of tree because I grew up in the UK where we didn't have any palm trees whatsoever. So yeah, palm trees, it seems quite exotic. Just a few more and you'll notice as well. I'm not concerned at the moment with engonsor anything like that. All I want to do is just first of all get these into place. I'm probably not going to, you have to subdivide it basically if you're going to do guns. Now the other thing is I can right click here and just mark a same. Now you can see I've only got one missing, so I might as well go in, mark a seam on this one as well. Because what that means is it's going to stop me from having to worry about all these little gaps. So I'm going to do is I'm going to come in now, grab everything, hide out of the way A and then delete. I want to delete faces. So delete faces, bring everything back, and there we go. All right, so they're looking pretty nice as you can see. So now what we're going to do is we're actually going to grab them all. So I'm going to press extrude them up with like so. And now I'm hoping if a press control A all transforms right click origin geometry, will I be able to come in and add in a subdivision? And the answer is yes, probably. But they're a little bit, as you can see, they're a little bit bent out of place. What I tend to do is I'll put it on Simple. You can see that we do have some breaking in the mesh, and that's simply because we haven't actually triangulated them. So if I come in right click, triangulate faces, right click, and tries to quads, and now you'll see that they're absolutely fine. Now if you apply the subdivision with control, come in again and bring in another subdivision surface. Now you'll see that you've got a much, much nicer kind of smooth palm leaf. Now if you're still not happy with this right click, let's auto smooth. I suggest going in, put it on Simple, and then coming back in and putting it on. Yeah, let's actually do that. So we'll put it on Simple once more, then we'll press control A, add another modifier subdivision. And there we go. You can see that they're looking much, much nicer than they were before. All right, so now let's come in, let's press control A and actually apply that. Okay, so let's actually separate these. So I'm going to go to mesh and separate by loose parts and there we go, that separate some more. Now now let's resell the transform. So Controla all transforms right? Clip origin to geometry. Now what we need to do is we need to bend these. So we might as well bend them all at the same time. So I'm just going to grab them in the middle, like so. And then I want to actually pull them out like so. And actually have them bend. I can see because this is like a shop, we don't really want that. What we want it to be more like is kind of smooth. So probably this one. So if I now pull them out, we can see now it's getting much, much better. Now I'm going to pull them all the way up like so. And there we go. We can see that's kind of the luck I'm going for now. I want to do is I want to come to each of these ends and I want to pull these in. So if I pull these in, like so bring them down. I don't want to break the mesh though. I want to be very careful. I don't break any mesh. So I'm going to actually put it on to smooth instead and try that. Yeah, that's bad. There we go. Now we can bend them down much, much bare. I can pull them in slightly, like pull them out. There we go. All right, so they're looking about right now, the way that I've got them. So now what I want to do is they want to pull just the bombs of them down. So you can see them pulling the whole thing. I want to pull jaws the bombs and then let go. And then bring it again and then pull it up. So just have a little bit of the nest with it and you should be fine. Now let's put these into place and make them bigger and smaller. So the first thing I tend to do is go over the top. And what I'm going to do is I'm going to put this one right in the center, right here, as you can see. And I'm going to go in and actually set the orientation. So this one here, I'm going to set it to here. So shifts to selected. Right clicks the origin to three D cursor. Now I'm going to grab the next one and I'm going to do exactly the same thing. So I'm going to bring it in, put it in here, the actual cursor or somewhere around the cursor. Let's press shift curse to World Origin. And then what I'll do is I'll grab this one. Press Shift cursor selected, right click to origin to three D cursor. We've got both of these now set and we'll do the same with the next one. Seven over the top, put it into place. Grab now the bottom of it. Shift S cursor selected, right click origin 23d cursor. All right, so now why have we done that? Well now if I press and I can actually rotate them around really, really easily. So R and rotate this one round here. And then what I can do now, I can grab these, actually we'll do this on the next list and I'll show you this because we are running out of time. All right everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 53. Palm Foliage Texturing: Welcome back everyone to Blender Beginner's Boot Camp, And this is where we left off now let's grab this one. And what we're gonna do is we're gonna press shift D, Z. I'm going to pull it round to here. I'm going to make it much, much smaller now. And then I'm going to grab this one, shift D, Z. I'm going to pull it round to probably somewhere like here, make it smaller. And then shift D, let's grab this one. And then and Z, bring it round to here like so. And let's make this one a little bit smaller as well. Something like that. And now what I tend to do is I'll grab, let's say I'll grab these three. I'll press Shift D. I'll press R, Z. Bring them round to here. And then what I'm going to do is we're going to make them much, much smaller. And they also want to rotate these down a little bit. Well I'll grab this one on smooth and then what I'll do is I'll press and just bring it down. The same with these, because I want them come underneath, so don't be worried about moving them too much at all. If you need to move them a little bit more, just use the rotate on, something like that. And then what I'll do is I'll grab these three again. I'm going to press shift D and then Art and Z and move them around like so. And there you go. I'm going to leave those ones as they are. I don't really need to mess with those. And now what we can do is we can grab the whole thing. Press control J, Join them all together like so. Press control all transforms, right Click the origin. Two, three de cursor. Now we can actually put them in place. So if I press three on the number pad I can press and I can drop these into place. So R and X. Let's bend them the way, try and follow the trunk the way that you're trying to bend it. And then all we need to do is just make sure that they are hopping into place and also there the right scale. So I'm going to make them a little bit bigger because our chunk seems to be a little bit bigger. And then what we'll do is we'll do the same in this one. So I'm going to move this one over here. I'm going to grab these shift D. And then what I'm going to do, the first thing is I'm going to rotate it, so R, S, let's rotate it round and now let's work with this. No R and X. There we go. Let's put it into place. You can see I need to bend it a little bit more, so R and X like so. And now let's put it into place like so double tap the and there we go, two palm trees. Now this one's probably a little bit, you know, tilted up too much. We could probably go in, press R and X and just rotate it, not quite so much because it, it seems a little bit crazy too much. So yeah, that seems much better than where it was before. All right, so now, before we actually do anything else, let's first of all put it on material mode. Now, the palms, you'll see when you go into it. Again, this circusse is not about materials and textures so much, but you will see that these textures are done completely in blender, so it means that they are procedural. So you'll see how these are put together and then you can actually go away and put your own together as well. So let's come to this one first. And what we'll do is we'll come to material, pick the down arrow, we're going to pick palm leaves, like so. And then I'm going to go to the next one. And you can see I've not even got to wrap it because they're done in a certain way. So let's collect the down arrow palm and leaves. So let's come now to the trunk and we're going to go palm and bark like so. And let's now come to this trunk and we're going to do the same thing down arrow, arm and bark. All right, now let's join them together. So control J, control J, join them together. And control J, like so. And then let's just grab them both and press the S pawn just to shrink them down because they're way, way too big. Let's pull them down to the floor, make sure they're into the floor. So there you go, everyone. That is how we create palm trees. Sorry, stylized palm trees. Not realistic palm trees. Although you could do it the same way with realism as well. All right, so now we've done that. Let's grab our palms and let's put them into our tree area. Let's actually close that down. No, I'm going to open up the bay window. I'm going to press Alt. Double tap the A, and here we go. Now the thing is with the bay window, you might think on first glance that, hey, this looks simple, but actually it has a lot of different things and also a lot of skills that you've already learned that we're going to kind of combine together to create something like this. Now because it does actually have a lot of complexity, it needs to be actually thought through in how we actually are going to do it. There's a lot of different things in here. You can see here, this should be led by the way. It shouldn't be wood like that. I think it should be Led. But you can see that they're going in a directional way. On top of the fact that this is also going in a directional way as well, which is something that you have to consider. You can also see that the actual textures are also going in a diagonal way as well. I think those textures actually, are these ones just turned around or something like that. You can also see we've got some wooden planks in the top, wooden planks in the bottom. Basically, what I'm saying is, once you've actually learned how to create bay windows, you pretty much should be set to create pretty much any window you want. So let's go up and save this out. So file and save, and then what we'll do is we'll move our bay window over to here. And then we're just going to come in and I'm going to hide all of these out the way. And then what I'm going to do, because we actually finished, it's kind of like three quarters of the way through the lesson. So what I'm going to do is I'm going to save it. And then I'm going to actually carry on on the next lesson. All right everyone. So I hope you enjoyed that. I hope you learned a lot, and I'll see on the next one. Thanks a lot. Bye bye. 54. Bay Window Modeling: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, let's bring in an actual plane. So I'm going to bring in a plane. I'm going to spin it round so R Y 90. I'm going to press three on the number pad and all I'm going to do is just make sure that it's the right height. So you can see here that my windows a roundabout from there to this one here, so maybe this is the right height. This does look a bit taller, but of course we've got the top and we've got the bottom part on there as well. Next of all, what I'm going to do, I'm just going to pull it out a little bit. And now I'm going to create these side windows. So I'm going to press Control our left click, right click, and then come to the side. And all I'm going to do then is E and X. I'm going to pull it out on the x axis, like so I'm not going to do the other side, don't worry about that. And then I'm just going to, without proportion editing on, I'm just going to pull it out like, so I'm going to go over the top seven just to make sure it's nice and straight, which it is. And I think I need to pull it a little bit more this way. Now what I'm going to do, I didn't do it on that side, because I'm actually going to come in, delete this one out the way, and I'm going to come in and actually add in a mirror modifier. Now just make sure you curse is to the center. And then all we can do is we can come in, bring in and modify it. And we're going to bring in a mirror, put it on the Y, and turn off the X. All right, so now this window here, it might be, if I press Tab, you can see it's probably a little bit too thin in comparison with this one here. So all I'm going to do is I'm just going to pull it back and then I'm going to pull it out. And then I'm just going to make sure that I'm happy with the size of it like. So it's gonna go over the top again. Yeah, that's fine. Alright, let's come in and what we'll do is now we'll use the Insert to actually create our windows. So if I press press again, then I can actually bring it in like so. And one thing I'm making sure of is that it's all the same kind of chunkiness around there. And I think it is what I'm going to do before actually doing that, I think is I'll press control. Just reset all my transforms and now I can come in and press the eye button. And then I'm just absolutely certain that they look kind of the same. If you're not happy with the size or chunkiness, just redo it. Just press again. It's not like extrude. You don't need to worry about inserts the same way. All right, now I've done that. I need to pull these out. So what I'm going to do is I'm going to go to normal. We're then going to go to individual origins. And what I'm going to do is I'm going to press Y just to split them up and then and Z. And that will then enable me to pull them out going along the axis of the actual windows. And that's really, really handy. Next thing I want to do is I want to split this off from the rest of them. So if I press Selection, split it off, and now come back to it. You'll see when I get it, I'm still able to press G and Z and pull it right back into the perfect place where I'll want it, which is really, really important. Now what we're going to do is we're going to press control R. I'm going to press, let's think 123 like so. And then control R. And I'm going to think put 12345, left click, right click like so now these windows on the side as you can see on this one, they're actually going sideways. And that's what we're trying to replicate here. So what I'm going to do is I'm going to come to this one now, add in a modifier, and this time we're going to bring in a decime. We're going to actually turn the decime onto unsubdivide. Turn up the iterations by one, and then let's apply that decime. And you should end up with something like this where it's a really, really nice formed window. Now what I want to do is I want to make these little kind of as you can see here, these wooden parts in here. And the way I'm going to do it, I think this should be lead by the way. And we might put them lead or we might keep them wood. We'll see What I'm going to do to do that is I'm going to press L on this. And then what I'm going to do is I'm going to use insert again, press it twice, and then bring it in and just make those parts like so. And you can see, now that's looking pretty nice. Maybe they are a bit chunky, maybe we should go for a more stylized look. Maybe that actually is a little bit too much. So let's go back. Let's press and just bring them in just a little bit less than what we had. It, is that okay? I'm just wondering if that's a little bit too less now. I'll have another go. Let's get it right in the middle. There we go. Something like that, I think. Looks much, much better. All right, so now what we want to do is hide the glass out the way. So if I grab all of these, which should already be grabbed, press the H one to nope, I'm not going to do that. I'm actually going to come in and see if I can actually do it a different way. I'm gonna hide all of these, hopefully. Yes, that's the way I want it. So I'm just grabbing them all, pressing H when I've got the. All right, so and then hide them out the way. And then what we'll do is we'll press, sorry to select them all. And then it's going to move along the Z axis anyway, which is perfect for what we need. And now if you press Al Tage, you'll see you've actually got those windows in place. Now if I grab one of these, you'll see that actually it's tied to the back of here though. I'm actually hoping that I can come in now and actually pull these forward a little bit, or split them off and then pull them forward. I think that will be the best way because it's actually easier when you come to actually, you know, potting materials and things like that if they're actually split off. So if I press Y now, I should be able then just to pull them a little bit in front like that. And I think that looks much, much better. All right, and we've obviously got the window on the other side. So actually, believe it or not, that is one of the hardest parts to actually do. Alright, so now let's come to the second part. Which will be to bevel these windows off. Let's put it on object mode like so. And then one going to do to do that is then we're going to go to add, modify it. Let's bring in a bevel. And you can see now already that's looking pretty nice. Let's turn it up one, Maybe you don't like these little bits near, you can actually turn this down a little bit more. So 0.3 something like that. Maybe that's a bit too high. 0.05 Let's just play around with it a little bit. And there we go. That's probably going to look better than what it did before. You can see now it looks actually like it's actually lead. The other thing to do as well if you have an actual problems with this, is if you go to profile, not profile geometry, turn off the clamp overlap. And then what you can do is you can actually turn this up or turn it down much, much more. And you can also turn the segments up. And then you'll end up with less of this and more of it being rounded on the top of it like that. So if I really ramp this up a little bit, as you can see, just just make sure you don't actually get that splitting of the mesh. Yeah, we've got a little bit of break in there as you can see these bits on the back. I don't actually like those if I go into that, you can see, yeah, I've got some non manifolds on there and I really, really don't want that. So what I'm going to do is I'm just going to go to my bevel and I'm just going to mess around with it a little bit and just see if I can actually not have those brakes. I don't really want those brakes in, so the bevel on here is not actually working. So what we're going to do is we're just going to do this. We'll try it going round here, round here, round here, and just keep going round it. And then what we're going to do is just bevel it off manually because I don't want those broken edges in there. So let's see if this actually way works instead of actually using that modifier. So let's bring them in like, so I'm going to press, I've still got my bevel on as well. I'm gonna take that off. That's making it a mess. So control, be, let's bevel it off. There we go. Now let's turn it up. Yeah, I'm gonna turn it up. Actually, I'm gonna leave it on one. So left click. Yeah, that's exactly what I want. All right, so a bit of work but we actually got there. All right, so now we're going to do is I'm going to grab the whole thing. I'm going to press G and Z and just pull that now back into place. Just there. And then the window, you know, this would admit is actually going to go round it. All right, so let's come now to these parts here. So what I'm first of all going to do, I'm just going to bring in one edge loop down the center. So left click, right click. And then we're going to bring in three edge loop. So control 123, left click, right click. And then we're going to use the insert again. So you might as well just grab the whole thing on this one, press the eye button and then just bring them in to the size that you want. The windows, now being as I've made this one a little bit chunky, I might as well carry on that process and actually make this one also a little bit chunky as you can see. A little bit chunky on the actual window frames. So basically the same process as the other one one going to do. They're gonna press Y, just to split those off. Press the H, be press A, not eight. I'm going to grab it with L and then I'm going to pull these out. So I'm going to press E. Just pull them out like so. And then ultate, bring back your windows, and then all we're going to do is just pull these windows a little bit forward. So grab all your windows, pull them forward a little bit. So, and now you can see that's looking much, much nicer. Alright. Then what we'll do then on the next one is hopefully we'll get most of this actual bay window done. I think pretty much the hardest parts already done. It's just bringing these out, extruding and things like that. Alright everyone. So, I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 55. Wood Frame Addition: Welcome back everyone to Blender's Beginner's boot camp, And this is where we left off. All right, so let's come in and put these back in place. I'm just going to grab all of that. I'm going to put it back into place. You can see there, it's not quite going back in place. Luckily though, we don't actually need this on normal anymore. Can just put it back to Global and then I can put them all in place like so. All right, so the next thing then we want to do is we actually want to bring this part of the window out and we also want to make a top and the bottom. So what I'm going to do is I'm gonna grab this going around here, I'm going to press and Z and just pull it up like so. And then what I'm going to do is I'm going to split this off from the rest of the window, so I'm going to grab this, press the P, bottom selection like. So now let's think about, we'll do this part first. So what I'm going to do is, first of all, what I would like to do is extrude this out. So I just want to make sure that if I grab it that this is not with this because then we'll be extruding those as well, and we don't really want that. So what I'm going to do is press P. So now what I'm going to do is I think I'll come in and add in a solidify. And then I'll pull my solidify out. So if I bring this out like so do something like that. Yeah, I'm thinking that's looking pretty nice like that. And then what I'll do now is I don't need to worry actually about the thickness too much because we're going to have this part on there anyway. Now, the one thing we do need to worry about though, however, is the fact that we want these splitting up. The way that we're going to do that now is we're going to actually apply our modifier. So control A and then what I'm going to do is I'm going to grab all of these ol shift click, O, shift click, like so. And then what we're going to do is we're actually going to split these off with Y. And then what we're going to do is we're going to press A, we're going to come over to mesh, and we're going to go to clean up, and we're going to fill in holes. Now I'm hoping that that filled in the hole. Now the problem I've got is as you can see, these two are still joined and I don't really want that. So Alt shift click Ol shift click Y, and now try A. And let's try again to fill in holes. So can we fill in holes? So mesh, clean up, fill in holes. And it's not saying any holes have been filled, so I'm just going to check this. I'm going to grab this one. Let's have a look. So, and it actually looks, yeah, we've got actual filled in holes there. Now we will know if these have all been filled in. Because the next actual modifier we're going to bring in is a Bevel modifier. I'm going to then turn this down, turn it up one, and there we go. There is our actual bevel in place. Now the one thing I'm also going to do before doing this is I'm going to just press control all transforms right. Click the origin to three D cursor. There we go. Or so we'd end up with a mirror going on the other side. And what I'm going to do as well, I'm going to actually turn down this bevel 'cause it's looking, it's looking a little bit too much. And I think I think actually, let's just have a look at this one. I'm just looking to see Yeah, this one hasn't got this one hasn't been filled in. As you can see though, we're having a few problems with the fact that we can't actually split this off. And it's probably due to the fact that we used the extrusion in the way we did. So let's in fact, just go back and what we're going to do is we're just going to go back before we use that extrusion. So you can see if I keep pressing the controls head, hopefully I should be able to go back far enough. And I go back far enough, I'm hoping. So there we go. There's this actual solidify. I'm just going to save out my work as well, and if you made that mistake, I'm very sorry about that. I'm hoping that you'll be able to fix it. I'm hoping you'll be able to go back far enough. In fact, I think at this point what I'll do is I'll actually show you if we go to the undo. So what we want to do is go to system and you want to turn up your undo steps to whatever your computer is capable of. So I think normally it's on 32, but you can turn this up as high as you want, really. As long as it's capable of doing it. All right, let's close that down. Let's hopefully you didn't make too much of a mess of that. Now what we're going to do is we're just going to close this. And then what we're going to do is I'm just going to split these up. So I'm going to grab both of these. I'm going to press Y, H, and then grab this one. And this one, and this one. I'm going to press Y and H. And now we're gonna press Lth. And then what we're going to do is we're just going to turn this back on. And you can see the reason why I was worried about doing it this way is because we've actually caused another problem here. In that we've actually created this part here. Now you're probably going to have to go back again and actually before we did that and keep those two together. Or I'm thinking, can we do this a little bit of a different way because it is causing us a lot of issues. I'm thinking that or probably actually solidify it without splitting anything up. If it's solid now we can see that nothing's split up and then I'll have to go in and actually split it up between them both and fix them that way. It's a bit of a long way round, but we're going to do it that way. So if I press control now on my solidified, just apply that. And then I can go in Olshift. Click now these ones are absolutely fine. In fact, I can only grab two of them though, can't. So I'm going to have a look. So I'm going to press Y, H, hide them out the way. Same on this one. Then again, these ones are easy, so Y, H, hide them out the way. And now this is the one that's causing me the most problems. What I'm going to do is I'm just going to grab this one. Yeah, like so. And then I'm going to press Y and H. Hide that one out of the way. And then I'm going to come to this one and just join these up. So let's join them up like so. And put on all the bombs. We don't have to actually put on the bottom ones because we could actually do that a different way. I'm going to press l, the bring everything back. And then what I'm going to do is I'm just going to hide this one. And hide this one out the way. And this one in fact, we'll just join the back and then I'll show you a better technique. So we'll just join the back up here. So press Olah, bring everything back. And now what you should be able to do, you should be able to press A to grab everything, Mesh, cleanup, fill holes like so. Now if you come in and you put this onto individual origins, you press the S bone, you should end up with a mole split off. So which is what we actually want. Now let's press control all transforms. And then we'll come in and we'll add in, where is it a Bevel modifier? So let's bring in a bevel. So now you can see much, much better if I turn that up, one that's looking how we actually wanted it. Probably a little bit too much on here. So we'll just turn it down to not 0.03 maybe a little bit higher. Not 0.05 There we go. That's perfect. That's exactly what I want now, that little kind of groove there. All right, we finally got there on that bit. Now what I'll do is with this top bit, I'm going to first of all come in. And I think at this stage I'm pretty much ready to add in my mirror. So I can actually come in and press control on my mirror. And then what I can do is I can actually just fix this. Because you can see we've got a little line down there, so let's just grab it all. And I'm hoping as you can see, that these, I don't think they're actually touching. If I press Delete and let's put limited dissolve. Yeah. You can see we have a problem there. So how we're going to fix that is you can see that we've got one, two, but we're just going to grab these top two vert, right click. And where is it merge vertices and we're just going to merge them at the center like so. And then we'll grab these two and we'll merge them as well at the center, like so. And now we should be able to come in, grab this part, and just press delete and dissolve edges. And there we go, we've got a nice mesh there again. All right, so now let's come in and what I want to do is, again, I want to actually bring this out now. So if I come in and add modifier, we'll bring in a solidify. Let's bring the solidify out like so. You can see that it's not even at the moment. If you go over the top, you can see it's a little bit uneven. So let's put even thickness on and that's going to make it all nice. And even the other thing is we've brought it out and it's right at the edge. We don't really want that, so let's bring this offset back a little bit like so that's looking perfect. And now finally, I'm just going to turn this off. And what I'm going to do is I'm going to join this and this up. So I'm going to press to join it up, and then Y, because I want to split it off from the rest of this. And then finally selection. And now I'm going to hide this out the way. Turn back my slide. If I hopefully on here, there we go. And then what we can do now is we can bring this down to the bottom. So if I press Sir, shift D, I can drag this then down to the bott. I can actually put my orientation there as well, so I can write clicks at origin to geometry. Let's bring it down to bottom hold shift a little bit, just make sure it's in place. That's looking really nice. Let's just make sure it's a little bit further down just to where those parts actually go in like so. And also with this what we'll do is we'll apply it. So control A, and then we'll just add a little bit more on the bottom of it. So I'm going to press Tab control lot, left click, right click. And then we're going to come in, grab all of these. And we'll just put a little bit of a sill on so ans pull it out like so. And just make sure offset is even, is on. And there we go, we're looking really nice now. Then there what we'll do then on the next lesson is we've pretty much got all of this sorted. We'll get the wooden tops and wooden bottoms in here, and then it's time to actually put on our materials. All right everyone, So I hope you enjoyed that and I'll see on the next one. Thanks lot. Bye bye. 56. Window Detail Texture Projection: Welcome back everyone to Blenders Beginners Boot camp. And this is where we left it off. All right, so with this top then, we've got this top we can actually apply or solidify and come to the bottom. I've already applied that and now I'm going to do is press Lth and come back to hiding all of these parts first. So let's hide these out the way. Hide the sun out the way. And then we'll come to the top which has a solidify on. I don't need that, so I might as well minus it off. All right, so now I'm going to do is I'm going to press Tab. I'm going to press control. Bring in a few edge loops. So I'm going to bring in three edge loops like so. And then I'm going to press control, put in some more edge loops going that way and I'm going to then grab these. I should have done this before, but I'm going to right click and mark a same. Now let's press Tab. Let's press Control all trans tract. Click that origin to geometry, pull it down a little bit. And now what we're going to do is we're going to actually split these up a little bit. I'm going to come in and I'm going to split them up. Sorry L and L, each other on Y. Split them up. And then what we're going to do now is move these away from each other. So I'm just going to come in and I'm going to put this onto random proportional editing. And then I'm going to pull these over, bring in proportional editing in. So then what we'll do is we'll also pull them up. And you can see there, I do have a problem in that it's connected only on. Let's now try pulling that up again. There we go. And now you can see it. It's very gradual. You don't really need to do a lot with it. All right? Something like that. Now, let's actually turn these into planks. And I'm going to press, and then we're going to do is I'm going to press E, pull them down like so. And there we go. You can see they're looking really, really nice. Now we want the backs of the planks though to actually be touching. So let's turn proportion editing off. And then what I do is and x and just pull them together so like the nearly overlapping. And what that does is it looks as though then you can't actually see through the mesh. So it looks as though they're really uneven on there, but you can't see through it. Now what we want to do is we just want to bring these down. So if I press shift D, there we go. And then let's bring it down. And then what we'll do is just spin it around. So our x 180. Spin it around. Let's put this back into place then, like so. And then what we'll do now is, well, I think actually if I was having a wall here, would have some wooden struts probably coming from here. But as far as it goes, we're pretty much done. So let's grab the whole thing. Let's press D to convert to mesh. It's up here. If you need to convert it, where is it? Sorry. Let's join it all together. First D and then we'll do is control J and converting is convert and mesh, it's over here. Now one thing I did forget, I think if I put on shade auto smooth is the fact that I probably should have leveled off these two top parts. But I'm going to go in actually. And I'll fix that just to make sure it's all looking the same. So I'm just going to grab all of these, like so. And then I'm going to grab all of these. So I'm going to press selection, grab them. Control all transforms, right clicks at origins, geometry. And now finally add modifier. Bring in a bevel. Then the bevel down, put it up to 0.1 Maybe that's a little bit too much, Maybe five. Let's try that. Yeah, that looks bare. Control A, and finally, then we can join it altogether. So control J, join it altogether. And there we go. One bay window actually finished. All right? I'm really happy with that now. You might be aware as well when you put your walls in. You might want to pull these back a little bit. Just use it on normal to pull these back just to make sure they're going in the walls. So the wall should be up to here, as you can see. Now let's grab our bay window. We can see materials on here, wooden frame and glass. So what you might as well do is we might as well grab this one, grab this one, and then press control L. And we're just going to link materials, let's put it onto material now. And then what I'll do is I'll come in, I'll grab everything. Because it's going to make it much, much easier I think rather than yeah, still going to have to grab all these windows. So let's come in and just grab everything and all we're going to do is press and smart UV project. Click okay. And we should end up with most of it going the right way. Now we can see, of course, that we're going to have some problems here. And the reason is, is because we really need an edge loop going, you know, in this one and this one, and then underneath like, so we'll just try it again once we've done that. So we just need edge loops going in here, here, and here, and here, and then underneath here, and here, and here, and here. Let's right click and mark a seam. And the thing is we're probably going to have to go all the way around or we can actually just come in and just grab these ones. I think actually we'll do that. We'll just come in and grab these ones. We'd have to mark seam all the way around, If not, so we'll just come in and grab just all of these ones. Going to make it pretty easy for us. Now, the only other problem is that we've obviously leveled it, which makes it a little bit more tricky, but you shouldn't be able to notice it. And of course, as I said. We're not actually focusing on materials and textures here. All right, so let's try and Smart UV Project. Click Okay and there you go. Now you can see that's looking tons, tons, bare. All right, finally then let's come to the glass. So if I grab all of these won't take too long. You can see on some of these that the textures looking a little bit low resolution. You want to fix that. All you need to do just go in and pull out your texture. You can see it's looking much, much nicer on that part there. So we're just going to go in, grab these last windows, and then we're just going to assign now the actual window glass. So click a sign and there we go. Now one thing I didn't know is that I need to go to my material. Where is it? So my UV editing and we're going to go to wood. So let's put new wood like so. And I'm looking, it's not barrel wood, it should be a window wood. I'm going to go down wooden door. Maybe it's the wooden door. I'm just going to keep scrolling. Down stairs, wood. It's not that one. Stair. Wood rough, I think it's actually that one. Now what I'm going to do is I'm just going to check, first of all, to see which one's in it. So if I come to this one, go to shading, let's have a look weights called. So this is window glass and this one is window frame. So we've got a window frame book. It's also called window frame on here. So let's go to UV editing. And we're going to, we're going to put in frame, actually, if we put in frame now we've got the right one. But we're not looking for that one, we're looking for glass. There we are. Window glass. So this is what we've actually got on this one. So we just have to be careful when we're unwrapping them. Let's just go back and what we'll do is we'll just have them where they're all selected. Because that will make it easier for me before actually unwrapping them. So I'm just trying to go back. I'm actually selecting them there, I think over look, it's on the other one. Here we go. All right, let's just deselect all these. And now we've got these. What we can do is we can press you wrap, and they're gonna unwrap like that. And that is not what we want. This is a little bit of a problem that you might have. So you want to unwrap them so you actually straight on. So the best way to do this is if I press a like this. And then what I'm going to do is I'm going to press U Project from View. Now you'll see that they're going to unwrap. Much, much nicer. So if I first of all though, actually give them the assigned with the glass and then we're going to grab them. I'm going to pull them out now and I'm going to look how they're actually looking. So let's put them in place and then let's try and rotate them round. Now that they're actually going into something of the right place. Now you won't be able to get it perfect because we actually projected it. But you can see there, it's already looking better. And now if I pull that out, there you go. That's looking pretty nice like so. All right, so now let's come in and grab these ones. And we're just going to actually give them the glass, but we need to make these smaller. So if we give these all the glass like so, and then a sign. And then what we'll do is we'll make these a little bit smaller or we can just put them into place now. So if I grab, let's say this one, I can just drag it and drop it. These two are okay. Maybe this one is a little bit out as you can see. So we're just going to work our way round now. Let's drag in and drop in. We can put them in other ones as well, that's no problem. So, L, G, L, E, L, so like so and so last two. There we go. That's one and two. All right. And I've still got two. Why are those? I don't actually know. What are these two? Let's go back and we'll have a look which ones are causing the issue. I'm just looking. This one. Which one's causing the issue? Let's have a look. Oh, we've got two over there as well that I didn't see. Okay, so let's go to, let's turn this off. And now we can see these are the problem. Whoops. Let's grab it. G and L and so. Alright, that's looking much better. And now if we turn on V, we'll press Oltch, bring back our lighting as well. And there we go. One beautiful bay window. Alright everyone, So now let's go back to modeling. And then what we'll do is we'll actually put these into place. So I'm just going to grab this one, I'm gonna put it into my bay windows. And then what we're going to do is we're just going to cab and hide that, bring in our stylized rocks and this is what we're actually going to be doing next. Alright everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 57. Rock Mesh Generation with Modifier Nodes: Welcome back everyone to blend the beginners boot camp. And this is where we left off. All right, so let's just grab our rocks and move them over here. Now what we're going to be doing in this one is we're actually going to be doing some modifier stacking. And modifier stacking is really, really useful. It's like another feather in your cap basically, that you can use if you want to create interesting things the same as geometry nodes. And the same goes for materials when you know about the nodes and things like that. So what I'm going to introduce you to is some geometry stacking. Now, you might have seen this on, you know, some of our other courses or, you know, on our Youtube we show this. But I thought were you going to include it in this, because some of you may not be aware. So if you have seen it, just click on to the next one which is pillows and beds. And hopefully most of you haven't. All right, so let's come in and the first thing we're going to do is bring in a cube. So mesh, bring in a cube. Now let's keep the cube the same size. Let's not move the cube at all. For now, we can actually reset our transformations, and then it actually will reset how these actual rocks look a little bit, but we'll go into that more once we actually start. So the first modifier we're going to bring in is going to be a subdivision surface. So let's bring it in. Let's put this on five. Now if your computers run a bit slow, just put it down a little bit, it will make a little bit of difference in the details. Normally, you could put this on six as well and you'll make even more difference. You'll just bring out how the actual rocks actually look. So put this on five and then click on Simple. Now rather than actually apply this, all we're going to do is tick this little box. Put that up. And then to bring in our next modifier, which will be a displacement. And I'm going to click New, and I'm going to name this text. I'm going to call it Stylized Rock like. So let's change the strength to North 0.2 let's change the mid level then to zero. And then what we're going to do is we're going to hop on over now to our actual texture, click on your texture and you'll see of course, it's called Stylized Rock. The one we want to pick is called Musgrave. I'm going to click on here. I'm going to go down to where it says Musgrave. So then what we're going to do is we're going to pick this on on two and F one, you should end up with something like this. Let's right click and shade. Auto, smooth. And now let's go in and mess around with a few of these options. What I'm going to do is, first of all, I'm going to change the size to one like, so I'm going to leave pretty much everything else. I'm also going to put this in an object mode because I really can't see anything like that. So it's looking like this in the moment. A little bit of a mess. All of these options pretty much stay the same. Now, the most important thing that you're going to do here is based on the actual color. And the one we're going to click on is actual color ramp. We're going to then take this little down arrow and open that up. Then what we're going to do is going to hover over anywhere on here on this little bar. Press the control, but press the left click. And then what you'll actually do is put in another pointer. And basically it's just like a gradient. This is working like a gradient in Photoshop or something like that. That, so what position we put this in. So make sure it's clicked on. And then all you're going to do is you're going to put not 0.234 So basically if we move this up and down, you can see how much we actually get. So I'm just going to put that back actually, not 0.234 Now find that what we're gonna do is we're going to click on this gray Now because of the moment, this is great. So it's alpha gray and then white. And what we're gonna do is I'm just going to set the value to 0.867 like so. And now there you go. You can already see Stylize rocks, but we're not finished yet. We're a long way off yet. But you can already see the startings come out. Let's also, while we're here, click on this again and we'll put the alpha on not 0.5 just to make it that little bit stronger. Now what we'll do is we'll head on back over to my modifiers tab. And then what we're going to do is withdraws, going to close this up and we're going to add in another modifier. And now it's time for a decimate. So let's bring in a decimate. We're going to put this on collapse, we're going to put it onto 0.1 like so. And you can see now it gets rid of a lot. You can actually see this decimate. It's actually brought down the count, so you can see that we're on 6,000 polygons. We're going to bring that down a lot and also smooth off a lot of those edges to make it more stylized. Now let's close that up, and what we're going to do is we're going to bring in another decimate. And this time we're going to put it onto planer. And we're going to set the angle to something like 15, 15. Like so smooth in those edges. Off a little bit more. And now what we can do is we can close that up. And in fact, one thing I forgot, before we close up, let's put on all boundaries like so. Next of all, let's bring in another one. And this one we're going to bring in a smooth. And let's put the smooth on four iterations. So let's close that up. And now let's bring in a Bevel modifier. Now let's change the width type to percentage. Let's put it on percentage. Let's then put it on 10% So let's come down then and change the angle to 20% And last of all, then let's come to geometry and just make sure clamp overlap is ticked off. If you don't tick this off, obviously you're going to have problems where you can't actually bevel it as much as you want to, like what we have in, when we actually beveling wood and things like that. And by the way, the thing that this does is it stops the actual, um, you know, the points are the T is overlapping. And you don't really want that because you end up with broken mesh. But as long as you're careful, you should be able to turn this off. And then just very gradually just move it over. Now let's bring in another one, which will be the weighted normals. So bring in weighted normals. And you can see now that's looking pretty nice. So let's keep the shops and what we're also going to do is I'm just going to put that down and then I'm going to bring in the final one which is a triangulate. So we just want to triangulate the mesh, making sure that it's all looking really nice. Now any of these, you can actually go back. So for instance, with the weighted normals, we can go in and change those a little bit like so you can change any of these on the flight. The most important one is of course this one here. If you change this, it's going to change the whole rock. So for instance, I can make much, much smaller rocks and things like that, so it's very, very adaptable on the flight. But the best thing about this is, is if I come in, let's say I want to bring in another one. I can actually, so let's bring in another cube for instance. So I can bring in a cube, let's pull it up. Let's now grab this one. And this one control L. And what we're going to do is we're going to link or copy modifiers like so. And there you go, right click, shade, or to smooth. And there we go, if I now press control or transforms, you'll see that actually resets this right click and set origin to geometry. Now the other good thing is that I can come in now, grab this because it's still basically a cube, and pull it out. Now when I pull it out, you'll see that ends up really stretched. But as long as you reset all the transforms, it should actually go back in to, you know, smaller rocks and things like that. The last thing I would do of course on this one, is I would come in and just change up these rocks, making them a little bit smaller or bigger. Now you will notice that obviously it changes the other one as well. That might not be something that you actually want or you might want to bring out these rocks a little bit further than what they're actually brought out. And the way to do that is to actually make them look like these ones. Is to go in and just press control. Left click, right click. And there you go. Now you can see that it actually looks much, much better. Alright, so finally then let's bring in a cylinder as well. So we're gonna bring mesh and bring in a cylinder and it's on 32. Let's turn that down a bit, it's probably going to be too high. Let's put it on 20. Same thing then we'll just pull it up, grab this rock. Those shifts like this one, control L, copy modifiers, and there we go, right click, shade, auto, smooth. And that everyone is how we actually do modifier stacking with stylized rocks. Now let's look at the actual material on here. So you can see it's just stylized rock. So all I can do is I can just grab all of these, grab this one, and then I can actually press control L and we're going to link actual materials like so, and there's your stylized actual rock material. Now just to unwrap these, you probably don't actually think. I think if I grab one Press U and Smart UV project, you can see it doesn't wrap. Actually, that's done a pretty good job of that. You can see where it's blurry here. I'm actually going to just grab these. Press U, Smart UV Project. Click Okay. And there we go. Yeah, that was really easy. I didn't realize we could actually unwrap them at the same time. All right everyone, So let's actually save that out and then what we'll do now is we'll actually pull these back into place. So I'm just going to pull them back into place just to keep it nice and neat. And then what I'm going to do is I'm going to close that down. I'm going to open up the next one and I'm going to put these obviously into the place where they go which are stylized rocks. And the next one we're going to be covering is things like pillows, beds, sheets, things like that. So this is another part of the blender that you really want to learn because it's going to make things like flags and pillows much, much easier to do if you know actually how to do these things, aren't everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 58. Bed Cloth Simulation: Welcome back everyone to blend and beginner's boot camp. And this is where we're left off. All right, so again, let's come and just hide this out of the way. We'll grab, in fact, we'll grab our light. Hide that out of the way. Grab our bed. Move that to the left hand side. Grab this. Move it again. Alright, let's first of all bring in the circle part of our bed. So what I'm gonna do is I'm going to press shift A. I'm going to bring in a cylinder. I'm going to make sure probably be on 24 on this just to make sure it's a little bit rounder for these parts and things like that. And then what I'm going to do is I'm going to pull it out to make it a little bit bigger, press en's ed to squish it in a little bit. And this then will be the basis for our actual bed. Now if I come over and just put this onto object mode, what I want to do now is cut this straight down here because I don't want the whole sheet. The other thing, again, it's about pre planning. So what I'm going to do is I'm going to come and grab this. Coming all the way from here, all the way round to here, I think it is. If I press seven to go over the top, you can see it actually comes down the opposite one comes down to there. So let's pull it down there. And then all I'm going to do is shift D, I'm going to pull that out. And that then is going to be for my actual headboard. Now the next thing is I also want a bit that comes off. So you can see we've got a bit that comes off here, a bit that comes off here. So the easiest way to do that actually is just to pull it down once, extrude, and then control left click, right click. And then all we're going to do is we're going to come in Alt shift and click going round like so. Old shift click and then enter Lns and then just pull it out like so. And then same again. Old shift click, Enter alternS, pull it out like so. And there we go. All right, so now let's think if we go over the top. So we want to go in this way. So let's think the sheets will probably come from here. So if I've got it from here through here, if I press J, then now I've got actually a sheet that I can work with. So this part here, what I'm going to do is, and then we're going to pull this up, so shift D, like so. And I'm actually going to split this off from the rest of it. So selection. Split that off. Okay. So now let's grab this and let's actually bring in a subdivision surface. So if we come in and add in a subdivision, so add modifier subdivision surface. Let's turn it up a few times like so just to give it enough to actually work with press control to actually apply that press tab. And you can say probably not going to have enough with this. Now the other thing I like to do is I like to actually re mesh these sometimes because it makes the mesh much, much easier to use. Now however, before we do that, let's go to file and save it out. And then what I'll do is I'll show you how to do that. Because re meshing you can only actually re mesh full you know, three D objects. It doesn't work very well with two D objects. What I'm gonna do is just control click going all the way around like so. And I'm hoping that I should now be able to press right click and mark a. Same. Now I'm going to grab it all. I'm going to press A, I'm going to go back first. There we go. I'm going to right click Mark Sam A to extrude it. And now I'm going to do this. I'm gonna come in and adding another modifier which is going to be my remesh. So where is my remash? This one here. And you can see now that it's looking not very good. But if I turn this down, we'll actually bring in a lot more edge loops, a lot more topology. Now, if I come in and press control A, now, now I should be able to go in. And I was hoping that it would keep that kind of, you know, this edge in there. But it hasn't. So what I'm going to have to do, I'm going to have to select to go another way round. Right click mark, Seem. Come in with face select now. And now I can come in, press L and I can delete that other way. So delete and faces like so. And we should now end up with something like this. And this now is going to be the base for my actual bed. So if I go over the top, now what I can do is I can actually pull this out so I can make it press and pull it out because it's obviously going to be a sheet. So we have to remember that. So we want it draping over the side. The other thing is we might as well reset the transformation. So all transforms, right? Click to origin geometry and let's bring it down now. Last of all, because we're going to be using kind of a simulation, with this, it's a good idea to go to layout, because on your layout, if I just put it onto object mode, we can see we actually have a timeline. And most simulations are based on this. So if I turn this down now, we've got a timeline down there, which we can use to make this cloth basically fall onto the bed. So I'm going to actually bring it down just a little bit more like so. And then what I'm going to do now is I'm going to grab this right click, shade, auto, smooth. Coming over then to this one here, which is this, I don't even know that you'd call this icon. It's like a circle and something going around outside of it. What we're going to do is we're going to put this on collisions. So now we want to do is we actually want to come to this one and we want to put it onto cloth. All right, so the moment of truth, let's press the Space bar. Now we've put the actual cloth on, so if I press Space Bar, now you'll see it drops down like so. Now that's looking pretty nice and all that, but it's probably a little bit too small. So I'm just going to pull it up. I'm going to press S and pull it out like, so I'm going to press space bar now again. And there you go. Now you can see that's looking much, much better like. So let's write click and shade auto, smooth. Now you can see we do have some problems. First of all, it's really broken mesh like that. And we don't really want that. So what I'm going to do is I'm just gonna put it back. I'm going to come over and I'm going to go down to where it says collisions. And I'm gonna put the quality on something like five. Normally, it cleans it up a lot. Now also we've got object collision on at the moment. We should also have self collision on. Now let's give that, I try to see what happens here. Now you can see this always happens. I don't know why. But the self collision always seems to mess it up a little bit. You can see we end up with a kind of smoother mesh, but the collisions is really messing it up. It's as though it sticks together or something, so we don't really want that. Let's turn that off. Let's try it again without that. And it should work better now. All right, so now you can see it's working much, much better. Okay, So I'm actually happy with how that looks. Now the one thing I want to make sure of though, is that this is really nice and smooth. So I'm going to come over to my ad modifiers and we're going to bring in a smooth modifier. And I'm going to try and see if we can actually turn that up enough to actually smooth it out a little bit. Let's turn up the iterations. So let's mess around now with the smoothing. And there we go. I think we've got enough smoothness there. All right, so that's looking pretty nice now. I'm also happy with the place that it's in. Now, the last thing we want to do is obviously we need, this is a three D mesh, not just a two D. So we might as well come in. First of all though, we might as well apply everything that we've got on. Because if we don't, it's going to be not applying it properly because we've still got that simulation on. So you could come up and just hover over the cloth press control late and apply that. And now we go to move this. Nothing's going to happen. And now we can actually still do something with this if I come in and add in a solidify. Let's turn the solidify up a little bit. So let's turn it up maybe this way, like so. And that's looking, yeah, that's looking pretty nice like that. What I'm looking for is any broken parts in my actual mesh like you see here, these broken parts. Now the best thing you can do actually instead of, you know, before applying any of this, is actually grab your mesh, Save it out again, just so nothing crashes. Come to object mode and what we're going to do is go to Scalp mode. Now in Scalp mode, you can actually use your mouse, and all you want to do is hover over it, press the shift button and just try and smooth it off a little bit like so. So you shift left click and all we're doing is just smoothing these parts out. And actually does a pretty good job at smoothing it all out before we actually apply that actual slidify. Just move it out, especially on this. But as you can see, there's a lot of bumps and things like that in this and I don't really like them. Just keep going over it until it's actually smoothed out. Move your angle as well. Sometimes that works to actually smooth it out a little bit more. And there you go, that's that one. And just work your way round moving out the parts that you're not happy with like so. And then when you're happy with it, what you can do now is you can actually go in back to object mode. Where is it? Object mode. And then what we can actually do is we can now go over and apply all these. So I'm just going to press D, sorry, control D, just to apply all those. Why isn't that working? D. There we go. D to apply all those or object and where is it convert to actual mesh. Alright, so that's that part done. Now what we'll do then on the next one is we'll actually pull these up a little bit because we're actually going to be putting some pillars in place and things like that. You can see on the top of it, it's maybe a little bit flat view, I don't know. But what we'll do is we'll get some pillars in place and then we'll get this bed finished. All right everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 59. Pillow Inflation with Simulations: Welcome back everyone to blender beginners boot camp. And this is where we left it off, right? Let's think about actually doing our pillows and things like that and also the back part. I'm thinking that I'll probably actually do the back part first because that's kind of the easiest. So I've grab this part. I'm going to press LP selection. Split it off. Control all transforms, right clicks at origin to geometry. And I'm just going to pull this into place where I want it now. You can see at the moment probably going to be better off if we use a mirror on here. So I'll grab this one, grab this one, press delete faces. And then what I can do is, because this is already in the center, I should just be able to, you can see we as well we've got a collision on. Might as well actually apply that same for this as well because we don't need the collision on anymore. And then what we'll do is add modifier, bring in a mirror, put it on the y or the z. Which way is it going to go? At sever, look, let's just press control all transforms now let's try the white. And there we go. Now let's bring these into the center first. So let's put clipping on. So we're just going to grab these two here. Put clipping on. And then I'm just going to pull them into the center just so they meet. And there we go. Now let's think about bringing this side down. So I'm going to bring this side down. And we just want to make it a little bit or net. So I'm going to bring it down to there. And then all I'm going to do is I'm going to bring this part up and then bring this part up and then bring this part up like so. And then finally this part like so I'm going to press control. Then left click, right click. And then just have a little bit of fun making it the way that I'd want. It may be a little bit different from this one. Is it high enough and probably needs to go in a little bit higher. So let's just grab all of these. So let's pull them all up at the same time. And I think actually that's looking kind of Faris type thing. All right, so let's come in now and add in a solidify. So let's pull this solidify out a little bit. And I've just got to be careful that we don't actually want it. We need this pulling forward, in other words. So if I pull this forward just so it's over matul bed, as you can see, now it's looking better. However, we can see, we have some problems with the mesh here. Not a problem. So let's first of all just leave it like that. And we'll just bring in a bevel just to finish it off. Okay. I'm happy with that. And then all I'll do is I'll make it probably a little bit on the thicker side, so pull it out a little bit more like so. And I'll come down and turn my bevel down and then just turn it up maybe two. All right, so I'm happy with that. Let's press D just to apply everything, and now back to our sheet. And what I'm going to do with my sheet is I'm going to grab a little bit of it. Let's say here I'm going to make sure proportional editing is on. I'm going to put it on smooth. And then what I'm going to do is I'm going to press pull it out and just make sure that it's over this part. So just work your way around it. Just making sure it's over the parts that you want. And I would do this a little bit of a time when you try and do it all in one go, doesn't tend to work so well. So just try and do it a little bit of a time like so. And there you go. All right, so now let's think about our actual pillow. So what I'm going to do is I'm going to press shift. I'm going to bring in then a cube. I'm going to pull up my cube like so. And we want to make this a little bit thinner, so I'm going to press S and Z. I want it to be basically a pillar shape. And Y, sorry, S and X, let's make it a pillar shape like, so let's make it a little bit smaller. So something like that. And also I think we'll make some square ones as well. I'll just make it a little bit thinner for now, like so. And then what we want to do is now want to give this some actual edge loop. So right click, subdivide, turn up your subdivisions. So turn them all the way up like so. And the one thing is you don't probably want as many going around the side. We'll give it a try. Normally though, it's better to take these down also. This is kind of in my way, so I don't want that. So I'm just going to press T just to hide that. And now what we're going to do is we're going to add in another cloth modifier. So cloth. And this time all we're going to do is go down to pressure. We're going to put it on one like so, and we're going to turn the gravity down to zero, just making sure it's not going to fall through the floor. Now I'm going to press space bar, you'll see we end up with a really, really nice hello. Now the one thing is I can see, probably didn't have enough edge loops in there, or we've got too many on here as you can see, and not enough this way. That could be something. Let's give it one more edge loop. Press Tab, and let's put it back to the beginning. And now press Space Bar, And is that going to look better? I think actually that's going to look pretty nice. All right, so now what I want to do is I want to press shift D. I'm going to bring it over. I'm going to actually put this on zero again. And then what I'm going to do with this is I'm going to shape it a little bit different. So and Y, and then and Z like so. And now let's try that again. So press Space Bar. And there we go. That's a square pill. I think I might reset the actual transformations on this, so I'm going to pull it back. Control transforms right clicks at origin to geometry space bar. Now at over look, I'm not sure whether I'm happy with this, how it is. So what I'm going to do is I'm going to come in with our subdivision. Let's give it a subdivision modifier. So we'll bring in a subdivision Yeah, that's probably going to be bare. Turn it up twice, and what we'll do is we'll grab it again. Dissolve. Limited Dissolve Tab. Okay. Now, let's come in with subdivision modifier. Let's turn it up a few times. Let's put it on Simple though, a three. So we'll do it like that. And then what we'll do is we'll press control a add in another one. So subdivision. I'm still not happy with this shape, so what I'm going to do is I'm going to put this down to one control, Adding a modifier subdivision. Yeah. And that's what I'm looking for, so now I'm going to turn it up a few times. Three control and let's have a look. Let's try that. Is that looking any better? Probably. I think I can work with that. Sometimes it just doesn't want to go your way and sometimes you need to add more pressure. So just bear that in mind if I like come into this and bring in a lot more pressure. So if I put the pressure on three, you'll see what happens if I come in now. You'll see how much that one's blown up. A lot more though. It's just about how much pressure you want to put on there. I'm going to put the pressure scale up and see what happens with that. We're gonna have a little play around with it. Yeah. And I think that's the most I'm going to get out of that one. So I'm going to write click and shade, auto, smooth. All right, so now I'm going to do is I'm going to grab them both. I'm going to press D just to apply all the modifiers and things like that. And then what we're going to do is we're going to add in another modifier. And of course we're going to add in a smooth modifier. Let's write click Shade Auto Smooth. So let's now turn up this. So I'm just going to turn up the iterations. So, and then I'm going to see if I can actually make it a little bit smoother so, and I'm happy with that pillow. And then what I'm going to do now, rather than do anything else with them, all I'm going to do is I'm going to go back to my scalp mode. And I'm going to make sure, first of all that this is just moved off a little bit like so just go around it, make sure it's smoothed off, especially on the corners like so. So. All right, now let's come to this. We'll smooth it off. Or hopefully we'll try and smooth it off. This one here, we might actually need to pull out a little bit. I'm just going to actually look over here. So we're having a few problems with this one. I wish actually had done the square and just kept to ket to these, but it's no problem. So what we'll do with this one, first of all, I'm just going to go in and I'm going to go back to my remesh and I'm just going to re mesh that again. So I'm going to see if I turn this down a little bit, how smooth can actually get that. That's looking a lot smoother now as you can see. Now let's go to this one and we'll do a remesh on this one. And we'll turn this down a little bit. And you'll see as we turn it down further, going to look a bit nicer. And then what I'll do is I'll apply that. And I'll come in and apply this one. Now you can see that if I'm going to this one at the moment, this is 40,000 polygons and it's probably a little high for a pillow. And this one is 6,000 polygons, so also probably a little bit high. But the first thing we want to do is add modifier. Let's bring in a smooth and see if we can actually smooth it off a little bit from what it was. I should turn that upright. Click, Shade auto, smooth. Yes, and there we go. Shade auto smooth. Let's bring in a smooth on this one, like so. And the iterations of it get as smooth as we can without going too far. Something like that. And now finally, let's supply both of those. And we'll also then come in and apply a decimate. So at the moment, 20,000 polygons, that's not what we want. Let's put it on not 0.1 and never look at that. There we go. And let's put this one a decimate on this one's not so high, so we can, might be able to get away with not 0.2 Let's bring it down a little bit actually and see what we can actually really get away with. 428. Let's bring this one down as well without breaking the mesh too much. There we go, 1,583 Okay, that'll do contro and controla. And what we'll do now on the next lesson is we'll get all these pillars in place. And then finally we'll get some actual materials on here. All right everyone. So I hope you enjoyed that. And I'll see in the next one. Thanks a lot. Bye bye. 60. 3D Bed Texturing Techniques: Welcome back everyone to blender beginners boot camp. And this is where we left it off. All right, so now let's put our pillars into place. So I'm going to press three. I'm going to rotate this one round, so R, Y. And let's just put this one, let's say here. Something like that. And of course when you're doing yours, just make sure you take probably a little bit more time than I'm doing. So shift, D, z, rotate it round, and then let's put it into place. Maybe that one's a little bit too far that way. And then I'm going, I'm going to grab this one. Actually make it a little bit different. So shift D, bring it round, R, Z. Rotate it, put it into place. And then the square pillow that caused me a lot of problems. Let's rotate it round, so R, Y. Let's press and Y and pull it out a little bit, making it a little bit squarer. And then let's put it into place like so. And then shift D and then pull it over like so. And I think actually I'm much, much happier in this. Now you can see that we need to pick this sheet up a little bit. We can also see that probably we need another pillow on here. So I'm just going to grab these two, hold them forward, grab this one shift D, and then just pull it forward. And there we go. I think that bed actually looks a little bit bare, albeit I think these pillows need to be probably a little bit bigger now in comparison to the bed. So I'm going to do is we're going to make sure press hold them out. Yeah, and that's looking much better. All right, back to our sheet then. Now let's come in, make sure proportionality again, make sure you're working very slowly with this. A little bit of a time. Just move them out and get them into the place where you want them. And you're probably going to have to go pull that out again. Let's pull it back. And then this one back. This one I'm going to pull it back a little bit further. Then this one, finally. This one then I'm going to do is I'm going to bring up this, making it a little bit more and even so, it looks a little bit more realistic. And there we go, finally our bed is done. Okay, let's grab everything. Let's go up to object convert and mesh. Let's go back to modeling. Instead of being layout, let's finally then join it altogether with control J, Right click, auto, smooth. And there we go. There's the bed actually finished. Let's grab our other bed then. So we're gonna grab this bed. I'm going to press control L. I'm going to then link materials like so I'm going to go to my materials section and then one I'm going to do, I'm going to come and look what materials we've got. So we've got bed cloth, bed sheets and leather red. Now the leather one is easy. It's going to be this one here. It's going to also be probably the underside of the bed. So what I'll do is I'll grab the underside as well. So this part here, control plus going all the way up to the inside, something like that. Pressing then and smart UV project clicking, okay. And then what we're going to do, put the lever on, click a sign, and there we go. And then finally what I'm going to do is the sheets. The sheets. And the actual I'm going to actually, I think I'll come in and just hide the bed sheet at the moment. So H and then what I'll do is now I'll do this part here. Because you can see this part here is not right. So wrap Smart UV project, click okay, Red leather. And then what we can do is Ok shift and click. Shift, click, shift, click, and then Smart UV project. Okay, Bed sheet clicker sign. There we go. Yes, that's looking pretty nice. And now the actual pillow. So let's do the pillows first. So we're going to click all of them. Smart UV check. Click. Okay. And we're going to put them on bed cloth. So let's click a sign. The one thing I'm not happy with the pillows because they've not come out too well, which means I'm probably going to have to unwrap these properly or at least partly properly. Can I actually do that? Let me just have a look first. Before we actually do this, I think I'll make these pink and then what I'll do is I'll do the bedsheet properly. Because I think on the bedsheet, actually we already have. If I come here, I can just click on the top of it, Click wrap, because I actually marked a seam on there. And there we go, the bedsheets looking fantastic. It's just these parts. So all I'm going to do, I'm going to cheat a little bit. I'm just go into my UV editing, and instead of unwrapping them all like that, I'm just going to grab them, press the S, but bring them in and look where the actual color is. Now, if you can't see it, just come up and put it in bed. And you should have one that says bed sheet, this one here. And then all I can do is I can just press the S bot and even more, bring them in smaller and then just put them into place like so there we go. All right, so now a bit of cheating there, but ah, okay, so now we've done that. Let's actually bring everything back. So I'll teach bring everything back. And then what I'm going to do is I'm going to grab my bed. I'm going to actually lift it up off the floor so it looks right. And then what' going to do is I'm just going to put it into my pillows and bed. And then I'm going to close this one down. I'm going to bring in now my logos. So this one here and this is the next one that we're going to be attempting. Now for this one, we have actually got a reference, which is this. Here. Now I have put a cat silhouette in here, because we're going to actually be making a cat, as you can see. I've also put the pores in here because we're going to be doing that as well. And I have a point. Anything else? I've also put a cat SVG in there just in case you want to take that into Photoshop. Now, you can bring SVGs into Blender. There is if you just put an edit, I will just quickly show you that. So edit preferences. If we go to add ons and you just put an SVG, there is one that says, import, export scalable graphics. Be war though when you bring these in, sometimes they don't always work properly. So just be aware of that. Alright, let's close that down. Let's now save our, our work. And what we'll do then is we'll make a start of this on the next lesson. Alright everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 61. Cat Paw Symbol Creation: Welcome back everyone to blender beginners boot camp. And this is where we left it off. All right, so let's actually hide all of this out the way. So I'm just going to grab it all. Press H to hide it all out of the way. Grab my logo and then what I'm going to do is just pull it over to the side. Now the first thing I want to do with the logo, if you're creating a logo, is just break it down, first of all. So what I'm going to do is I'm gonna break it down to pause the cats, the actual fonts that we're gonna be using. And then the outside of the logo. Now you can see here that my logo, it's looking a little bit jagged on the actual circle part of it. And that's not something I really want when I actually recreate this, what we'll do is we'll start with the outside of it first. So let's serve, bringing a cylinder, So we can bring in a cylinder. And then what we're going to do is we're going to put this, let's put it on something like 50 to make it nice and smooth going around the outside. I'm also going to put it onto object mode. And then what I'm going to do is I'm going to right click and shade smooth. And you should end up with something that looks nowhere near as jaggy as what this one does. Now let's spin it around, so R Y 90. Let's make it a little bit bigger then. And let's pull it in so and x, let's pull it in like so. Now the first part of this is obviously going to be pretty simple. All we're going to do is bring in an insert. I'm going to go to Face Select, Select this face, press the Born to bring it in like so. And then what I'm going to do is I'm going to pull it back with E, like so. And that's making the first part of our actual logo. And then I'm going to come in and bevel the edges off here. So I'm going to grab this edge and this edge, I'm going to press control B. And if they're not beveling off properly, again, just make sure you press control, reset all your transforms and now try beveling them off. And this should be much bear now you might as well because you've took the time to actually give this a lot of edge loops on the cylinder. Give it a lot of bevels as well to make sure it's nice and rounded. So left click. Let's check that out. And there we go, that's looking pretty nice. All right, let's press three. Let's pull it up now. Just make sure it's the right size. And now we'll actually focus our attention on the actual por. So what I'm going to do is I'm going to bring in, I'll press three. First of all, just to make sure I'm straight on, then I'll press shift A and I'll think, I'll bring in, let me over look an image and we'll bring in a reference. So let's bring in a reference. I'm going to go to my references and the one I'm looking for, let's put it onto a little icons here is the poor, so this one here, I'm going to double click that. I'm going to pull it up. Then I'm going to then pull it into place like press three. And what I'm going to do is I'm just going to get this to be the right size now. So if I press S and then pull it up and that's going to be, yeah, cut another right size, maybe a little bit bigger. Let's pull it out a little bit. So let's pull it down. If I can actually click off that, click on it again. Now I can pull it down. Let's press three. Now we've got this in, let's actually go in, press three on the number pad. And what we're actually going to do is actually cut this out. So I'm thinking I'm probably better off pressing shift S, first selected, shift A, then bringing in a plane. Now let's spin the plane round so R Y 90. Let's make it bigger. And then what I'm going to do is I'm just going to press Z, go into Y frame. And now I can actually see through there, so let's actually start cutting this out. So I'm going to press Tab, I'm going to press A just to make sure it's all highlighted. I find it much easier to work like that. And then I'm just going to press, and I'm just then simply going to cut these out. Now just bear in mind the more actual edges you actually give this, the smoother it's actually going to look. So you can see here and you don't actually need to keep it really, you know, right next to the actual lines or anything like that. You're just going to quickly go round it like so. All right, so let's now come to the actual feet. Just quickly go around these. While we're actually trying to add in a few vertices, it's not only to follow the actual contours of the shape that we're trying to create, but it's also because when we come to actually try and smooth this off or, you know, adding a subdivision, maybe it's actually going to make it look much, much better. We're basically company doing this for pretty much the whole of the logo that includes the cat and also in your reference pack is also, I think the actual fun that we've used for this. You can see creating logos is pretty easy. All right, so we've got this, now let's come in and what we'll do is we'll grab this one. This one and this one. Then what I'm going to do, I'm going to pull them out, so I'm going to press shift D. Just duplicate them without proportionally and on of course. And then what we're going to do is we're just going to delete that out the way. So delete vertices, let's put it into object mode. And I can actually get rid of this now. All right, so we've got our P, now we want to actually round these off. So what I'm going to do is I'm just going to press Tab. I'm going to press A. And then what I'm going to do is I'm probably just going to pull them out and see what they look like. When I actually use the subdivision on these, we can see here we've got actually a little line that's going across the, I actually might come in before I actually do that. And what I'm going to do is I'm just going to delete that. So this edge, so delete dissolve edges and there we go. Now it's nice and clean for me to use, so now I can come in, grab them all, extrude them out. And then what I use is I'll use a subdivision, I'll reset the transformations. First of course, right click to the origin geometry, add modifier. Bring in a subdivision surface. And there we go. You can see it's already starting to look quite nice then up to two maybe. And then all I want to do is I want to put some supporting edge loops in. So what I'm going to do is I'm going to grab this one. This one, this one and this one. I'm going to press the Eburn then just bring them in without don't let it cross over though, so just make sure it's not crossing over next. Let's check if we auto smooth what it's actually going to look like. And you can see now that's looking pretty nice. Now what we're going to do with these is pull them out very slightly and then grab this one and actually pull it out a little bit more. And then we're going to do is I'm going to press, and you can see there, I'm actually having a few problems with it crossing over. So I've just got to be careful that none of these kind of intersections actually cross over anything like that. Now, we can probably stop this though if we press I. We try and bring it in a little bit. I think I can get away with just that. And then I can just pull this out a little bit more. There we go. Now let's come to the Backs. So with the Backs, all I'm going to do is I'm just going to extrude them out a little bit more. So if I press, just pull them out just a tad. You can see now looking really, really nice. Let's try and turn this up to three to see if you'll smooth it off anymore. I don't actually think it's going to smooth that off. Right click, shade smooth. Let's come down to our smoothness actually and see if we ramp this up. If we can actually get rid of these parts here, probably not. The reason is is because we have a lot of the actual ledge loops in there. So what do is I'll come over and we'll actually apply our subdivision and then we'll do is I'll try and bring in, let's even bring in a smooth. Is that actually going to do anything? I don't actually think it's going to relax them enough, I'm just going to try and relax them a little bit more if I can get that smoothed off and it doesn't seem like it's working. So we have a number of things in our kind of tool kit that we can actually use. The first one, obviously, is the remash. Just make sure if you're using the remash as always, save out your work before you use it and then we can come in. And it all really depends on how much computer power you've actually got to, how low this you can actually go down. So you can see if I bring it down to here, something like that. Now for right click shade smooth, actually apply that right click shade smooth. Now you can see that is pretty smooth. I'm quite happy with that. The other way we, of course we would do it is going into scalp mode. And we would actually use scalp mode to do this. I actually think now that this looks better than the original I made, which is this one here now my cat, see it should be a little bit flow there. But I'm going to position him, I'm going to make this probably a little bit smaller. So I'm just going to make it a little bit different. So a little bit smaller, pull it up, and then I'll have my cat actually kind of over here. So let's actually bring in the cat now. So we'll do that now. So first of all, we're going to go down to image and reference. And we're looking for a cat. So let's bring our cat in, doesn't matter what size it is. And then what we'll do is we'll just quickly bring in a plane. So a plane. And then what we're going to do, we're going to bring the plane up, spin it around, so R Y 90. So pull it out a little bit. D going to frame tab, and now we're ready to actually for the next lesson where we cut this out. All right everyone. So we enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 62. Cat Illustration Conversion to 3D: Welcome back everyone to blender beginners boot camp. And this is where we left off. All right, so now let's come in and we'll grab our knife. I'm going to grab my knife like this. Then again, I'm just going to put around all of this cat. As I said, there's an SG actually in the download pack. If you want to give that try, just have to employ in as an SPG. As I said, it does take a little bit of time to actually fix the problems with the SPG on this occasion because it's actually a very simple shape. It's actually probably easier just to put around your cat like I'm doing here. Also, when you're cutting out, just don't forget that there is also the inside of the legs on this cat, which we're going to do after here. Now, if you actually make a mistake, don't worry because you can come back to it. Once you finish, you'll just actually come back and then you'll be able to move the T into the correct way. All right, so there's the cat. Let's come in now and not forget this part. Okay? Now what we need to do is we just need to come in now and grab this part and this part, and I should the outspread shift Now let's come in with edge select. Let's see if I can just delete dissolve edges. Work in, sometimes we have to go in and delete edges. Then what we need to do is now we need to go in and fill that back in. You can see here that I need to get rid of this one as well. Dissolve edges. Can we dissolve it? Let's, sorry, let's press the head and go into solid mode. Let's now delete edges. There we go. Now let's fill this in. Now, this is going to be hard because you've got all of this. And if I press, you'll see it just goes over the top of it. That's what we want. So what we want to do is press old F and then we'll still have that gap there. Then what I can do is I can pull it out like so. Then what you can do is you can just change this. Let's try changing into quads. Let's put it on face select first and right click and try to quads. I'll actually bring it down a little bit. The thing is you want to be careful with how many triangles you have around the edges because that will impact how you're actually going to be able to level the edges off and things like that. So you can see here that the edges here, it's going to be pretty hard to level them off. Now we could come in and grab the edge of this and then extrude it out a little bit and then bevel it in. That's something else you can do. I think that's what we're actually going to do. So I'm going to do is I'm going to press shift. I'm going to bring it out again. And then what I'm going to do is I'm going to come to the outside Alt shift click. Let's see if we can actually grab it. Going all the way around. Alt shift click, Going all the way around and all the way up open. Grab, just pressing old chip. Click and control click. You can see it's trying to all the time. Yeah. Away from that. Now, I'm going to do the outside first. What I'm going to do is I'm going to press E and then, and then just pull it out a little bit. Now you can see there, that's what I'm talking about. So if I press and I pull it out this way, then what I can do is I can press and pull it out from medium point. So let's go to medium point. Let's press three again. And let's actually see, we can pull it out. So you can see there, we only want to pull it out very gradually. Now you can see that in some parts of it it comes out, and some parts of it it doesn't. And there are points where we have to actually pull it across and actually fix it a little bit. So it's up to you kind of what angle you're actually going to go for. You can see I'm going to have to pull it this way a little bit like a mine. Actually pull it out a little bit more. I'm just looking if I'm actually happy with that. Yeah, I'm thinking probably probably the other way we can do this. I'll show you the other way that we can actually do this is we can actually come grab, grab the edge again. We're going to go back and just grab the edge. Like I'm going to also grab the inside edge. I'm just going to come in and grab this inside edge like that. Then what I'm going to do is I'm going to press shift. I'm going to come in and delete both of these. Delete the vertices. Then what I'm going to do now is I'm going to fill this in. First of all, before do that, I'm going to make this easy for myself if I join this and this. Not J, Sorry. Join the more up like so. And then what we want to do is now we want to join this one, Maybe this one here, so we're just going to press F. And then what I'm going to do is I'm going to join this one. And maybe this one here, we're going to press like so. And we may be able to just put a face on this now. So what do I mean by that, if I come in now and go all the way around? So let's just say if I press F now, you can see that's what happens. That's not what we want, what we want to do is go all the way around. So I'm just going to hit control, Going all the way around back to here. Now press F, we can fill that part in. Now if we come to this part here, for instance, and go all the way around, because there's no actual triangles on here. Now it's going to make it much, much easier to actually do this. If I come down all the way around here, back to here, back to here on here, press the F born. Now you can see that we can actually fill it in like that. Now what that enables us to do now is actually level it off. So if I come in, I press and pull it out. And you'll have a problem with this, by the way, when you're doing anything to do with like, you know, letters and things like that. So this is the actual way that you can actually get around it. So you can see now I can come in, rub it all going around there like. So I'm going to do the outside first. Now if I press Tab, control all transforms right clicks, origin to geometry. And now if I press Tab again, control B. And now you can actually see that I can actually level that off. So that is the way that you get around it. Now you will see that there was some breaking of the mesh there and you just have to be careful of those points. So it's basically those real points over there. Let's try it on this as well. So I'm just going to grab this going all the way around. Control and let's see if I'm actually going to break the mesh there. No, I'm not. There you go. You've got a slight bevel on there now. Right click, shade, auto smooth. There is our cap. All right, so let's come to this one. Let's delete these out the way. So delete vertices. Let's then come to this and delete that out of the way. And now let's get our cat in place. So control all transforms, right? Clicks, origin geometry. Let's press through on the number pad, press the S burn, and then let's put our cat where we actually want him. Which I think something, something like that looks pretty nice. I need to have a little bit of room where it's going to say pause, so I might have to make the cat actually a little bit smaller. But the composition tells me that I should have just poking over the actual poll. But what I'm going to do is I'm going to put him there and then I'm going to pull him out and X let's pull it out. And remember, the more you pull it out, the more that Bevel is going to get extruded. That's not something we want. So what I'm going to do is I'm just going to pull him out, let's say to here. And then I want to go round to the back of the cat. Old shift click. Grabbing the cat, going all the way around the back of it. Hopefully I should be able to get it like. So going all the way around, where is it coming over to? Here. And then the inside of here, in this part here. Make sure you've grabbed it all and then what you can do is just pull it back without affecting that bevel. And there you go. You can see that's looking pretty nice. It's a logo from the front view anyway. I mean, you're not really going to see it from the side view. If I was seeing it from the side view, I wouldn't actually create it in this way. All right, so what we'll do on the next lesson is then we'll actually start working with fonts. I'll show you how to bring those in and make them kind of look like this. All right everyone. So I'm going to say about my work and I'll see you on the next one. Thanks a lot. Bye bye. 63. Teddy Bear Modeling Start: Welcome back everyone to blend the beginner's boot camp. And this is where we left the. All right, so let's actually bring in these letters. So what I'm going to do is I'm going to first of all press three. And then I'm going to press, actually I'm going to leave my cursor there. Just put yours in the middle if you need to shift. And if you come down, you will have one that says text. Let's bring in the text. Let's spin it around so r x 90. And I spin round the wrong way, so Y 90 and then x 90. There we go. And these are non destructive though. It means that you can alter them without having to worry about destroying the mesh or anything like that. Let's right click and set origin to geometry. And then what we'll do is now we'll come over to the new little barn over here, which is the fonts menu. Now what we need to do is we've got one that says, where is it? Should be fonts. Here we go. One more we need to do is go and find our fonts. Now, put your font in the boot camp reference. So here's the reference. And you'll see here we've got one that's called yikes. Let's bring that in. There we go. There is our actual font. Now fonts are pretty much as curves, so what we can do is now we can actually pull this out. If I go to the extrusion and then pull it out like so that's way too much out like that. Let's make it a little bit smaller and let's call it Paul. Let's in, I think I'll capitalize actually. Pauls like. So I'm going to press Tab, then I'm going to press three. And just look where I am with it. Now what we're going to do is we're just going to actually move these into place because they're a little bit out at the moment. So I'm just going to put this here and then what I'm going to do is I'm actually going to apply this actual curve, basically. That's what it is. So if I press D, it should actually apply that. And then what I can do is I can come in now actually grab this bearing in mind, actually one thing I should say is that all of these are actually split. They're always split. So you'll see when I grab the front of it, you'll see when I press G, it's always split away from it. If I press A then and go to mesh and we're going to clean up and we're going to merge by distance, you can see 1902 verts actually merged. That saves us a lot of actual verts. Now I'm going to do is I'm going to grab this one, because I can actually grab it all. I'm going to press three. I'm actually just going to move it over now into a better place like so. And then what I'm gonna do is I'm gonna put it back into place like so. Now if you want to pull it out of it, you can. You can just press Etanx and just make it a little bit bigger if you need to. So something like that. And I think actually that's looking pretty nice. Now, the other thing you can do, as we did with the Japanese roof, is you could actually bend this if you really want to. So you could have it bend around there or something like that. Basically, you've got the skills now to go away and actually fix that. Just going to actually save that out. And then what I'm gonna do is I'm gonna grab all of this. Now grab it all. Press D just to make sure everything's applied. Press control J, join it all together. Right click, shade, auto, smooth. Now you'll notice with the cat, it's actually not flat on there. What I need to do is I need to come over to here and normally it's clear. I'm going to add custom split normals. Clear custom split normals. Sometimes it actually happens, I'm not actually sure. So what I'm going to do is I'm going to actually check, this is why, it's because I need to go in and grab all of my cat and then one interiors and I'm going to come down and shade flat instead. So, there you go. That's actually fix that for us. All right, so that's looking really nice. Now if we grab our rubber logo press control L, what we're going to do is link materials. We're then going to put it onto materials. And now we've actually got pretty much the sale that we actually need. So I'm just going to go in and it should be pretty easy actually, to put the materials on this. So you can see it's actually an atlas, which means that we need to move them over. So if we go to your UV editing and then one interior we're going to look for logo, so you can see that there's logo atlas here. And then you can see this is where this part is, let's put it on material. Again, this is this part. Now I want this part to be silver. So I'm going to grab this over this side, press the G board and move it over. And then I'm just looking at the other color, so black, silver. So let's grab the cat like so make sure we grab it in edge select. I know there's no seams on there or anything like that, but just get used to actually grabbing it in that way. Now because this is metal and things like that, you really can't get away. You can see it at the moment. Our UV is right down near this little tiny thing. And that's because simply we haven't unwrapped it. So if I come in, smart UV project, unwrap it, press S, shrink it down G, let's put it into place. There we go. All right, so the pores part. Let's come into those now. So I'm going to make sure I grab everything you can see. Again, these aren't unwrapped very well at all. Smart UV project, they're okay. And the pores, we want to have gold. So I'm just going to press S, shrink it down, move it into my gold like so. And then finally these pores. So I'm just going to come in. Grab all my paws Smart UV project, bring them down and then G. Let's put them in place. There we go. As simple as that, and that looks really nice. All right, so let's go back to modeling. Let's press Alt tag. Let's bring our other logo just into place like. So let's grab this logo and what we'll do is we'll pull it up into our logos like so I'm going to close that down then. And then we're going to open up the next one, which is going to be our bear. So this is the one we're going to make next. And this is a really good one, if you're interested in putting fur on animals. And this is kind of a beginner's boot camp as it's called. So we're not actually going to go into character hair, but we will be going into animal and, you know, kind of furry toy hair and things like that. All right. So with that said, now let's actually grab our bear. In your notice, this bear is actually still split up. And the reason for that is, is because we want to separate out the materials. Now in blender, it's actually hard to separate materials when they're actually applied as hair. So what I'm going to do is I'm just going to hide all of these. Hide this. And then finally I can grab my bear and just pull, hopefully pull him to the side. Now you notice it also put it a little bit there and the reason is because this has still got all of the hair showing and we can actually turn the hair off and not actually show it. We can also operate an object mode and then you'll notice that or not an object mode, sorry, wire fray mode, should be easier to pull. No, it's not, It's still the same so I thought it would be easier to pull. But the other thing is as well with hair, we can actually turn down how much hair it's actually showing. And for instance, if we come over here, you can see our particle system. And you can see at the moment that we've got the number of hair particles in there, which is 3,000 which is pretty high. But if I go down and I put it onto display A and we can just put none, then you can see now when I come to press B, I should be able to pull it across much easier, albeit it still stores a little bit, but we're not going to worry about that. I'm going to turn it off for now though because it's actually easier to work without that on. Okay, so let's first of all make a start on the arms. So what I'm going to do is I'm going to bring in a cube for this. And I'm going to press Shift and we'll bring in a cube. And then what I'm going to do is I'm going to press and X, And I'm just going to pull that out a bit. And then what we're going to do is I'm going to come over, I'd modify it and we're going to bring in a subdivision surface. I'm thinking whether I can get away with it on one, maybe I have to turn it up one more. I think we'll actually put it on two. And I think that's just going to make it that a little bit easier now for breast control. Left click, right click. You can see we're already starting to get the kind of shape of these arms and then control R again. And we're just going to bring it up, something like this. And I'm hoping, actually, if I can press now, I can actually pull it in. And then press and pull it back a little bit. And make kind of these bits that actually poke out there should be a little bit rounded actually. So do a want me in? I'll do want rounded. I'm actually going to go back. And I think instead of doing that, what I'll do is I'll press I again and then I'll press and there they are. I think that's going to look, I think that's going to look much, much better. All right, so we've got that now that we need to actually make the actual end of it smaller as well. So what I'm going to do is we're going to come in proportional editing. And I've got mine just set on smooth and if I press S now I should be able to bring it in like, so it's going to be a very, very basic bear by the way. We're not going to go too crazy with this or anything like that. I'm just giving the idea of how we can actually create it. All right, so now I'm going to do is I'm just going to save my work out and I'll see you on the next on everyone. Thanks a lot. Bye bye. 64. 3D Teddy Shaping: Welcome back everyone to Blender's boot camp. And this is where we left it off. All right, so what I'm going to do is I'm going to press seven to go over the top. I'm going to just drag it over here. And then what I'm going to do is now I'm going to press Shift as to World Origin and we're going to mirror this over the other side. So a breast control, a resell, the transforms, that's going to do that for me. And then I can come over and bring in a mirror, put it onto the Y, turn off the X, and there we go. Now let's rotate this round a little bit. So we're going to have to rotate it though in edit mode, or it will rotate the mirror all around. In other words, if I press R and you can see we rotating the whole mirror, we don't really want that. What we want to do is go over the top and z and rotate it out. It doesn't matter about proportion in being on this bit, actually. Now let's just turn it off 1 second, let's pull it down to the actual ground plane like so. And now let's actually start constructing his arms. So we might as well use what we've already got. So shift D, let's bring it up like so. And then one' going to do is I'm going to press R and Y and just point them down a little bit like so. And then what we're going to do is I think I'll just rotate them around a little bit more like, so hold them out a little bit and then what I'm going to do is I'm just going to make the ends of them. So just the ends with proportional editing on just a little bit smaller. And you'll notice at the moment it's actually interacting with the feet. I don't really want that connected. Only on, there we go, is a distinction now between his arms and his legs. All right, so now let's come in with the center part. And what we're going to do is, again, we'll bring in a cube. So shift and basically all this is about now. He's basically trying to fit the body onto the actual leg. So if I pull this up, I might make some mistakes, don't worry about it. And then add, modify subdivision surface, turn it up to two. And then I think I can actually work with that control. Left click, let's pull it down. And then what we'll do is we'll pull this bit up. So if I grab this bit, I'm going to pull it up again. We've got portionediting on. I think I'll just turn that off. Just now, I'm thinking, okay, let's bring another edge loop. Control one in the middle, pull it down, and then we're going to pull this back a little bit, just to give them a little bit of an arching back. And then I'll actually think about the top of it. I think what I'll do is I'll press control R again. I'll pull it up to here. And I basically want to pull out the top bit. So I'm just going to grab this one and this one and y, let's pull it out a little bit like so I think actually that's look in for right click and auto smooth. Not too bad at all. All right, so now let's think about I need to bring in some shoulders, so probably pull it up a little bit too high, but I can always come in and pull it down a little bit. We're going to need to probably smooth that off. I'm going to press, I move it off a little bit, pull it up a little bit, and there you go. That's actually smoothed it off. Then what we need to do is we need to have a little bit of a neck on here. I'm going to press, just pull it up. And then what I'm also going to do is I'm just going to bring it in now. And y, let's bring it in a little bit. There we go. Now we've still got an issue with this, so I'm going to try and smooth that out. So Alt Shift and click, Let's either pull it up or pull it down. And if you can't, just press control B. And we should be able to move it out that way as well. All right, perfect. Now let's make a start on the head. The way we'll do this, we'll bring in another cube, like so. And then I'll bring it up, I'll put it into place. I'll add it in a modifier subdivision. Put on two again. Now let's actually see if we can actually do this self control left click. Let's pull it down, something like that. Let's pull out the top of it. S pull out the top. Let's lift it up a bit because his head is going to look tiny. Let's also make it a little bit larger, like so. And then I think we've got him around about the right sort of size. And then what I'm going to do is I'm going to pull it down a little bit, getting that kind of bear shape that we're actually looking for now. Do I need to squish it in on the X a little bit? So bring it in the tad. So I'm thinking I'll probably bring in another edge loop. Let's see, bring in one more edge loop then bring it in a little bit like, so let's right click and shade auto smooth so we can see what we're actually working with. And now let's actually bring in the years. Because the years then will give us a really great idea what the rest of it's going to look like. If I press shift day, bring in another cube, let's pull it up then. What I want to do now is again bring in a subdivision surface. Then all I'm going to do is I'm going to now squish it in and X bring it in. And then control left click, pull it out. So then what we'll do is we'll keep them rounded. Actually, I'll bring this in now. So I'm going to press bring it in and then I'm going to press, bring it in, There is. Ears, they're looking pretty nice. All right, so let's actually bring this down and put those into place. I'm just going to put something maybe like that. I'm going to rotate it around Z. Rotate it around a little bit. Let's pull it up a little bit. Let's also maybe a edge loop on the inside of hear control. Can I get on the inside of there? Let's just turn this up a minute. I want one edge loop going around here. Control, Let's drop that in. Let's turn it back on. There we go. That's what I'm looking for. Now if I join this up to the actual arms, so if I select this, then select the arms, press control J, then it will put it on the other side for a easy Pz. All right, so let's now work our way down to maybe the nose and then we'll actually work more on the actual face again. Let's press shift date. We'll bring in another cube. We'll add in a subdivision. We'll bring it up, we'll put it on two, we'll bring it out. And then what we'll do is now we'll press Tab. We'll press control. Bring in a Yeah. Something. I think that's already looking pretty good. I'm going to pull this back a little bit. I'm just wondering whether we yeah, I think we'll bring it like this and then what we'll do is we'll press S and Y, push it in a little bit. So again, we don't want anything too sophisticated, it's just getting the hang of doing this. I'll also come in, I think, and bevel off. I'll try beveling off this first. I'll press control to there. I think that's looking quite nice. And then what I'll do is I'll just drop the front of it down to grab all of this. The front down, I'll pull the back of this out. If I go in with x ray and come in control, click all the way down and then Y and pull it out a little bit. There we go. I think that looks pretty nice. Now, I think we'll pull the bottom part in this part in here. And x and y, sorry. Let's pull it in a little bit, like so. And let's lift it up a little bit because we're going to want some kind of mouth in there. All right? So let's see now if we can make this mouth. So what I'm going to do is I think come in and can I just press on that? So if I press, there we go. And then let's press pull it back. And then what we'll do is we'll bevel round this side. So I'm going to come in a Shift and click. If that doesn't work, just shift, select them like press control B. Let's bring in. And if I can actually get away with that, I don't think I can. And the reason I think is because I need to pull this out or bring this in a little bit. So what I'm going to do is I'm going to make his face a little bit fast and Y. There you go. You can see now we've got rid of those. And then what we're also going to do, because he's looking a bit weird at the moment, we're going to come in and grab this Bompart. I'm also thinking, should I, let me just try bringing in one edge loop in, then let's bring in another edge loop. Another edge loop like. So then what we'll try is just bring it up if we can. Make smart. Let's put it onto not this one on text, right? And just see if I grab those. Pick them up and if I do grab those and pick them up. Yeah, there we go. He's got a bit of a smile now. All right. But we have got some breakage in the actual mesh. And that's because when I actually brought this up, as you can see, I brought it all up. And really what I should have done is just turn this off a minute and I should be bringing it all of this up. So now you can see when I bring it up like so it's bringing it actually all up and when I put it back on, you can see that breaking the mesh isn't so much al right now. Then let's think about the ice. So again, we might as well use a cube. We'll bring it up, we'll press this. Is he's looking a little bit freaky. I think I need to do some work on the face, but we'll do that in a minute. After doing the actual nose and mouth and everything like that, let's do the add modifier subdivision surface. Let's put it on two and let's squish it together. First of all, and X, let's write click shades, move, they're going to look okay. Let's actually pull them to the side. Let's join them to the ears. Control J. Let's actually go in now and push those back into where they need to go. Now, this bear is looking a little bit creepy at the moment. I definitely need to do some work on the face, and I'm happy with that. But you can get the general idea. I need to pully his head in and just make it a lot more like this one. All right everyone. So I hope you enjoyed that and I'll see in the next one. Thanks a lot. Bye bye. 65. Teddy Fur Hair Addition: Welcome back everyone to Blenda beginners boot camp. And this is where we left off. All right, let's fix this head. So let's come in and first of all bring all of this in. So I'm going to press S like so we can see already it's starting to look better. And then we'll bring all of this out. So what I'm going to do is I'll grab the bottom control plus all the way up to here. And then I'm hoping if I turn this off, I'm hoping I can grab it going all the way around here, like so then grab it going all the way around. I've pretty much grabbed that. Now I can turn this on, and then what I can do is I can actually pull this out. So I'm just going to press S and y. Let's pull it out a little bit, then what we'll do is then we'll come into the bottom. Now, just this Bob bit, I'm thinking, can I pull this in? So I'm going to press S and y. And there we go. You can see it's a lot more rounded. Now what we need to do is we need to pull this out because it's still looking a little bit freaky. I'm going to grab the mouth control. Control control plus, and now I'm going to do some jaws going to pull that mouth a little bit out like so. And then I'm going to pull the nose out back to where it needs to go. And then finally I'm just going to rotate these eyes around a little bit and Y, and you can see I've got the bombs of those. I don't want those, so I'm just going to grab the eyes and then R and Y rotate them. Ran a little bit. And what I think the heads looking a little bit, still a little bit creepy. I think I need to pull out the lines over here as well. So I'm going to maybe bring in another edge loop. So let's see if we can bring in another edge loop. And then what I can do is I can grab this one. This one. And then let's press and Y, pull them out a little bit. And now find that we'll just make the head smaller. So if I grab all of these, then what I can do is I can grab the eyes, the ears, and the head, And the nose actually will grab that as well. We should then be able to make it all a lot smaller. So let's press three. Put his head back in place. Let's press tab, there we go. It's looking much better except the shoulders. We'll fix those as well. I think probably let's try and Y and just bring it in a little bit like Yeah. And I think I think that's looking. I think that's looking Okay, actually. All right. We'll go with that. We could have done better with the bear, but I after doing the camper van, I think you've got a good idea of how to actually do this. It's basically just pulling them around and making them, you know, look right. I think before I finish though, I will pull this a bit in, its bugging me a little bit, so and I'll also pull his bum down, obviously it needs to be sat on the floor and yeah, I think, there we go. Alright, so now what we need to do is we need to think about bringing in our actual hair. But the one thing we want to do before doing that is we want to come in and we want to just turn this off a minute. And the reason is because we want to mark some actual seams in here. I don't actually like how that is. So what I'm going to do is I'm just gonna grab this middle press control, press Delete and faces. And then what I'm going to do is I'm going to pull this bit, that's the bat bit. As you see, what I'm gonna do is I'm gonna grab all of these. Now, put this on normal. Yeah, it's not going to go on normal, so let's try local. Let's try pulling that out a little bit. So let's press fill that in. Now, I'm going to do with this inside, is going to press controle and I'm going to mark same. I'm going to turn this back on just to check it and it seems okay. And then I'm just going to turn it off. Now I'm thinking of the other parts that I need to do, which will be the inside of the mouth. Again, what we'll do is we'll just turn this off. Olt shifting click, going around this round markem. Now let's come to the arms. Same thing with the arms. So Olt shifting click. And again, we do have an issue with the arms. I'm not sure what's actually caused this. To be honest. I must have moved it in a weird way. You can see when I bring that in now it's actually looking better like that. But then what I'll do is I'll just pull it up a little bit. Press control Mark, and then finally to this part. Again, I'm going to go around the outside of here and this basically is to split it off between the various materials. So right click mark seem like. So now if I put all of these back on head on, everything's back on. Now all I need to do is just apply all of these subdivisions. So if I grab the whole thing, press D or we can go to object and just convert to mesh. And now I'm going to do is just join up control J. Actually, can we join it all up? No, we can't, but let's keep it separate for now. We might have to actually split these off because we're working with the hair particles. What we'll do now is let's bring in our first hair particle. But what we'll also do before doing that is look at this. You can see that this one here and these ears are all the same. Let's come into the arms. And you can see, because we mark those teams, we're actually going to get some teams already marked for us, which makes it really, really easy on both sides. Then what we do is we're going to split them off. Selection. So I've split those off, and then I'm also going to split the ears off as well, so I'm going to grab. This here, and this here. That one, the inside of them. I'm going to press selection like so, and I think, I think a pot from the mouth. We'll also do the mouth. I'm going to press L P selection. Now that's all split off. Now what we can do is if we comb to the mouth so the mouth is all one bit. I didn't realize that, but it doesn't matter. Let's join. Let's grab both of these and then we'll grab the head. And we'll do is I'll press control L, and I'm going to link materials like so. All right, so now let's come and think about putting our head particle on. So it's going to be here particle new, let's put it on here. And we'll end up with something crazy like this. Now let's come in and put the number, I think it's on 3,000 on here. Yes it is. So it's on 3,000 You can see hair length is not 0.28 so we can come here and we can put this on 3,000 and then Nor 0.28 and we can leave this on five. And one of the last things I want to do, if I scroll down here, I want to put the Ameterroot on two. Now let's actually have a look at what we're looking at here. Not really looking like here. The reason is for that because we need to put children onto interlopered. Let's double tap the A. There we go. We're finally starting to get somewhere. Now think on this one, I've actually used some clump in on the actual hair, I think under clump in. These are the numbers that I've got. 1.22 530. If we go to clump in, we put it on 1.22 0.122 So press the tab, but no, 0.530 And there we go. Now we're actually starting to get somewhere now. It's looking better. Still not done though, So we need to do something else and let's really see how it's actually going to look. So what I'm going to do is going to put this on 100. And there we go. Now we've started to get somewhere. Now let's think about coming in and actually I'm showing you the materials now. Let's come here. You can see we've got material here, so it's going to put it on this material, which is of course, this material here. Now, we can go in now and do the actual mouth. If I come in and add the mouth to this, so if I grab it as a click, a sign, there's mouth. And we can also do, let's have a look if the eyes are the same material, F, let's grab the eyes. And I'm going to split these off as well, so I'm going to press P selection. Split those off. And then what I'm going to do is I'm going to come over and grab the eyes. Hide the head. Grab the eyes, there we go. Grab these eyes. Breast control L and link materials. And then we're gonna grab his nose. Grab this nose. Brest control L, link materials. If we go back to our particle system, we might be able to get away with using the same particle system. So let's actually have a look. So if I press plus and then the down arrow here, let's have a look. If I can use that one. There we go. That's what I'm looking for. Now let's do the body as well, So again, particle system plus, and here I have to pick plus before you can do anything. And then we'll just come in and we'll grab the hands and it should be the inside of the ears maybe. Now, the inside of the ears, are those all the years actually though. So actually for some reason I didn't split them up. But anyway, let's come in, pick the plus button, down arrow particle system, and finally let's come into the years and actually have a look why those are not split up. All I'm going to do is I'm going to grab this, I grab this, let's back on up. Actually grab it for some reason, not let me actually grab it. There we go. It grabs everything except that. And the reason is, of course, because it's actually not God modifier on. So let's have a look why I can't actually grab that. I think actually there's one, maybe one behind it, so I'm just grabbing it there. So it looks as though this doesn't seem to have a face on it. For some reason, I think. Let's just press Altationse if we can bring them back. I think actually I deleted them, that's why that is. Let's go back in. Let's come to edge, select, grab these edges. Let's press now. We might have got somewhere I grab this election, Split them off, and there we go. Now they're actually split off, and now it's actually put the hair on there. Now it looks to me like this double hair going on there, for some reason, I'm not sure what actually happened with these is I'm going to actually fix that before we actually finish. So what I'm going to do is I'm going to grab both of these ears. I'm want to press selection. Just split them off. And there we go. Now we should be able to come in and grab both of these. Let's actually put this on and there we go. Now it's time to really come together. All right everyone. So a bit of work there. Hope you enjoyed it, and I'll see you on the next one. Thanks a lot. Bye bye. 66. Mirror Modeling Techniques: Welcome back everyone to blend the beginner's boot camp, and this is where we left off. All right, I would suggest actually going in at the moment going to your particle system and let's just put this on something like 50 on these, because at the moment these are a little high, so let's just put it on 50 and we'll do the same thing. And you can see my computer is really, really slowing down and this is one of the major problems with particle systems. You just have to be really careful at the moment, what we've done is we've put it on 3,000 on the number and we've also then put it on interlo, on the children which is basically near enough, quadrupled the amount of hairs in there, so you might have an issue with your computer. You know, really, really stuttering. I'm actually going to go to file, I'm going to put you on save, I'm going to come back to this one. What I'm going to do instead is I'm going to go down to where my children is. I'm just going to put it on non like so. And then we going to do is I'm gonna now come put it onto material and we can see the colors there it's going to be. And then finally, once we've done this, we'll actually do the same thing. You can see, putting it on none really, really makes it easy. You can see this one's on non, but it's not got the right particle on it as you can. But let's see if this one here is causing me a lot of issues and I'm not happy with it. So I'm just going to press Delete. I'm going to go now to these ears. And then we go in to do is gonna click plus. Now you can see there was one behind it and that's what was causing me some issues. So there we go now, the particle systems done. Now what we need to do is we need to come and give this the right material. So if I grab this and this press control L, and then link materials. And then what I'll do is I'll grab these ears, this head control L link materials. And now finally I'll go to the ears. So these ears inside, there we go. Grab the inside of these control L link materials. And now I'm going to do is I'm going to grab the inside. And then I'm going to grab the inside of these press control J. And then join everything up now, then let's see if everything's got particles on. So we can see we've got the right materials on now. We've got the bear there, we've got all of the hair there, I think. And now what we're going to do, the moment of truth, where I can actually show you something else. So what I'm going to do is I'm going to go back to my particle system now. And I'm actually going to put this onto interlopered. So and I'm also going to turn this up not quite as high. Let's try 500 for now and see what that looks like. I'm going to put it on 500. I think that's a lot more workable than what we had it before. Let's come to the face then and what we'll do is we'll put this also on particle system like so. And there we go, there's our actual bear. Now think the first bear actually looks a bit better than this one, but here you go, you get the idea of how to do this with the particle system now. Now the best thing is about this is once you grab like the head, you can see that the eyes have got a little bit of hair in there. All we can do then is come to particle edit. And now we can actually come and you've got a brush and you can actually brush these out of the way like so. Now unfortunately you can't actually do this in real time when you go back to object. Now you'll see that it's looking a bit better. We can also come in and let's go to where is it, particle mode? Let's brush them out the way. So we'd probably be easier if I had a few more particles to actually see to work with, that might make it a little bit easier. I think there we go. We've still got a bit of a tash, but I think my bears looking pretty nice. All right. I think you've got the idea behind that. Anyway, there's a lot to learn actually with particle system like that, but this is just the beginning set up for them, so now you should have the hang of actually how to bring them in. And if you want to actually go and learn more about it, then I suggest that you would, you dedicate a lot of time to actually learn about these. All right, so now we've done that. What I want to do is I want to bring my cubes. All these cubes. And I want to drop them into my bearing hair. And then blows that up and now we're onto our actual mirror. And you can see when we open up the mirror, what we're going to be working on on this one is these kind of ornate kind of parts of it. If I put it on object mode, you should be able to see a lot more. You can just see how nice these are. Actually, these aren't actually that hard to do, so I'm going to show you how to do that. So the first thing we're going to do is just as we always do, hide everything out the way. Then what I'm going to do is we're going to grab my mirror and the first thing we're going to do is make this kind of oval shape. What I'm going to do is we're gonna press shift a, bring in a cylinder. I'm going to rotate my cylinder round. But before I do that I don't really want it on 50 way way too high. So what I'm going to do is going to pro on 32 and then I'm going to rotate it so Y 90, I'm going to squish it in. Then Y, no, because local global, there we go. And X, let's pull it in. I'm going to then press three to go in side view. And I want this obviously to be a oval mirror, something like this. Make it a little bit bigger than and y and just pull it out a little bit. Yeah, I think I'm happy with how that looks. Yes, I'm happy with how that looks. Let's press S and X and bring it in a little bit. And then what we're going to do is we'll make the inside of it first. So if I come in, grab the inside of it, press the bond just to bring it in. And then what I'll do now, I'm going to pull this back a little bit. I'm going to press control in the middle. Left click, right click control, bring it out. And then what I'm going to do is I'm going to press to alternates and just bring that a little bit like so. And then what I'm going to do is now I'm thinking I'll probably bring another part out to you. Control R, left click, right click the control B, bring it out a little bit and then press to pull it out like so. And now finally I'll grab the sent part. And then what're going to do is I'm going to pull it back. As you can see with this one. Pull it back. There we go. There is the beginning of our mirror now, I think as we start now, I'll just pull it up a little bit. Now the thing is with the mirror we're going to write, click on Auto Smooth. You can see that a lot of the beveling has gone in onto this. You can see all of this beveling on these and things like that. And on the next lesson I'll be showing you actually how to bevel all this off. All right, I'm going to save my work out and I'll see on the next one everyone. Thanks a lot. Bye bye. 67. Ornament Addition: Welcome back everyone to Blender's beginners boot camp. And this is where we left off. So the reason why we made this is to show you that when we bring this in, it's hard to actually work with an actual mesh. Now it's much easier actually to work with curve. So if you're doing anything on or like this, for instance, you really want to think about instead of bringing in this kind of mesh, actually bringing in a curve. And starting there, I am going to show you though, if you did bring in this mesh, how you can actually mess around with it. And then after that, we'll actually bring in an actual curve and show you it's much easier to actually do it the other way. So what I'm going to do is I'm going to grab my actual mirror. I'm going to press P, just to, I want to basically separate these off. So I'm going to press Y on this one and Y on the back of them. I'm going to actually hide them out the way. So, and then what I want to do is I want to join these together. So all I'm going to do is I'm going to come in Alt Shift and click. Going all the way around this side. Alt Shift and click. Then on the inner and then right click. And I'm going to be, is it bevel bridge, bridge edges. So now what that enables me to do is if I press control A all transforms. I should now be able to come in and bring in an actual bevel. So you can see now I've brought in a bevel. Now the thing is with my bevel at the moment, you can see if I go down to profile, it's on suplus at the moment. Now if we put this on custom, that then gives us control if we turn the amount of segments up of how our curve is actually going to look. And you can see now that we can actually pull it round and change it into different kind of bevels and things like that. Now that's one way of doing it. And you can see we've got quite a nice resort there. What I'm going to do is I'm going to show you a better way of actually doing it. So what I'm going to do is I'm going to pull this to the side, I'm going to pull this one to the side. And then what we're going to do now is we're going to bring in an actual curve. So if I bring in a curve, I'm going to go up and bring in a curve circle. I'm going to press R and Y on the number pad 90. And then what we're going to do is make it a little bit bigger and then pull it out with and like so, so we're going to pull it up like so Now the other thing I want to show you is when you first bring these curves in, they're not actually going to look right when we bring in some actual thickness. So if I come over to my thickness tab, which is the geometry and it's going to be the depth, let's bring the depth ful. Now when I bring this up, you can see that we have a problem. We have a thicker part on the top and bottom and a thinner part on the side. And this is simply all we need to do is press control A all transforms and then it's kind of going to even all that up for us. Other thing with curve is we have a lot more control over once we've actually placed our mirror in how we actually move it. We also have controls, if I press a right click subdivide, we can see now that we've got like we can control little parts of it and really shape it really nicely. And the last thing I want to show you is now we can actually come in and come to our profile and we can actually bevel it from this part here. So if I scroll down, you can see that we've got a bevel now and we've also got preset. So if I come down and put crown molding on, for instance, we can see that we get this result like this. And all of these are over here. Now, the more we turn this up, the more we're actually going to get this shape actually there. Because this is based on how much resolution each of these parts have. But now if I start pulling this back like so, now you can see that I can actually start shaping my mirror much, much nicer as you can see. So I'm just going to mess around with these a little bit till I get something that I'm actually happy with, which probably is going to be something like that. Now what I'm going to do is I'm actually going to think about creating these parts here. So the way that I'm going to do this is I'm not going to bring in a path or anything like that. I'm going to show you another way of doing it. So if I press Tab, I'm going to object mode, I'm going to bring in an actual cube. So mesh, bring in a cube. And then what I'm going to do is I'm just going to move this cube over to this side. Now I'm going to do is I'm going to press Tab Aid to make sure I've grabbed everything. I'm going to make sure I'm on verticlect. And then I'm going to do is going to write, click Come down, Merge Vertices and click on Collapse. You can't really see anything there, but there is something there. Now if I pull this down and then go in and if I control and write click, you can actually see that I can actually start creating mesh. Now what I'm going to do is I'm just going to move it this way and I'm going to create my first piece of mesh that's going to some something like this. So it's like a little curve. Now what I want to do is actually want to turn this into actual curve. So I'm going to press Control all transforms, right click, set origin to geometry. And then let's come in now to object mode. Let's come down to where it says convert, and let's change it into an actual curve. Now the problem we have with this curve is it's going to be quite chunky. So in other words, when I actually start and bring out the depth on here, you can see that it's quite chunky already now. So this is the way we can get away with. If a shade smooth, you'll see exactly what it means. So where is it? Shade smooth? And then what we can do is we can come and put in. Are fill caps on the end of it, like so. Now if I press Tab, I can actually come to this end, press all tests, and I can actually shrink that in. Let's also the one problem we have with this of course, is that even if we bring up our resolution, it's not really going to change anything. Because we started off with our curve like this. The only thing we can actually do to increase that, it's probably bring in a subdivision which is then going to make that roundness for us. So you can see it's quite easy to get curves like this. So let's say you're doing a horror gate or something like that. You might want to curve in it like this. Now, the other way of doing it, so that's that way. I'm going to put that over with our other mirror. And then the other way of doing it is to press three. And then what I'm going to press is shift A, and we're going to bring in a curve and we're going to bring in a path instead. Now I'm going to pull my path up and at the moment we can't see anything because my path is the wrong way round. So I'm going to spin it round so r z 90. I'm going to then press three. The reason why I want to do it this way is because it's going to give me a lot more control now if I press R and X and just rotate it around. And then what I'm going to do is I'm going to grab this end. I'm going to make sure I'm in the front view of it and I'm going to bring in my smooth tool. And then what I'm going to do is I'm going to press and I should be able to curve like so. As you can see, then what I can do is I can bring this one up and make a beautiful curve from this, as you can see. Now the other thing we can do is we can come to the end of it, press the button, and I can actually bring in more of a N shape. You can play around with this. Really get the shape that you're actually looking for if you need more of a curve, let's say in this part here. So grab both of these. I can write click Subdivide, and then I can mess around with this one and actually make more of a curve. So you can see now it's a lot more nice on the flow. Now the other thing we can actually do with this is we can actually come over and bring up our depth. Where's our depth? There's our depth. Bring that up. And now you can see how actually smooth and nice that actually that curve is. And you can see it's a lot more powerful than this one here because we have a lot more control. The knife, I come in and grab this end. I'm going to press old test and I'm going to leave proportion added on because that means it's going to influence the rest of it. So old tes bring it in and the more I'll bring it in, you can see the more it actually shapes it. Now. Then now we've got the beginnings of our actual curve. Let's actually think about bringing our depth out maybe a little bit. We're bringing our depth out, Let's come to at the bottom of it, let's press old tests and bring it out like so. And now you can see we're starting to really get there. All right, so the next thing then we want to do is we actually want to end up with an ornate, kind of look like this. So how do we do that? Again, I'm going to be in three so I can actually really get a good visual on there. Now, of course, one other problem we've got is that we don't want the end looking like this. So what I'm going to do is I'm going to grab this point, and I'm going to press Alt S and zero, and Enter. So all Tess zero and enter like so. And then we're going to really, really get that nice point that we're actually looking for. And now finally, to get this started, what I want to do is I want to come over and pick profile. And the moment I pick profile now you can actually see, oh wow, we're actually getting somewhere. You can see this ornate kind of look is actually really starting to take place now as you can see on mine. I've actually done a few of these and we're going to push this a little bit further on the next lesson. So don't worry about, you know, how to get all of these in and things like that. So what we're going to do is we're just going to leave it like that for now. And on the next lesson we're going to mess around with this profile and actually get this into a really beautiful shape. All right everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 68. Bevel Profiles for Ornaments: I'll come back everyone to blend the beginner's boot camp. And this is where we left off. Now I want to do is we actually want to shape this curve. What I'm going to do is I'm going to come over to the right hand side. I'm going to press Tab. I'm going to come over to this right hand side. And what I'm going to do is you'll see one that says Goggle Profile Clipping. The reason we're going to use this, if I bring in, let's say one curve. So if I click on this and then bring this up, you'll see that I won't be able to see past there. If I come in and bring another one in and bring this one out, you'll see I won't be able to see anything that side either. So what I want to do is I want toggle on profile clipping and then I actually want to zoom out like, so now we can actually move it a little bit more past those of parts like. So the other thing is when you're working with this, I recommend that you put the resolution up quite high. So I'm going to put mine on 32. And now you can actually see something is actually happening. And the reason that's actually doing that is because now we've got a lot more edges going down this way, which will mean it's much, much easier to get a really nice curve that you're actually looking for. Let's once again, well actually we can keep it in this view. Now I want to do is just mess around with this curve. So if I come in and pull this in like so we can now really start to pull this out a little bit. So we're really happy with our actual custom ornate curve. I'm going to just pull that one out a little bit because I was very happy with how that looks back down. Yeah, and there we go. Something like that's looking pretty nice again, once you've done this, you can also come in, you can put proportional editing on, You can press old test, and you can still able to bring them out. So you can able to bring them out like so. Yeah, that's looking quite nice. All right. So I'm happy with that. Now what I'm going to do is I'm going to come in and what I really want to do is I want to put a back on this. I'm quite happy with this shape. What I'm going to do is I'm going to press deep just to actually add in my curve. So you notice now there's no curve on there. And then what I'm going to do is I'm just going to put a back on this and then I can actually lay this in. So if I come into this edge ulch control and shift and click, and then what I'm going to do is I'm just going to press and drop that in. I'm going to press Tab now and bring in my curve. So I'm just going to press three on the number pad. Make this curve much, much smaller. And then bring it in and put it where I actually want it. So I'm going to put it roundabout here. And I'm going to start with this first curve being really small and really kind of in, you know, this part here. Just pull it back a little bit if it's stuck out of there some or's gonna pull it back like so, so it's actually in the actual mirror. And then what I'm going to do is I really want to mirror on here. But as you can see, the halfway point nearly nearly touching. So we'll check to see if it actually touches. What I'm gonna do is control a reset or transforms. That's gonna put it right in the middle. Add in a mirror, add modifier. And then what I'm going to do now is bring in mirror, put it on the Y like so turn off the X. There we go. Now let's actually not make a new one. All I'm going to do is I'm gonna go in, I'm gonna grab all of this one. I'm gonna press Shift D, bring it out like, so take off proportion editing. So bring it out like so. And now let's come in and start shaping this. To do this, I recommend that you actually split them up so they're not the same ones, so I'm just going to press P election like so and then go back into it and now I can actually grab this curve. So now I'm going to do portion editing on, and then I'm going to press G. I'm going to push my curve right in like so. And now I'm going to start moving this around as you can see. So let's move it around. And the good thing about this actually is we can reset the shape whenever we want, which makes it really easy to actually work with. You can see this has been pulled out a little bit. I'm going to put it in and make it a really, really nice move curve, something like that. We can also as well take a part of this. Again, I'm going to press three on the number pad. I'm going to press shift D. I'm going to bring it up like so. And then what I'm going to do now is I'm going to reset the actual transformation. Again, I'm going to actually control A all transforms. That's then going to put that part over there. I think what I'm going to do is I'm just going to put another curve in here and then we'll just have a flow actually going the other way. What I'm going to do is I'm going to come in now I'm going to grab this part here. I'm going to bend it in place where I want it. Maybe something like that. Yours poking out of here. And I'm going to grab all of this. So I'm going to grab this little bit, push it all the way in, pull it out. And then it nice and bent like so. Now let's actually have one going this way. What I'm going to do is I'm going to press Tab again. I'm going to press Shift just to duplicate it. And then I'm going to pull it up. Now I want to put this one in place, find the other way. What I'm going to do then is I'm going to press A and I can move it along now as you can see. And then I'm going to make this part smaller, Al bring it out. So now let's bend it round with. Now the thing is I'm in front view there. I don't think so. So what I'm going to do is I'm just going to press three on my number pad. And then I'm going to press, now bring it in, just rotate it out now, line it up to where I actually want it up. Let's add in maybe another one as well. So I'm going to grab both of these. Right click, subdivide. Then what I'm going to do is pull these two up, pull them up. And then this one, let's bring it in, send it around there. It's all about now shaping it the way that you want it, as you can see. So I'm going to pull this think into here. And you can see that I should always be in the front view. So if you change your angle, make sure you go back to it. I'm going to press pull it in. And then what I'm going to do now is I'm going to work on this bit. So I'm going to bring this bit down at the moment as well as I've got way too much mesh around here. So all I'm going to do is I'm just going to grab all of these points. I'm actually going to press Delete and Vertices. And that then is going to make it much, much easier for me to work with. All right, so what we also want to do now is probably bring it this way a little bit, but at the moment as you can see my curve is kind of breaking at the moment it's going in there. Don't really want that. I'm going to grab both of those. Right click subdivide, and now I've actually got something to work with that's going to make it a little bit easier. Follow the curve going around here so I can bring it in. And then what I'm going to do is I'm going to press, bring another one out. And then then bring it over to be touching bit here. So like so and something like that. And then what I'm going to do is going to make this beer a little bit, fatter alternS. Then I'm going to put an end to this alto and then so. All right. Yes, I think that looks really, really nice. Okay. I'm really, really happy with that, and as you can see, we've got a lot of actual power of creating different leaves and things like that. All right everyone. So I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye. 69. Mirror Decoration Polishing: Welcome back everyone to blend the beginner's boot camp, and this is where we left off. All right, so actually the last thing I want to show you on these curves is we can actually do something else with them. If we actually come to this curve and press the tab, you'll also notice we've actually got one that says hilt to here. Now I can come to this end of it, I can click the tilt bon and what you'll see is it actually starts to turn it. Now if I come in and grab a few of these, so let's say we grab three of these. Come to the tilt, we can see that we can actually start twisting it round really, really nicely, as you can see. And that's looking really nice, and it gives it a really, really nice effect. Now, let's not go overboard with this. What I want to do is I just want to leave it like that, just to give you an idea, you're actually able to do that. And then the final one I want to bring in now is a kind of leaf. Okay, so let's now bring in that little leaf that I want to bring in here. So to do that, what I'm going to do is again, I'm going to bring in a path. So I'm going to press shift, Let's bring in a path. I'll bring in a path. I'm going to spin it around. First of all, on the Z, sorry, the x x 90. Spin it around. It should now be faced up. Let's just pull it out a little bit so we can actually see something. And no, it's not tilting up, so R Y 90. So let's make it smaller then. What I'm going to do is we're going to press three again. I'm going to bring this then into place. I'm going to spin it round, so R and X make it a little bit smaller. Now let's put it back into the place where I'm going to actually want it, like so. And then press three. Now let's actually put it in place first. I'm just going to grab this top part of it. I'm going to press, I'm going to put it something like this. This, I want my leaf coming out of here. All right. Now let's go in and change the actual depth of this. We'll come in, pull up the depth. So then what we're going to do now is going to actually go to the profile. So click on the profile, make sure your resolutions are turned up, maybe it needs to be higher than that. Before doing that though, what I want to do is I want to bring this out. So I'm going to press Alt and bring it out like, so. Now what I want to do is I actually want to bring this in again. But instead of pressing Alt S and zero, what I can also do with the actual radiuses, I can come in and also put this on zero, like so. Now you can see we can end up with this little kind of shaped leaf. Let's actually pull this out a little bit. Let's pull this in. So I'm going to want it into there. Now, before I actually push that back or anything like that, I'm actually going to use my profile now to shape this in the way that I want it. I'm also as well going to press control Al transforms and then put it over to the other side. So add modifier and bring in a mirror on the other side. So like so we go, I think also what I'll do is I'll come in and grab this part here. I'm going to press alterns. Bring it in a little bit, just so it actually looks like a leaf. I'm going to grab this one altern, bring it in. And then grab, maybe this one alternans. Bring it out to get that nice look. And then we're going to just mess around just a little bit more. Get that right in the middle as you can see there. Now that's looking quite nice to start with. What we're now going to do is we're going to come to this actual curve here. And I'm going to go to the profile. So scroll down, hover over it, and all we need to do is press control C. And then we can come to this one, come over to our profile and press control V. And that then is going to give us that same kind of look. Now, we're not going to get it exactly the same because we haven't got as much resolution. So let's put the resolution on 32. And there you can see that's how we can actually get that. Now the other thing is with this, we can actually mess around with it and make it look a little bit different. We just have to be careful how we're actually doing that. But before I do that, I just want to make sure that it's actually in place So you can say, I'm gonna have to pull it back a little bit, so I'm just going to pull it back just till it's more in place. And then what I'm going to do is I'm going to press three. I'm gonna mess around with this very, very gradually then just to shape it the way that I want it. So very, very fine tuning now. So I'm going to bring this down a little bit. Yeah, maybe something like that. And I'm also thinking I'm going to make the whole thing probably a little bit smaller. So I'm going to bring out the whole thing. Right. And, there we go. All right. Now I'm pretty happy with how that looks. The one thing I'm not happy with is this. I need to bring this forward. So all I'm going to do is grab this and I'm going to pull it forward without proportionality on. So bring it forward where I actually want it. I'm just looking maybe something like this. I'm going to press Tab. Have a look at that. Yeah. And I think I'm really happy with how that ornate looks. All right, so I think also we just need to put this middle part in now. And basically this middle part, I've not actually done anything special in there. All I've done is actually shape this to how I actually want it to create the bottom of the curve. Now, don't think I'm going to bother with this part because I think, you know by now, in fact, we will, we will, we will actually do it just to make sure this mirror is actually finished off. All right, so what I'm going to do is I'm going to press shift eight. I'm going to bring in an actual cube. So mesh cube. What I'm going to do is I'm going to bring in a subdivision, so add modifier subdivision surface. So let's maybe turn it up one, something like that. And now let's shape it into kind of this shape that we've got here. So let's press and X, bring it back a little bit, make it a little bit flatter. Let's press three, and let's come in, add in a few edge loops. So control lot, left click, right click, and y. Let's bring it in. Let's bring in another edge loop now. So control. So let's, let's actually have a look at the shape that I've got. I've got in a key shapes, I'm going to bring it up a little bit and then I'm going to think control another edge loop. Then let's bring in the bottom now. So control R, pull it down. Then let's bring in another supporting edge loop on the bottom control. So then let's bring this part in. To bring this part in, of course, I'm going to use the technique similar to what we used on the Campa van. So I'm going to press I, then I'm going to grab this part. Hopefully start bringing this in, bringing it in, bring this bit out and Z, lock it to that axis. And Y, there we go. Yes, it's a little bit pig. So let's make it a little bit smaller. Let's drop it down and see where we're actually going to put it. Something like this then and then and X pull it out, I think something like that. You're going to look absolutely fine. Now let's bring in the spin edge loop control then control. So now let's thinking, let's push it back a little bit. So I'm just going to turn this off a minute. Ten, this up now, because you can see it's like bent down. We don't really want that. Grab the top one. Grab the bottom one and X line it up. Pull it out a little bit. Just making sure that we've got those edge loops in now. Press control, and we should now be able to pull it back a little bit. Turn it back on. There we go. We're actually starting to get somewhere. All right, so now we need some supporting edge loops going around the side. Control, move it to the side. And then control, let's move it to this side then. What we're going to do now is I'm going to bring these parts in. I think I'll bring up the middle part as well. So control, left click, right click. Let's now grab this top. Pull it up a little bit. I think we'll bring in this part here. So maybe this part down here. So I'll do is come in, I'll click all these parts. Press the Eyburn to bring it in. Then I can just drop it back with not too far, so go past there. And then finally let's bring in some supporting edge loops. Again, what we could do is we could level this or we can bring with supporting edge loops in so I can grab that edge. I'm just going to press control la think, and just bring it back to there. Bring another one in then. So control, bring it up to there, a button. Have a quick look at that. Yeah, there we go. We're starting to actually get somewhere. Now, these edges around here, I'm thinking, I'm probably going to want them a little bit sharper than this. So control then probably, let's think, probably going around here. Control so, and then control. Now the bottom part obviously needs doing, I can actually bring in another edge loop there. There we go. Now the bottom part, I really want to bring in one edge loop going down here. Or I can actually use the Insert button. Grab this bottom part here, Press the Insert it up. Now again, the top with the top. I'm actually going to turn this off again. We can see we've got a lot of bend here and things like that. So what I'm going to do is I think I'll grab all of the top now to do this. I'll just isolate it out. Just to make it a little bit easier. I might actually work on this. I could delete it and then just add in the face. But I think what I'll do is I'll press Control. Click. And just go all the way around. So put it back on and then what I can do is just press, I bring it in just to get that nice move edge. So All right, so now let's think about if I'm happy with this. So what I'm going to do is I'm just going to bring all of these, I think up a little bit, bring them up. But I'm happy with the actual shape also. Yeah, actually, yeah, I think, I'm actually happy with that shape. We're going to do is press al tage, bring everything back. I'm going to hide out all of these parts now. And then I'm going to do is squish this down a little bit and then pull it back. If I press, grab it, press and X, push it down, then pull it back like so. And then I think I'm going to pull it back over to here. And the other thing is I'm probably a little bit too far out with this. I'm going to pull them back just so I can actually get past this point here. And then what I'll do is I'll pull this part of the mirror, this see where it's poking through there. Come in, I want to press control. Plus I think what I'll do is I'll just pull that forward just a little bit. Maybe pull these back a little bit more. So at least I think it's this one here actually that's causing me a little bit of issue. There it is. Put that on back, double tap the A, and there we go, an ornate mirror. All right, so what we'll do then on the next one is we'll finish this kind of edge going around here on here. We'll get this top bit on there and then what we'll do is we'll actually get the materials in. All right everyone. I know there's a bit of a long one, but I'm sure it's worth it. All right. Thanks a lot. Bye bye. 70. Tree Trunk Modeling: Welcome back everyone to blender beginners boot camp in this where we left off. Now what I'm going to do is I'm just going to save out my work light. So now what I'm going to do is I'm going to actually finish this off. So the first thing I going to do is make this kind of key pop out a little bit, so we'll make it pop out here. So to do that what I'm going to do is I'm just going to grab all of this edge bone around here. I'm going to press Shift D and pull it out. And then what I'm going to do is I'm going to press and X and just extrude it. Selection all transforms, right. Click the origin into geometry, then adding a modifier and solidify. And then also you can see we've got a bit of bend there. We talked about that in another lesson, where if you grab it, then grab it all. Press shift in it round, there you go. Now let's pull this out a little bit more. Going the other way. Let's bring it in with the offset. Then bring it in, let's pull it back into the place where it's going to go like that. There we go. Now let's come in and do this part here. So what I'm going to do is I think I will grab, I think I'll grab all of those going around there. I think I'm not too happy with this. So what I'm going to do is I'm just going to go turn this off. And you can see why I'm not happy with it. It just doesn't look right on there to me. What I'm going to do is instead of doing that, it's going to come in old shifting click, right click, mark a Sam, and basically going to delete this top part other way. So L delete bases. You can see this is what's causing me the issue not flat. So basically I want to flatten it out first. So and's let's flatten it out now. Let's have a look back on now. I should be able to just put a top on there. I'm hoping though, I'm just going to press and we can see also it's because of, you know, these edge loops that we've actually got in there. And then shift click. Let's remove this edge loop. Dissolve edges. And I'm just looking at any other edges I've got. I don't think I've got any apart from this middle one. Delete and dissolve edges. Now we should be able to make this much, much better once add in this top. Let's see now if we can add in the top Alt shift click, going all the way around. Remove these two right click. Actually, yes, there's still that edge loop in there, as you can see. Yes, there's still one there. Delete edges now, but these. Okay, that's what I wanted out. Shift and click. Move this one and this one. Right click, and let's say bridge edge loops. There we go. Finally we got there. All right, Now we can actually come in and probably bring this part up a little bit. So I'm just going to raise it up just a little bit. So now what we need is supporting edge loops. So if I press control now you'll see I can actually bring in supporting edge loops. This side control supporting edge loops this side. So now you can see that looks thumb better than the way it looked before. All right, finally now we can actually put this center part in. If I come into these parts here, I'm going to press the eye button and bring it in. And then I'm going to pull it down a little bit and pull it out. Pull it out. So now let's strengthen the sides again. So control and then control R, and then actually, yeah, I think I'm happy with how that looks. All right, we've finally got there, now let's delete these out the way. So delete both of these. And then what we'll do is we'll grab all of this. We'll press D just, well you have to actually click on, we'll make some one's yellow press D, and then we should be able to put them all together. Now to your control J, joining them all up. And then finally we'll grab our old mirror, press control L. And we're just going to copy, where is it link materials? There we go. Now let's put it onto material mode and we can see already a really nice mirror. I mean, mine went pretty well. Let's see if, yeah, mirror's edge and camp of our mirror, I think. I'm not sure this has actually gone on the camp of mirror. Let's have a look. Come in, grab this. Yeah, there, look, there we go. Now it looks better. Alright, so now if we're put on EV, there you go. There is your ordinate mirror. Actually, I think it looks better than the original that I did. Okay, finally done with that one. All right, let's press Lt. Bring everything back, and then what we'll do is we'll drop this mirror into my mirror like so. Now what I can do is I can just pull this over. All right, so I can hide that other way. And now I can bring in stylized plant. Now we have touched upon palm trees, so that's one way of doing it. But there is actually a, another way of actually creating, you know, trees and plants and things like that, which I'm going to show you on this one. Because sometimes you don't want to be going in if it's, you know, a bush or something and putting in all these leaves. You really don't want to do that. So what I'm going to do it, I'm just going to move that over to the left hand side. I'm going to come in, then hide all this out of the way like we normally do. And then we'll make sure that our curse is in the center. So cursor to world origin, but we'll start with actually is I'll press three. I'll bring in a cube, so mesh and cube. I'm going to press Tab. I'm going to do the same thing we did with the actual mirror. So I'm going to right click and come down to where it says never on right click, come down to where it says merge vertices and we're going to collapse them in. And then what we're going to do is we're going to make sure we've grabbed it control and right click, and then we can start actually creating our tree. Now the best thing about this is we can actually come back, select one and make another part of it. And then we can come even to the bottom if we want to two. I'm going to actually make one more down here. So control, right click, and then grab this one. Now I can make another part of it, so grab this one like so, and then we'll grab this one. This one basically all I'm creating here as you can see, just to kind of bush or something like that. Now what I need to do is I need to move these out a little bit because we don't want to hold flat on there or anything like that. So I'm just going to pull this up like so and then let's pull them that way, that way and like so, and just make them uneven like, so now what we're going to do is we're going to use the modifier that we've not used before, which is called the skin modifier. Before we do it, let's press control or transform. Right click origin geometry. Let's add in the modifier, and the one we're looking for is skin. And we can see now that actually brings out a lot of topology based on our actual curve. Let's go into y frames. Nava, press all tests on here, You'll see what happens is it actually pulls it out so it doesn't work the same way that circles actually do that. Instead I have to do something a little bit different. So let's put it on object mode now I've grabbed it. Instead what I'll do is I'll put my x ray on and then I can see it much bear. And to shrink these in, what you need to do is control A. And then you can actually shrink all of these down. As you can see, what I'm going to do is just grab one of them at a time, Control A, then I can shrink them all down. So just be careful when you're using it. We actually start shrinking them down properly. The thing is my actual canva isn't working. So I'll actually put that back on. There we go. It wasn't working. It was on the bomb left hand side for some reason. All right. It's fixed now. Let's now go in and actually fix these ones control and just bring them in. Just shape this tree into a way that we want it control a down a little bit control. The other thing I should at this stage as well, if I turn this off, bring in a subdivision modifier. So add in a subdivision modifier, and now actually that's going to give me a much better view of what my actual tree is going to look like. Let's also shade smooth. It's not going to shade smooth. With this on, I thought it would actually say shade smooth, smooth, shading. Let's see if that does it. There we go. There we go, we got it. All right. Let's now come back and put our X ray on and then we can grab this one alternate control, Let's bring it up, drink it all the way down the control and then control out a little bit. I think we're nearly there. So control, last one, control in this one here, there we go. All right, so you can see how easy it is to make branches that parts really easy. Now let's move on to the tops of these branches where we'll actually create our leaves. We're going to actually, of course, do that on the next list. And I recommend that we save out our file and I'll see on the next. And everyone, thanks a lot. Bye bye. 71. Tree Leaf Addition: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off. Okay, so we left it off where we've actually made the branches and now what we want to do is actually create these actual leaves. I think I'm just going to go in and just fix this one 'cause it's annoying me a little bit because it's not quite right. And now I'm just having a quick look round before I actually carry on. Yeah, and I think I'm actually happy with that. What I'm going to do to start with to create the leaves, I'm going to bring in a mesh and I'm going to go to UV sphere and then go to Do. I'm going to leave it on 32, that will be fine. I'm going to bring it up. I'm going to turn x ray off. I don't really need that. I'm going to then go into it and what I'm going to do is I'm just going to randomize these a little bit. So I'm going to come to mesh, I'm going to go to transform, and I'm going to come down to randomize. And you've got control of it over down the bottom left hand side. I'm just going to pull it down a little bit. Then what we're going to do is we're going to squish it together now. So if I press Tab, let's press and Ed pull it in. And then all I'm going to do now is pull out the top, so I'm going to come in, grab the top of it. And then with smooth portion editing on, I'm going to press G and Z, pull it up, then I'm going to grab the bottom, and then Z, pull it down like so. Now what we're going to use this for is basically for actual leaves. If I bring it in a little bit, just to make it a little bit smaller, I'm going to start placing this then over my actual tree. Before I actually do that though, I need a few more edge loops to actually work with. Because if I shade to smooth, although you're not going to see this part, this is how the leaves actually come out of it. So we need to be an actual nice topology. So what I'm going to do in steadies, I'm going to press Control all transforms, right clicks at origin geometry. Then I'm going to do is add modifier. And the one we're going to bring in, where is it a remesh? We're looking for remesh, which is one here. I'm going to turn this down there if slightly, just to get that same shape like now. I think I'm happy with that. Now what I'm going to do is I'm going to press now and just move it on to the parts there I want it. If I press, put it over here, bring it down. We've also got it in front which is not well, want I need to turn that. I got it in front. There we go. So then in fact, I'll put this one to this one here. If I press, I can bring this one actually, all of it. This is basically where the leaves are going to be. That's where you're actually placing R X. Place it, so that will be a big bush. And then what I'll do is I'll press shift, I'll bring in a couple of smaller bus', going to rotate this one round and X, it doesn't matter if they're touching either. Don't worry too much about that. I'm going to make this one a little bit bigger. Then I'm going to do is I'm going to grab this one sift, let's pull it out a little bit, and Y, R, and give it a bit of a nicer shape. And then art and x. Let's rotate it around, let's put it into place a little bit more. Something like that. And then finally I probably want a little smaller one down here, then R X. Then let's just put that one near enough in there until you've got the idea, because you can actually play around with these once you've actually made them, let's now come in and actually make our leaf. So I'm going to press shift a, bring in a plane. I'm just going to make a simple leaf, so I'm just going to go over the top of it. I'm going to bring in a couple of edge loops, so three maybe, something like that. Let's bring it in now. So I'm going to grab the top with proportional editing on, let's make it easy for ourselves. Let's make a sharp on there, S and X, bring it in. Let's bring this one in. But bring it can of the other way. Five. Now press this x, you can see, bring it in. And of course it's up to you how you actually want your leaves to actually look and x, something like that. All right? Just a simple, simple leaf like. So let's rotate it round, so -90 so z -90 -90 There we go. Let's now come back to our actual bush, which is this part here. And what we're going to do is we're going to click on all of these and join them all together because we want the same kind of particle system on the mall. Or emitter you could call it because it's emitting leaves out of it. Control, Jade, Let's join them all together. Let's press control. Ole transforms and you can see now they've joined them altogether like that. Because we actually have them, which is the rem here. And we might as well actually apply this as well. So control hovering over it. Right click, Shade, auto, smooth. Just make sure it's a little bit smoother than why it should be. Now let's come in and add in a new particle system plus. And what we're going to do is put on hair, and last of all, we're going to actually scroll down to change the actual meter from being this kind of hair to my actual leaf. I think the best thing we can also do is come in and rename this two leaf so we know which one it is. Well, that's correct. So leave and then what I'll do is I'll come back to this part here. I'm going to scroll down to where there's Viewport display render as we want to render as this one Here. What we want to do is change that object and the object is going to be my actual leaf. So you can grab this pipette, grab it there. And there we go, we actually have leaves upping out of here. Now we want to hide this mirror because we don't actually want to see this though. We can actually go down Viewport, show Emitter, or hide it out of the way. Now of course, one problem we've got is all of these leaves are very uniform and we don't really want that. So we can actually come in and rotate them around. So let me go to my particles actually, which is this one. Yeah, And now what we're looking for is the one which enables us emission number of leaves change, which we already spoke about. We can change the object randomness size. If we change this up, you can see holding the shift and then bring this up. What will happen is we can actually distribute these leaves then in a kind of non uniform scale. And then we can bring this down and you can see some of them bigger, some of them are smaller. We don't actually need that much, really for this actually, because leaves, leaves are pretty much all of the same size. We can also change the randomness on these as well. If we come up and put advanced, then we'll have one that says rotation. And now we can actually randomize the rotation. Once we start turning up a little bit, double tap the eight to see what we're actually looking at. Also, we can actually still come in and grab each of the emitters, So I can actually bring them down if I need to. So you can see here, come in, bring them a little bit further down. Make them a little bit closer to the actual box if you're not happy with them. And the other thing is I recommend that you go actually into here and then come in, put it onto Smooth. And then what you want to do is you can actually start bringing these out a little bit. And when we press Tab, now you'll see now we can actually start shaping our leaves a little bit better. So now I can start bringing these down, covering this actual branch a little bit more than where it is. I'm actually going to just bring out proportional editing a little bit. Now you can see that's looking fair. If you've got gaps in your leaves and things like that, good idea. You can turn it up so you can actually have more of them. Now, we have got a lot of crossover as you see. And that is because we just need to make them a little bit more non uniform. And the way we're going to fix that is if we come down we've got one under velocity. And if we just turn that up just very slightly, we're going to pop them to make them a little bit non uniform. Now from there, I recommend that you do mess around with the size. Again, if we go into the size, not so much uniformed, bring this yours, a very small amount like, so. All right, there we go. And you can see that's looking really nice. Now let's go in and just fix these little pots. So I'm just going to come in and just fix the little pots that I'm not happy with. So just making them a little bit more random. Again, pulling them out like so. So look at that. Yeah. And I think I'm really, really happy with how that's turned out. Which leads me to my next point, which is the leaf. The leaf. If we come in and we change this, we can actually change all of the leaves in here. So you're still free to actually work on this actual bush and leaves and things like that. And it's nondestructive. In other words, you can change it and it's not going to really change anything else. Alright so I'm happy with how they, we could give this some thickness. So even if we come in and we press, we can actually bring out some thickness like so you can make them a little bit chunky. We can also as well come in, grab this leaf and just bring it up a little bit. Just give it a little bit of a bend like so. Let's put a halfway point in as well. Control, left click, right click. And let's just pull it down very slightly. And now you can see my leaves are looking even better. And now finally what we can do is we can come to this leaf we can look for. I think it'll be under leaves, so you can see leaves. And the moment I click that on, there you go. There are your actual leaves. Now for the bark itself, we can see we've got tree bark. So let's come over here, look for tree bark, tree bark. This one here. And there you go. All we want to do is we just want to actually unwrap this. Now to unwrap this, obviously we need to apply our skin modifier. So let's just press D, press the tab button, and U, and then what we can do is Smart UV project. Click Okay. And now you can see we've got that actual bark appearance on there. All right, so now let's press ol tag, bring everything back. And then what we're going to do now is we're going to actually put the into my actual stylized plant. And then finally we're onto the geo nodes, which is something that I'm sure a lot of you're looking forward to. I'm going to show you how to create rope and vine. So a little bit different to things that park there before. We have created rope before, but we haven't actually done the vine. So I'm going to show you how to set that up as well. All right everyone, So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 72. Rope Creation with Geometry Nodes: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off, so we're at our geometry nodes. Now what I want to do with geometry nodes, the rope and the actual vine, is just move them over to the left hand side. And since we're actually just going to be working with geometry nodes and not actually mesh, we might as well leave all of this here, except this, I might as well just leave this part here. I'll just remove that just so we can have a bit of a better view. Now, the geometry nodes basically is capable of creating mesh from actual nodes. Which means that you don't actually have to do any modeling, it's all node based. And then what you can do is you can then convert that node system into actual mesh. So really, really great if you want to create trees, ropes, chains, and you can even push it further with animations as well. So this is just a basic introduction. So we'll be creating a rope and then what we'll be doing is we'll be adding onto our rope to create actual vines, just to give you a feel of how they actually work. So the first thing I'm going to do now, you can normally, with nodes, bring in a cube, you could bring in a cylinder. Just depends really what you're actually doing. Now, if you're doing something like rope, it's always best off to probably bring in a curve. And a lot of times actually a curve makes it very easy because we can actually put points along the curve. It's the one of the most simple node systems actually. Normally, when you're working with a cube, you would actually bring the cube in within the node system itself rather than bringing in a cube and then adding a geometry node on top of it. All right, with that said, then let's first of all bring in our curve. So what we're going to do is just gonna zoom up a little bit. Bring in a path. So I'm going to bring in a path. I'm just going to pull it up like so. Alright, then I'm going to head on over to this little tap here which is called geometry nodes. Now what we're going to do is we're going to bring in these nodes. First I'm going to explain what they do, and then what I'm going to do is I'm going to go through the nodes and just explain to you what they are. And then finally we're going to input all the values and then join them all up. I think that's going to be the easiest way to actually do this. All right, so the first node you're going to do, so when you're adding a new geometry node, you are going to get a group input and a group output. Now what I'm also going to show you is how we can actually have a system where on the right hand side we will actually have values available to us where this group input is. So group output, you can see there's nothing there at the moment. There will be a group input in a minute and it'll tell you exactly, you know, where you can change it. So we'll be able to have a lot of control on the fly of this geometry node system. The other thing is make sure that you probably want to save this out in a separate file as well. So what you want to do is come up and append this file to another file. So I recommend keeping all your node systems in one place. So you go to append and then what you're going to do is you're going to find the one that we're working on, for instance, like this one here. You're going to then go down to where it says no tree. And you're going to find you nodes in here. So you can see I've already got some nodes in here. And then you're going to double click it. What they'll do is then it will actually bring that geometry node into your blend file. And then you're free to have all of your geometry nodes in one file and append them at any time. So I hope that made sense. Now what we're first going to do is just unplug this. So we always need a group input and a group output from the group input. This is where we get all of the controls on the right hand side and from the group output, this is where basically it finalizes what we're actually doing. All right, so the first one we're going to bring in is a resample curve, so I'm going to do search resample, you've got a resample curve. The second one I'm going to bring in is a set radius. I'm just going to move my group output over here. So we're going to press shift A Search set curve radius. Then what we're going to do is bring in an index, shift, day index. Then we're going to bring in a math, node math. As I said, we'll be going through all of these, we'll be telling you what we're doing. I'm just going to zoom in. So you can see on here. If we come down to the one that says divide, then what we're going to bring in is a couple of curve circles. If I come over here now shift curve and the one we want is curve circle, this one here. And then one I'm going to do is I'm just going to press shift D just to duplicate it. Then what we want is a transform, shift transform. And then we want a joint geometry. Join geometry like so. And I think with this I'll just put it down here. I'll put my joint geometry here. And then we'll go a little bit further over. I'll pull my group output over here. Now what we're going to do is bring in a set curve tilt. Shift, set curve tilt. Then we want another transform. So I might as well copy this one shift deep, bring it over. Then finally, we want a curve to mesh. Basically this, well I'll explain actually once I've finished this curve to mesh that one there. And then I'll pull this over a little bit and I'll realize instances shift, realize instances like so. All right, so now we've got the more lin, let's actually go through what these actually do. Let's talk about the curve circle first. In blend of the geometry nodes curve circle, It's used to create a circular curve shape within the geometry nodes editor. And the node generates a circular curve with customizable perimeters. And it makes it really easy then to create and manipulate circular shapes. In three D projects, we have things like on here, you can see we've got a radius, which is the perimeter. Allows to set the size of the circle by adjusting the distance from the center of the edge of the circle. And it means basically, a larger radius will create a bigger circle, while a smaller one is a smaller one. Of course, the resolution, this setting controls a number of points that make up the cir circle. A higher resolution will create a smoother, more random circle, like you've seen when we brought in our actual cylinders aligned axis. And this option lets you choose the orientation of the circle in relation to the axis of x, y, and z. By default, the circle is aligned to xy plane, but you can change this to suit your needs. In other words, it can be moved around basically based on which axis or axis you actually pick. All right, moving on then to the next one, which will be the resample curve. So this one here and this geometry node basically is used to alter the number of points along a curve while maintaining its shape. When we first bring it in, we might want more points along there. Let's say we've got a stem and we want some leaves coming off it. We might want to increase the number of actual counts and we're basically using this with our rope to actually twist it at certain points. It can also be used for optimizing refining like the geometry of a curve. And it makes it much easier to work with by reducing the computation load on your computer. The count is basically the number of points along your actual curve. And then you've got something, if you actually click on here, it's called length. And this mode resamples the curve based on a specific segment length of your actual curve. Next we've got the curve radius, which is quite simple. Once we've actually turned it to, you know, a three D object, we can then have control over how big the actual radius is. Now the index, the index in general refers to a numerical value or position that helps identify or locate an element within a list, an array, or other data structures. For example, consider an array, a sequential collection of elements containing the indexes starting from zero. So could be 04172 to two. For instance, we use the index combined with the actual divide. So what the divide actually will do in this case, it will take the first input and divide it by the actual second import and then give you an output result. That's basically what it's going to do. So set the set curve tilt will enable us to create that rope where it's actually curving round. Now, transform, you've probably aware of transform basically. We can change sizes, we can change locations, rotations, and these are handy, you know, if you want to know pull your rope out or anything like that. Now, in general, I'm not going to mess around too much with the transform. It's basically there just in case we want to actually use it. Now, join geometries, we can actually join nodes together. And you can use these in conjunction with each other. For instance, we could join these two to another transform, join those together, and then join them to another, you know, transform with a joint geometry as well. All right, curve to mesh based on what that does is it basically takes it from a two D object, turns it into a three D object, and finally realize instances, this is a node that you will need. Don't forget to put this in any of your geometry nodes if you intend on converting it from a geometry node to actual mesh that you can actually work with. If you haven't got this in there, you won't be able to do that. All right, so that's the explanation about those nodes. Now what we're going to do is we're actually going to save out our work. And then what we'll do is we'll actually carry on with this in the next lesson. All right everyone. So I hope you enjoyed everything. Sorry if it's a bit technical, but some people might appreciate that. And I'll see on the next one. Thanks a lot. Bye bye. 73. Vine Modeling Techniques: Welcome back everyone to blend the beginners boot camp. And this is where we left off. Now let's turn over to the re sample curve. And what we're going to do is we're going to turn this to the curve length. So I want points along the curve length. So the longer basically we make our curve, the more points they are actually going to be included. So what we're going to do is change it from count to length. So count base would just be a standard number based on the length. Now it causes problems if you're doing anything like rope, what it means is it'll actually stretch out that rope and it'll look really weird. So that's why I want it to actually be based on length. Now I'm going to change my actual length, 2.1 All right, so now let's come over to set the radius curve being as this one's next to it. And basically what we're going to do is I'm going to set this to naught 0.2 like so. Now let's head over to our first of our curved circles. And based on what we're going to do with this one, we're going to make sure, first of all, that both of these are on radius, both of them are on 32, and both of them are on 1 meter. So they should all stay the same. Now over to, where is it? Our transform? Our transform? All we want to do in our transform is just change the x on this top one to one. This is the translation. Just just change the x to one. Now the other thing is we need to cam two or divide. And what we're going to do there is we're going to change the top value. Well, it can stay at 0.5 The bottom value, sorry, is going to change to 2.2 All right, so the final one, the tilt can stay at actual zero. And then what we want to do is we want to come over to this final transform. And what we want to do is we want to set the x value two minus n 0.5 like so. Okay, so that's basically everything. Now it's all a case of just plugging everything in. And then you'll see all of these outputs appear over here. Ones who've actually come in and name them. So let's come in and plug the first one in. The first one that I'm going to plug in is going to be this one, and that's going to be the curve radius. Now you'll notice that when I plug in, so let's say I pull this up here and I plug the next one in to radius. It's actually going to come up as radius on here. And then you've got a radius over here. Now we want to change the name of this because we want it a little bit more identifiable than just radius. So if I come in and I double tap this and I go to the start of it and put in rote radius, press center, you'll see. Then it changes on our group output and it changes over here as well, letting you know that hey, this is the rope radius. And it's then really easy just to, you know, go in and see how you want to actually change your rope whereas omer up's disappeared because I've got a jump, you know, without anything finished on it. All right, so the next one we're going to put in is a twist. So I'm going to grab this and I'm going to drop it into the bottom value of my divide. I'm going to just move this up a little bit. And then what I'm going to do is put my index up there. And plug my index in to my value of not 0.5 Now again, I want to go in and change this from value to twist. So all right, so we've got two more left, basically. One is the second rope radius. So we've got rope radius, but we also have a second rope radius that we can change to make it look a little bit. Some rope, even across the same, some rope, some rope isn't. So that then gives you a choice if you actually want to change it. So what I'm going to do is I'm going to come down and my rope radius, so this one here into my radius of my curved circle. And then I'm going to call this second rope rope radius like so now we need to plug in the bottom one. The bottom one, I'm going to plug into my resolution and then I'm also going to plug it into the resolution down here as well like so. And it's already called resolution and it can actually stay as that. All right, so now let's try and get all of these joined up. So the first one I'm going to join is the curve to the actual curve, so we've re sampled it, then we're going to set the curve radius on each of those points. And then what we're going to do is we're going to come to our curve, sorry, our set curve tilt. And then what we're going to do is plug in the curve to the curve again. Now let's plug in our math node to our tilt. So remember we're dividing it up based on that index. And then finally we're going to come down, I'm going to plug in my transform to the top here. Generally, you'll know if they can't plug into each other, they've generally got the same color. You can see here, if I just pull this out of left click and try and put it in there, you can see it's not actually going to work. So generally, you know green goes with green, pink with pink, white with white. Quite easy to actually follow. All right, now the join geometry. So I'm going to join both the curves together. So we have two basically ropes. So we're going to join them both together. One of them is a little bit offset, so we're offsetting it from the other curve. And then what we're going to do now is we're going to go in. And join those to the other transform. So basically what we've done is we've got two curves here, we've moved one over, and then we've brought it back a little bit, is what we've actually done with that. All right, so now let's come in and we've got our set curve tilt. Let's plug this one in to the curve, on our curve to mesh. Let's plug then the transform in over here to which was it profile curve, this one here. And then finally what we'll do is we'll come to our mesh realize instances and join this up. Now you should see what happens. Now we've got actual rope and the best thing is about this rope. So let's go back to our modeling now. We've got that, and what we're going to do is we're going to put this on object mode so we can see what we do. We can actually then come over to our spanner and what I can do is I can change the rope radius if I wanted to, so I can make it much chunkier. What I can then do is bring this twist up or down, depending on how thick my rope radius. So this could be something that's holding ships and things like that. Then what I can do is I can also change the value of the small rope. And finally, I can make it really, really, you know, blocky. Or I can make it a higher resolution, meaning it will look a lot more realistic. So everything is set up on there for you now. Now to realize this, because we do have a realized instances, all I need to do is press D, and that basically will realize the instance. If D doesn't work because you missed, you know, the other lesson, then all you need to do is convert to mesh. And the reason that works now is basically because we u, we put in that node which has realized instances. And now you can see we've got mesh. Now if I went back for instance and just before I did that, turn down this resolution something like ten. And then actually press D, you will see now that we've got way, way less geometry on there. All right, so that's actually how we do the rope. Now what we'll do is we'll actually move on and actually look at the vines. It's only a quick difference between them both. Now what I want to do is I want to bring in one curve. So I'm just going to bring in a curve half. I'm going to move that over, then I'm going to pick it up just so we can see what we're doing. And then what I'm going to do is I'm going to duplicate it. So I'm going to duplicate that. Now with this one, what I want to do is I want to come to my geometry node. You always have to click New for some reason. When I click the down arrow and click in this, it's basically because we need to add in a modifier, which should be. Let's have a look. Oh, we have got geometry nodes. There we go, Geometry nodes. Let's see if we can actually bring it in. Yeah, we will be able to do now. We've got one that's called, I think it was this one. Yeah, that's it. So this one here. Let's rename it as well, so we'll call it rope like so. And then what I'm going to do now is I'm basically going to copy this. So I'm going to copy this onto a new geometry node, control C. Go back to my geometry node, let's click New. Let's delete that other way. And then let's press control V. And just drop them all in there. Now let's go and rename it. So what we'll call this is vines. So now let's just add, in fact, we'll do this on the next lesson, because actually it'll give us a fresh start just to actually start our vines. It's not that complicated. And then by that lesson, we should have in the materials and everything like that as well. All right everyone. So I hope you enjoyed that and I'll see on the next one. Thanks a lot. Bye bye. 74. Vines & Ropes Finishing Touches: Welcome back everyone to Blender Beginner's boot camp, and this is where we left off now. Then one thing is when you bring them all in, your outputs won't actually get joined up. So you will actually have to go in and join those up. Now, first of all, for this one, let's bring in another curve circle. And the reason, obviously I want to do that is because I'm going to have three actual pieces of rope on this one. So I'm going to do is I'm just going to press Shift D and drop that down. Now the rope is actually going to be the same on the resolution because there's no point in having one high resolution and one low. So we're going to keep those the same. Next thing I'm going to do is I'm going to bring in a transform. So search, bring in a transform like so. And then what we're going to do then is come and change the x value to one. Let's change that to one. Let me save about my work just so I don't lose it. And then what we'll do is we'll actually bring in another transform. So I'm going to press Shift, bring in another transform, so I'm going to drop that down there. And then what we're going to do is I'm going to now come in to the transform. So the x value, I'm going to change to -1.73 And I know these values because I've actually been testing this of course, making sure everything works. Next of all, I'm going to come in and change the rotation on the vine, because I want it kind of longer, is why I'm doing this. I want the third vine to be really long, just so it looks like a jungle vine or something like that. So I want it to rotate slightly differently, you know, as it's pulled out. And that's why I'm putting one at -1.73 and one at 3,080.1 Now all we need now is just another geometry. As I told you, we can now join. You use two joins. So what I'm going to do is just drop that there. And then I'm going to press Shift A Search, and then join Geometry. I'm going to drop that in there. And then what I'm going to do is I'm going to plug in now my transform. So I'm going to plug my transform into there like so. And then what I'm going to do is I'm gonna plug this transform then into this one. And now let's actually plug in, let's plug in this curve first before we plug in everything else. So if I just plug this then into the geometry like so. Alright, so now you can see something a bit weird has happened. You can see though that we've actually got three vines on there. It's just that we don't have any outputs and nothing's actually plugged in at the moment. So let's then put our radius back in, our radius again like so. And then what we do, yeah, we've also got another one. What I'll do is I'll set this now in fact, I'll call it vine radius. Actually, we'll do what we did before, radius because this is the overall radius. Then what we'll do is we'll plug the next one in which let's overlook. This is going to be plugged into the value here. This, of course the twist. If I come down here in the twist, all right, so now we want to plug in the radius. The radius is going to be the same on both of these. So let's just pull that up there just so we can see it a little bit more. So the radius is going to be plugged into the resolution? No, the actual radius, we're plugging into the radius first. So it's going to be the radius on the second one, because we're going to keep the first one always the same there, so we can only change the second and third one, the radius there. And then what I'm going to do now is I'm going to come in and we'll do the resolution. So the resolution, we need to plug that into number one and we need to plug it into number two. So now if I change the vine radius, so we can change the rhyme radius, we can change the actual twist to pull it out. And then what we can do is we can have the radius of this change in and making it bigger and smaller. And you can also, of course, control the actual resolution on the last one. I think I just forgot to plug that in. Let's plug that in and now if I bring them down. Yep, that's all working out correctly now. And now you can see the difference between this one and this one. We've actually got vines now, obviously we could take this a lot further. We could, for instance, have it, um, twisting a lot different on here. We could actually set that up. We could set up a fourth one on here, maybe for something. I don't know what you'd use that for, but it could be used for a string or something like that, I'm not sure. But you could make this vastly, vastly more complicated than this set up that we've got here. Just remember, this is for beginners, beginners, introduction. And it just gives you an idea of what it's actually capable of. One of the, you know, as you actually learn more and more about geometry nodes, you can actually build procedurally generated cities, entire cities going back a little bit. You could create things like walls. You can create things like roof tiles, which you've actually had to play with really, really powerful. Once you've actually set them up, it's a big time investment setting them up, but once it's set up, they are amazing. Okay, so now let's go back to modeling. And then what I'll do now is I'll just put my material on my material view. And then what I'm going to do is I'm just going to now convert this from my actual curve to mesh. So I'm just going to press D and then one'm going to do is I'm going to join this one and this one. So if I grab this one and this one, press control L, and let's link materials like so. And then grab this one and this one and link materials like so. And again, if you want to go in and see what the materials look like, they're just basically two as you can see. I've got a different material on here. Let's have a Ok. So I'm going to go in Do my mine. Let's go to Materials. And what I'm going to do is you should be able to grab this one here, for instance, click a sign and then grab another one. So let's say let's grab this one, and then let's go to the three and click a sign. And there you go, Really, really easy to do that now with the rope. I just kept it the same color I think. I think with a rope. Yeah, I just kept it as a rope color, so you should end up with something like this at the end of this one. All right. So I hope you actually enjoy that. I hope you learned a lot from the actual vines and rope. I'm just going to pull them over there And let's actually, now first of all, let's put them in where they need to go, like so. And then what we'll do is we'll close that up, we'll open the next one. And here we are. So the last actual demonstration, everyone. We'll press all Tate as well, which is a sci fi barrel. Basically what we're going to be doing with this one is we're going to be learning all about Booleans, how to use them, what's the easiest way to use them, and things like that. You can have some problems with Booleans. A lot of people, once they actually start, you know, messing around with Booleans and realize the power of them, then they'll go away and they'll get, you know, some paid blender add ons. But we're actually going to bring in an add on that's actually built in with blender that does make Boolean operations really, really easy. At the moment, we have to actually use a modifier. So you come over to the modifier, you'll see we've got one that's called the boolean here, but actually we are going to be using that, but not in the way where we're just going to be adding it through the modifiers tab. So what I'm gonna do is I'm going to actually hide my floor. So I'm gonna hide my floor. Hide this bar again. Hide my son. And then I'm just going to grab my barrel, move it over. And then finally I'm going to save out my work. All right everyone, So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 75. 3D Modeling Lantern: Welcome back everyone to blend the beginners boot camp. And this where left off the final one. Then let's start with an actual cube. What we'll do is we'll press shift A. We'll bring in, not a plane, we'll bring in a cube, mesh and cube. Well then what we'll do is we'll go to Edit Preferences and we'll go to Add ons. And the one we're looking for is object ball tool. Just make sure that is ticked on and then you can just close it down. Now for now let's put it onto object mode. And let's press S and's ed and just pull it up so it's a nice size as a, I don't know what you call this, I don't know if you call it a health pack or a barrel, or a med, something like that. Anyway, all right, let's now reset the transformation. Reset all transforms, right? Click, set origin to geometry. Now what I'm going to do is I'm actually going to come in, select everything, so make sure everything is selected with L. I'm going to press shift D. And then what I'm going to do is, in fact I'm not going to do that. I'm going to move this to the side with that proportion editing on, and then I'm going to delete that. And instead what I'm going to do is I'm just going to select all of the sides, actually around the outside. And then if I press three, I'm going to press shift D. So duplicate and then essence Ed and bring it down. That is what I want. Something like that. It's basically a duplication of this because we're going to use this part to actually do the first bullion. What I'm going to do is I'm going to split this away from the rest, so pat selection and then let's regrab it. If you can't regrab it, just hide the other one. I'm going to press control. Lal transforms right click, set origin geometry, all teach to bring everything back. And then I'm just going to hide my floor. I'm going to grab this center part now. And what I'm going to do now is come in and add in a solidify. I'm going to pull my solidify just out. I'm going to bring it out. And then what I'm going to do now is I'm going to actually bring it in. So if I bring it in, that means it's going to make a cut in. They're going to make this. Now what I want to do is I want to come in and I want to press control left click, right click, control left click, right click. And we're just going around each side now. Left click, right click, control left click, right click. Now I want to do is I just want to put my x ray on just so I can see these. And then what I'm going to do is I'm just going to click all of these edges and then I'm going to press control and B. And just pull them out like so. Now I'm going to do is I'm going to press S and Z and pull them up so we end up with a really nice, you know, kind of look that's going to be indented into the actual cubes. So let's see how this turns out. So what I'm going to do now is I'm going to actually come in, turn this off the X ray. And then what I'm going to do is just make sure this is on even thickness so it's even going all the way around. And now I'm going to actually apply this, solidify. So let's press tab, press control over there. Now what you want to do is you want to grab your cube. Grab this other part here. Press control plus on the number pad. And what they'll do is it'll actually bring in a bullion. And then you can just click Intersect. Let me just see if I've done that correct. Let's press control minus. No, it's not control minus. I think I've got it the wrong way round. Control. No, look, no, I've got it the right way round. So it was this one then this one. Control plus, let's put the Intersect. Is it the Intersect union difference? I think I've gone the wrong way round. Let's just go back a minute. Let's grab this one for some reason now, going to go all the way back. So let's grab this one and this one control intersect. That's not the way that I wanted. I want to grab this one and this one control. And then I think I've got it here. There we go. It's on differences, because I'm clicking on Intersect Differences. All right, there we go. So that's the way I did it. So just grab this one, then the other one, and then control plus, and then you will get the difference in between them. Now the best thing about doing it this way is that we can actually see our cube, the actual bolling. Which means actually we can move this up and down to our heart's content. Make it bigger, smaller, and things like that. So you can see already, it's pretty powerful. Now you can also, you can also press control minus, and then you can actually pull it the other way, this part going out. So we can cut away a part of this inner one here. Instead of that, you can see already that we can do a lot of things with this. We can let our imagination run wild as you can see. Now, I have messed that up. What I'm going to do is I'm going to actually go back now and show you the other thing that you can also do. So we're going to go all the way back before we actually added in our solidify up to here. All right, let's put on even thickness. Now all do is we'll press tab. We'll then apply the actual solidify control A. And then what we're going to do is going to grab this, grab the actual cube and you're going to press control minus. You can press control minus or control plus. And that will take it basically the other way. If you click on then difference. Now you'll see that we've actually got something happening here. Now if we press Tab, you can see that if we come to our cube, our cube is still actually available. If I come to my cube now and press Tab, you can see it's actually still available. Which means that now I can actually come in, grab these edges. Press control B, pulled them out, press Tab, and now you can see that it's actually cut into that as well. Let's go a bit further though than that. Let's press control head again. Control B. Let's go back. There we go. Controls Ad. Before we just made the bevel control B, let's pull it in. Press the tab button and there we go. Really, really nice technique of actually doing it. All right, so now let's actually carry this on a little bit further. It's probably going to turn out a little bit different from the one I had here. Although I am making these a little bit bigger. As you can see, they're a little bit on the small side on this other one. Now let's bring in a cylinder. So I'm going to bring in a cylinder, I'm going to put it onto something like 20, and then I'm going to pull it up a little bit, shrink it in, press S and Z, pull it in like so. Then what I'm going to do is I'm going to grab now my actual cube, although it's not a cube anymore. And press control minus. And we'll end up with something like this. We can see now we've got actually two of them on, and now we can actually come in and work on this once we've actually applied those. Or we can actually move this up and down however we see fit. So you can see now not the actual cube, this cylinder can move it up or down, or left or right, wherever you want to put it. Now, I don't think I want to difference on here. What I want on with this one is let's have a look at union or intersect. I think I want it on union because what I want to do is I want to bring this up. So I think I'm going to actually have it like that. Next of all what I'm going to do is I'm going to press D and actually apply both of those. Now I can come in and actually delete those out of the way, and you'll see now that this is one object. If I try and grab this now press control. Plus, you'll see that it actually pulls away with the actual mesh, which is really great for making things like this bit here. So now I'm going to do this, I'm gonna shrink it in. I'm going to press and pull it out. And just kind of try and make this actual part here. So I'm going to put it something like that. And then you can get carried away with using booleans, so it's important to only use them when you really need to. What I'm gonna do is then going to grab this press control and just pull it out like so. And now I just want a loop in here as you can see. So if I press control, left click, right click, control again. And then I'm going to do no fret. Enter Olt and, and then I'm going to pull it in, right click and shade, auto, smooth. And there you go, really, really quick and easy to actually do. Now we might as well do the same thing for the top so we could make a hole in the top. I'm thinking I'll probably pull this out a little bit first. So I'm going to come grab my face with three. And then I'm going to do is I'm just going to pull it up a little bit. And then I'm going to press and then, and like I said, we could use another Boolean in here, but I don't actually want to do that. I'm going to then press I, and then I'm going to pull it in. Stop. All right, so that's looking pretty nice. Now, we will use a Boolean for this bit here. I'm just making sure I'm happy with it. So for this bit on here, let's actually first of all be level these edges off. So we'll do the edges on this top bit before we actually come to these parts here. So what I'm going to do is I'm going to come in, I'm going to grab it, going all the way around here, grab it going all the way around here. And you'll see as well. That's something I should actually say, sometimes booleans in particular. It does cause a lot of issues with the mesh. And you can see here that a lot of the times it's because it's not actually joining the mesh together properly. So you will actually probably have to go in if you want to actually export this out for a game or something. You will have to go in and make sure that it's all kind of cleaned up. So if it comes to face select to clean it up. We're going to come down triangulate faces and then right click. And where is it? Tries to quad. Now, I recommend not doing anything like this until you've actually finished actually creating it. Then what we'll do is we'll fix all of these edges up because there are other ways of fixing up measures you can come to the, you can make plan of faces for instance, and make sure that there's no manifold faces and things like that in there. Which is basically a face that it hasn't got enough geometry on it and it's bending in a particular way that wouldn't be realistic without geometry being there. That's basically what it is. All right, so what we'll do on the next lesson is we'll get these two sides leveled off. I'm just going to go back and not actually fix that yet because I don't want it fixed yet. I want to actually carry on. And then on the next lesson, as I said, we'll actually start creating the bottoms and these inserts in here. Alright everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 76. Adding Detail to 3D Lantern: Welcome back everyone to blend and beginner's boot camp. And this is where we left it off. All right, so now let's come in and actually bevel off. We'll bevel off the top first. I'm going to grab it going all the way around there. I'm going to press control B and bevel it off. Probably something like that. And then I'll come and do the bottom bit again. We'll select it all going up, but we can easily fix that. We can actually come in and just grab this bottom face, press control B and we should get the same actual effect. Okay, So I'm happy with that. Now what I want to do is I want to come in and I want to insert and pull these out a bit. So I'm just going to come in and grab them all. And then what I'm going to do is I'm going to press Enter and then alternate, see if I can bring them in. I can bring them in like so. But that's not exactly what I want. So what I'm going to do is instead of pressing, so I've just pressed controls head to go back, I'm going to press and insert them first, holding the shift born. Now you can see this is what the issues are that was talking about that we do have issues on the mesh where it's actually overlapping. We can see we've got issues down here. We can see we've got issues here and we really don't actually want that. So what I'm going to do is I'm going to fix that by going in, grabbing this one and this one. So this one first then this one. Now I'm thinking that if I right click and merge vertices at last because it was the last one, that, that then should make it nice. If a double tap the A nice and straight going down there for us, which it does now luckily for us we don't actually have to do that. As long as we grab the first one and the second one, we can just press shift. Should work. Does it work shift? Nope, it's not actually working. Let's try that again. Right click and merge vertices at last. Okay, I'm hoping that I don't have to do that in everyone. Let's grab this one and this one shift off and for some reason might oh it does. There we are. It's actually we just took a bit of time to think about it. I don't know why shift off and then just keep going around and just merge all these because you want to clean up this mesh. Anyway, the thing is you'll have to do one at a time. You can't unfortunately do a load because it will try and join it at the last Rt is that you actually selected. So it doesn't take long though to fix it. And as I said when, you know, this type of non, it's called non destructive because you're not actually changing anything on the mesh when you're actually working on it using the Booleans. But then when you come to actually apply those billions, it's quite destructive. So let's now come in though and grab these. So now we should have a nice clean mesh first to grab. And then what I'm going to do is I'm going to press Enter alternates and pull those out like so. All right, that's looking pretty nice. Now let's think about this part here. So what I'm going to do is I'm going, it's all about basically pre planning again. So what I'm going to do is I'm going to grab this part. I'm going to press shift D, and then what I want to do is just pull it out like, so I'm going to shrink that down then so and's zed. And then what I'm going to do now, I want to kind of make this shape. So I'm going to pull it out a little bit. So and X, let's pull it out like, so let's press control and bring herself a couple of edge loops in like so. And then what we'll do is we'll grab this edge and this edge I'll press three or one maybe. Control one. Yeah, control one on the number pad and's Ed and just pull them up. Now what I want to do is I want to make it a lied, a bit smaller than this. So I'm going to press L, squish it down then. And then I'm just going to grab these sens Ed and pull them out. Now what I'm going to do is I'm actually going to duplicate this and use this as a Boolean. So the first thing I'm going to do is I'm going to press L. And then what I'm going to do is, let's think about this. So what I'm going to do is I'm going to press and extrude it out. And then what we're going to do is I'm going to split this off away from it, so L P selection and then I'm going to grab it. Control all transforms and then right click set origin to geometry. In fact, we'll leave the actual transform there. And there's a reason I want to do that, and I'll show you that in a minute. So what I'm going to do now, I'm going to press Tab. I'm going to press A to grab everything, Shift D, and I'm going to move it out. And what that's going to do is it's going to actually keep my transformation there. Then I'm going to it, because I've done this in edit mode, not object mode. I'm going to press P selection, and then I'm going to come back to this one LP selection. Now why I've done all that, that seems a bit crazy. I'm going to grab both of these. First control a reset all the transforms. I've done that to actually use one of them as a bullion. And the second one is the kind of outer part along here as you can see. So that's exactly why I've done the way I've done it. Okay, so let's grab this one now. And what I'm going to do is I'm going to press L in edit mode and pull it back into here. I want some actual depth to this part. I don't just want it sat on the front of here. That's why I've actually done it. So I've got my part here, and what I'm going to do is I'm going to grab this, I'm going to grab this part here. And then what I'm going to do is I'm basically going to press Control plus, and I'm going to click on Where Is It Difference difference. There we go. And now we can see we've got that nice kind of insert into there. Now what I'm going to do is I'm going to grab this, I'm going to press Shift D, Enter R 90. And I'm hoping that once I've done that shift Z 90 shift R zed 90, I'm hoping now I can grab all of these and just link the actual, In fact, yes, I'm going to have to do it a different way. I'm going to have to actually join these all up. So what I'll do is I'll grab all three of these. Join them up to this one last. So control J, and there we go. Now we actually have all of our inserts. Now we can come in and actually put this on the outside of this. And the way I'm going to do it is I'm going to shrink this a little bit. So S and Y shrink it down. You can see I don't really want to shrink it like that, because I might move this from that point. I don't really want to do that. So I'm going to come in and edit mode, and Y shrink it down. And then what I'm going to do now is I'm going to get rid of the front, the front and the back. Delete bases, and then Alt shift and click. And then what I'm going to do now is I'm going to pull it out. I think we'll actually use a modifier on this. I'm going to press control all transforms, add modifier, solidify. Let's pull it out. Let's put even thickness on. And now we'll press Tab. And we'll bring this back into place. And you can see that we've got a lot of kind of flashing on here that basically means that the faces, the kind of intersecting and crossing over, that's not something we want. So to actually get rid of that, all we need to do is just move the offset down a little bit like so. And then we got it like kind of in the halfway point as you can see. And now there's actually no flashing. Now the one thing I do want to do, I actually want it probably coming all the way back. Do I want to come all the way back or do I want to leave a little bit of gap in there? Actually, I think that gap actually looks nicer, So we'll actually leave that there. Now what I'm going to do is I've grabbed it. I'm going to press shift D z Ed 90 shift D z 90, shift D 90. And you can probably see why we left this till last. Now, as far as modeling goes, it's probably the most complex piece of modeling because we're using all of those skills that we actually learned. Now I'm going to do is I'm going to press control J. Join them all together, and finally, let's supply that modifier. Now let's look at our actual barrel. So you can see we've got a lot of different things going on here. What we could do is we could add a few more parts to this. You can see we've got a little bit of a top bit here. I put that in, Yeah, I've put that in on this one. But we could have some more parts. For instance, you could add a part on the inside of here, on the inside of here, instead of the outside like grad here. That might be a nice idea or we might just add a part on sometimes because we're using Boolean we can really overcomplicate something. And it's not always the best way of doing things. So what I'll do now, it's all press shift. I'm going to bring in a cube. I'm going to bring my cube up. I'm going to press the tab button, just to keep it in the center of this orientation. Press S, bring it down. And I'm just going to fit this then in the side. So I'm going to press S and S, and let's get it into the side like so. And Y, sorry. S and X. There we go. Let's pull it back now into place. Yeah, and I think that actually, it's going to I think that's going to fit nice. I'm going to grab this bottom once, so I'm just going to put my x ray on. Pull this out just at the edge. Pull that back a little bit, and let's check out what that's actually looking like. All right, that's looking pretty good. Now let's think about getting this part maybe a little bit longer. So let's grab it and, and sorry. And Y, there we go. And let's actually vel, maybe just these edges off. So we'll press control B. Bevel them off. Okay, now what I want to do is I want to come in, I want to insert, so I, then what I want to do is pull it back with E and you'll notice it follows the actual curve of this actual face. So that's great. And now I want to put it on the other side. So I'm just going to press shift D, odds head. Not 90 this time, just 180 just to put it on the other side, so All right, and there we go. Now let's actually save out our work. And what we'll do then is we'll carry on with this on the next one. All right everyone. So I hope you enjoyed that and I'll see you on the next one. Thanks a lot. Bye bye. 77. Creating Sci Fi Handles: Welcome back everyone to blend the beginner's boot camp. And this is where we left off. All right, so what we'll do now is we'll come in and we'll make these parts here. So what I'm going to do to do those, I can see there's a little part in here, big part in here. So we can create those probably altogether. So I'll actually come in, I'll yeah, I'll just press shift. I'll I think I'll bring in a path. I think they'll make it easy for me. I'll shrink this down. And then what I want to do is I want to put this path into the top of here. So seven over the top, put it to the left hand side like so. And then I want it kind of as you can see on the other one, it comes down to just under here. So it comes down to here. So I think we'll actually replicate that. So what I'm going to do is I'm going to put this on to smooth. I'm going to press control one so I can actually see what I'm doing. And then all I'm going to do is I'm going to bring it down to there and then press E and bring it round like stove. Then I can see that I've nearly got it there, so I'm just going to pull it back and pull it up. And then what I'll do is I'll just fiddle around and just move this to the way that I want it. So you can see I've got a lot of control over this as well. I'm going to just zoom that in a little bit, making it look as though it's actually actually bending around on there. So I'm going to pull this one down, and there we go. I might need to move them up, but we will see if that's the case. The other thing is I want to move them to the side as well. So I'm going to bring out my mouse lock, and then I'm just going to bring them to the side and pull them up like so. All right, so that's that. Now let's come in and actually give this then some depth to it. So if we come over to our curve, let's add in some depth and then we can see actually where we need to move them. Okay, so I think, I'm happy with this one. This one, it needs to go up a little bit, I think. So I'm just going to bring it up and then on I'm going to do is we're just going to see if I can actually delete this one out of the way. So delete vertices and it will pull it obviously, but I just want to then make sure that I'm not wasting all that a mesh that's in there. This one's absolutely fine as you can see. All right, so the next thing then we want to look at is just make sure that you're happy with the roundness on these. As you can see, these are very close together and you might not actually want that. So what I'm going to do is I think I will bring in two extra edge lots. I'm going to grab this one. Sorry, two verts. Yeah, this one and this one. And then what I'll do is I'll delete these three here. So right click subdivide, and then 123. Let's see if I delete those vertices. And then I'm just going to put one in here. And I'm just cleaning it up and making it a little bit more even. And now I'm going to do is I'm just going to come in and just pull it out a little bit more if you want to flatten them out once you've got it as you want it. I'm just going to move this one round a little bit. Once you've got it as you want it, just come into the center one, delete vertices and then add in another vert. Right click, subdivide. Now you should be able to get a nicer curve like so. All right, that is, that's looking good. We can mess around with that all day as well. It's one of those things. So let's put it to that then. What I'll do is the next thing is I'll come on, I'll bring down a resolution always to one and then probably four, five, I think five on this just to make it a little bit smooth. And then what I'm going to do now is I'm going to press D. I think I'll actually press D because I'll mirror it over anyway, so D just to actually apply that. And then what I'm going to do is now I'm going to come in, I can see we do have a slight problem in that these aren't so uniform. If you like, let's actually come in and add in a edge loop. Let's bring this edge loop down to something like that. I think from that I can actually build. So what I'm going to do is Alt Shift and click Enter Alter. Pull it out with that portion added to non altern. And then I just want to twist this round a little bit. So I'm just going to see if with proportion editing on pressing, I can just twist this round just a little bit. So I'm just going to rotate it on the y axis. So just to straighten that up a little bit. And then what I'm going to do is I'm just going to now straighten all of this up. So I'm going to come to the next one. I'm going to press, I'm going to bring it in a little bit and just start straighten it up. All right, that's looking good. Okay, so let's add in a few sharp old shifting click just to make sure that we are not going to mark shop. Mark shop, So that we can actually make sure this is correct. So now for coming down auto smooth, you can see that we get our smoothing in. But the problem is that it's not high enough, so we can actually turn it up now because we've got these sharps in, So if I turn it up, you can see we've still got those shops in and it's still pretty smooth. So it's important if you need to do that, just to make sure you add some shops. All right, let's press control here. Control R here, like so. And then I'm just going to fill this bit in. So control here, and then I'm going to make one more here. Control. And then what we'll do is we'll come in with face leg, we'll grab all of these. And then what we're going to do is enter alternates. Bring them out without portion editing on. So just turn that off. Alterns. Let's try that again. I don't even know actually if we've actually extruded that. So if you're not sure, just come in, grab the whole thing. Go to, sorry, go to mesh. And we're going to go to clean up. And then what we're going to do is merge by distance 24 vert removed, which means everything has been removed now including these extrusions here that I had eat, enter and then alternates and pull it out like so. You can see with this one as well, it's a little bit out. So what I'm going to do is I'm just going to press control, plus I'm going to come with proportion, edited on again, art and Y. And I'm just going to spin it around very slightly. Yours to tidy it up that little bit like so maybe pull it in now. I need to fix this part now because you can see it's a little bit out. So all I'm going to do is grab this one, press G, and then I'm just going to pull it in and just make that nice and straight for me. All right, so I want a little bit of a bumpiness on this, so what I'm going to do then is I'm going to come in, in fact, we'll mark a sharp on here as well because you'll see actually that doesn't actually need one, but I'm going to mark one anyway just to be sure. So right click and mark sharp. And then what we'll do now is we'll come in Osit click going all the way around. So and then just keep following it round all the way back to here. And then what we're going to do is I'm going to press Enter Alterns. With that portion, editing on again. Alterns, bring them out and there we go. I think I'm actually happier with how this looks than that way because I add them that way and I think I actually smooth them off a little bit and I think it's just looking a bit better like that. Okay, so now let's actually put this over the other side. So what I tend to do is now I'll put my cursor to the center, so control all transform set origin 23d cursor. And then what we'll do now is we'll bring in a modifier. Modifier. Bring in a mirror. And then what we'll do is we'll put it also on the wire as well, like so now what I'll do is I'll actually apply that. And then I'll come in and put my proportional editing on in edit mode. And then just make sure that we've got connected only on. Because what I want to do is now I want to grab one going all the way around here, press G, pull it all the way out. And all I want to do is just move it very slightly, just so they don't look the same. So again, I'll do it on this one old shift click and then G, pull them out like so. And I'm also going to think, pull this one in a little bit just to make it look a little bit different. Aim on this one, then I'll pull it in from here. Maybe just a bit of different angle like so. And now you'll see they look actually different from each other and that's what we're looking for. Okay, so that's looking pretty good. So now what I'll do is we'll just do this top part, and I think we're near enough done. So let's come in and actually delete this out the way We don't need that anymore. Actually, we do need that because I need to come in and apply that. So let's apply it then let's delete it out the way like so now all we need to do is the handle, so what I'm going to do is save my work out. And then what we'll do on the next one is hopefully we'll get this handle on and the actual materials in place. All right everyone. So I hope you enjoyed that. And I'll see on the next one. Thanks a lot. Bye bye. 78. Adding Texture to Lantern: Welcome back everyone to blend the beginner's boot camp. And this is where we left it off. All right, so let's put in this handle. So the first thing we'll do is we'll press sur shift date. We'll bring in a cube. So let's bring in a cube. Let's make it smaller. And we'll put the handle the same way as the other one's gone. So that's fine. So, and's Ed pull it down and then and Y, let's pull it out. And finally S and X, let's push it in a little bit, let's put it into place then. And then all I'm going to do is just bring in a couple of edge loops. So tab control two, left click, right click. And then I'm just going to push those in with S and X without proportion that it's a non. So just push them in like so. And then all we'll do is we'll just round off these edges. So tab control lay all transforms and then we'll just round these off. Then finally we will bring in our handle control, round those off. Now let's press shift S. Ursa selected, just to put it on there, but I want to set the origin to geometry first, then shift S. Now what we can do is we can bring in a cube, bring in another cube, make it smaller. Let's pull it out to the size that we want it. And y, let's pull it out. Let's now pull it up. So I want it starting from there. And we'll say it's going to go. Let's have a look. Let's say yeah, round about there. Just do for someone to get their hand in there. And then what we'll do is we control Lal transforms tab again and then we'll come in, grab these edges, control B and then round them off as though it's going to be a handle, something like that. I think it looks absolutely fine. Now what we'll do is we'll come in, we'll grab the front and the back, press the Eban to bring it in. And then right click using your loop tools, click on Bridge, and there we go. There's the handle in place as well. All right, so we've pretty much finished on this, so what we'll do is we'll hide our son out of the way. We'll actually grab it all now. And what I'm going to do is just press D just to make sure everything's applied like so. And then what we're going to do is I'm going to press control J and join it altogether. Actually, I need to grab this one first. Press D and then control J, join it altogether. And you can see we do have those smoothing issues again, and we need to fix those. What we can do is we can come over and hopefully if we turn this up, we shouldn't end up with too many issues because we did actually sharpen these edges on these, and that's why I did that. I'm just going to turn it up a little bit more. Now, you can see that we do have some problems on this bit, mainly, and I'm looking at maybe on the bottom as well to fix that. All we'll do now is bring in our sharps. We're just going to grab a sharp. Going all the way around here with control click all the way around to the right click sharp. And there we go, that's that bit sorted. Now let's come to this piece here. So we'll grab all of these going round. So control clicking, Going all the way around. I'll do the bottom first, and then we'll do the top sofa. Grab this one, going all the way around to here. Right click and mark a sharp. There we go. Now let's fix this bit. So I'm going to grab it going all the way around. Mark a sharp there. Let's do the bottom bit as well. Right click, mark a sharp. And there we go. I think I'm happy with that, apart from these parts on here. So let's shade or to smooth. There we go. I don't actually know why they didn't get shade smooth, but anyway, there we go. All right, so now at the moment of truth, what we need to do now is connect it with this one. So control L link materials and now we'll come back to this one, put on our materials and let's have a look at what is on this one. So first of all, we need to come to this part and this part. And what I'll do is I'll come to my materials and I'm going to give it the scifi black. So click a sign. These parts here. I'm going to grab them all. I'm going to click, let's have a look. Camper Van Tires, let's have a look what they look like. Yeah, they might need some, a little bit of refining on those parts. We'll sort those parts out. I only want some rubber. Actually, I don't want to many other colors. So I'm going to do is old ship click now on the inside of here. And then I'm just going to turn these maybe into a different color Shift click control plus. And let's have a look what we've got. We've got stairs, metal. Let's have a look at what that looks like. Yeah, and I think that's going to look a little bit better. Now, let's work on the top of here. If I grab ol shift click control control. Plus I should then be able to come in and make these, the fi barrel. And then we'll come to this part shift click control control. And you can see I've grabbed the top there, don't really want that. So all I'm going to do is just minus those off. And then what I'm going to do is I got one selected there. No, I've not. All right. Cipi, barrel, click. Okay, And there we go. Now let's do these parts. So all I'll do with these is I'll come in and grab them all. Click a sign, and then this one and this one, I think I'll put back to the actual yellow click a sign. Okay, so that's looking good. Now let's come in and grab these parts. I think I'm just going to grab all these and I'm going to click Sipi barrel metal, Cipi, barrel black. And then I'll come in and do these and then control plus just to get them all. And then finally now we should be down to the bottom bit. Now I think on this one all I'll do is I'll grab these going all the way around. So now these parts here I think I'll bring metal in for these. Let's just grab all these stairs. Metal, click a sign and now the inner. I can't actually grab all of the inner parts. All I'll do is just grab one control, click, shift, shift control, and shift and control, and then the barrel liquid. And there we go, we can actually come in and actually should be able to unwrap those and make them a little bit bare As you can see, you can also place them where you want. All right, let's press Tab. Let's have a look at that. And let's put our EV light on just to have a look at how nice that actually looks. And there we go, there is our sci fi barrel or whatever you want to call it. Now let's go back into material mode. Let's press l tage, bring everything back. And what we'll do now is we'll drop these back into my hard surface like so. Let's pull this one back into place. And there we go, the final part. So I hope you actually made it this part. If you did, I congratulate you because you've got to have learned a lot of stuff in a pretty short amount of time actually. This course, I think is really, really good for people wanting to brush up on their, you know, the modeling skills. And I hope we've actually achieved that, especially if you're actually new. We did go a little bit fast, you know, from halfway point, but I think you gathered the skills enough to actually keep up without actually having to repeat processes many, many times. All right everyone. So we do have a lot of courses out there. We have something like 26 or 27 other courses, a lot of them really good stepping stone Actually, from this course going onwards, we also have courses that cover Unreal Engine five. So if you want to actually get into both parts of it, so that is actually creating the measures. And then to send them through to Unreal Engine five, we have that. And if you're actually interested in actually texturing as well to a professional level. We also have courses that cover the blender to substance painter process, where you can learn all about how to actually then make a full actual game prop. All right everyone, so I hope you really enjoyed that. Thanks a lot. Happy modeling, everyone. Bye bye.