Transcripts
1. Blender 3 The Ultimate Stylized Scene Guide Learn how to Create Scenes In Blender: Welcome everyone to
our latest course, the ultimate stylized
scene guide. And if you've ever wanted to create scenes
within Blender that have that Sims or city skyline
stylized look and feel, then this is a class for you. Join me as I take
you on a journey to create this beautiful,
sun dren scene, complete with other models
on your screen right now, and especially that
amazing ocean. So if this sounds like something you'd like to learn
how to create, then stick with me for a
few more minutes as we take a look at what you'll learn and what's
packed into the class. From the very
basics of modeling, all the way up to
advanced techniques to create a stylized, aesthetic look and feel. We'll be covering
everything from most of Blender three's modifiers to things like curves,
and topology. All materials will be
creating blender from basic shaders to
advanced node set ups to create amazing materials. Get a head start in shader
creation with things like cobblestones,
foliage, and oceans. We take a deep dive into the blender compositor to really make your scene pop
and come to line. Learn all about how to set up complex node trees to make your work stand out
in any portfolio. Welcome to Blender three's
Complete Asset Manager Guide. Here we devote a whole lesson
to learn about what's new, and now you can create
huge asset libraries. Create huge scenes simply by dragging and dropping your
models into the viewport. And best of all, this class comes in a massive
download pack, featuring nearly 50 references, so you'll never get lost, letting you focus on
building your scene. Air conditioning
units, scooters, hammerhead sharks
to name but a few. Advanced lighting
techniques, including gradient and HDRI setups. We'll be taking a deep dive into how you can
light your scene. Oh, and did I mention, we also discuss
cycles X renderer, the brand new renderer
to Blender three. Like all my courses, this course comes with a comprehensive step
by step blender guide. With our intuitive, animated pop ups letting you control the
pace you want to go at. So whether you're a
complete Blenda Beginne or a Blenda Jedi, I'm sure there will be something you can learn from this class. So, why not come, give us a try and be blown away by
what you can achieve. And there's always happy
modeling everyone.
2. The Basics of Blender for Beginners: Welcome everyone
to Blender three, the ultimate stylized
scene guide. As you can see in this one, I'm using Blender 3.0 0.0, and I would say anything above blender 2.8 or above
should actually suffice. If you're using
Blender 2.7 something, you might want to
upgrade to Blender 2.8 plus because there are some things that might
be in the course that you won't be able
to do with Blender 2.7, or they might just
not work correctly. We're talking about things
here like the EV renderer, or the node system. Some of the nodes might not
be there, things like that. With that said, then, let's get started on the
actual course. The first thing you want to
do is you want to actually download a download pat
that comes with the course. So here is my download pack. You can see in here,
we've got HDRIs, we've got a human reference, and we've actually
got our references. All of these things
we're going to go into pretty shortly actually
and throughout the course, we're going to be using
a lot of these things. So just make sure that you've actually got that downloaded. Now, the first one
we're going to actually discuss is
this human reference. If you click on there,
this actually is a OBJ of a human reference, which is 1.8 meters tall, and we're going to
use that actually to kind of scale all of
our parts around this. So you will notice that on
your actual reference pack, so if you go to our references, you will see that
on all of these, but just pull this over, we
actually have human here, and that is what
we're going to scale all of these things on. And that's why these are here. Now, you will notice
that a lot of times when I'm actually
creating the references, you can't actually
see everything. That's up to you then
to actually add what you think you would
like to add there. But we will be building it
out all of it, the front, the back, the sides
and things like that, but you might actually want
to change a few things. I just gives you
the ability there just to change things if
you actually want to. Let's close that down now,
now you understand that. All right. Now let's actually
bring in our humans, so I'm going to go to file. I'm going to come
down to Import. I'm going to go over
then to where it says wayfront OBG normally
use FBX and OBJ, and it will be putting down
on the right hand side he what the difference
is between them. Also, you will
notice every time I move my mouse that
you've got keystrokes, it will show my
keystrokes down here, so they will be on as well. So file, let's go
to Import, OBJ. And then what we're
going to do is go to that download pat now. Here's my download
pack as you can see. Inside there, we're
going to double click the human reference, human reference here Bj, double click it,
and there it comes. As I say, this guy
is 1.8 meters tall. If I press number one on
my actual number pad, you will see that each one of these corresponds to a meter, so you can see is roughly
1.1 0.8 meters tall. All right. I want to
do is at the moment, I want to grab hold
of him and you can see that I've got a
little dot over here. This is the
orientation of my man. Now, if I just rotate him, so if I press R and
y and rotate him, you'll see that
the orientation is rotating from here, and
that's not what I want. The first thing I want
to do is actually put the orientation
in the center of my man just to
make sure that it's rotating and moving
from the correct place. I'm going to do that
is I'm just going to write come down to set origin, and then go to
origin two geometry. Just make sure that you've
actually got him selected, so this yellow outline
should be around him, right clip, set
origin, two geometry. And now you can see that
the orientation is right in the center of this
actual geometry. Next of all, I want
to put in the center now because this basically
where this cursor is, this little round red
and white cursor, is the center of our world. We generally call this
the ground plane. And what that means is where
this red line is or if you press three on the number
pad or this green line, you can see now if I
just turn that round, so I've got a red line
and a green line. This is the x axis,
this is the y axis, but it's a great
place if I press one to actually put a ground
plane on and actually position all of your parts
on because then you've got something some kind of
reference to work from. So let's first of all,
put them in the middle. So the way I'm going
to do that is, so I'm going to do
that, first of all, I'm going to show you how
to move your cursor around, so I'm going to shift right
click anywhere around here, and that then we'll move
the cursor over there, which means now that
if I press shift S, come down to where it
says selection to cursor, and because I've got
my man selected now, it will put in bang where the cursor is based on the
orientation of my man. Now, I want my man in
the middle of the world. I'm going to do that is,
I'm going to press S again, cursor to world origin, and that then will always
put it in the center. It's a good idea if you build everything around the
center because it just makes things
easier because you can always position this
cursor in the center. All right, so let's move our
man to the actual center. So we're going to press shift S, selection to cursor keep offset, and now our man is actually
moved to the center. Now, you will notice
that his feet are actually through
the ground plane, and that's not
something we want. So what I want to do is I want
to press shift space part. And then what we're
going to do is I'm going to come down to
where it says move, and that then will
bring me a move gizmo, where it can
actually move my man up and down left and right. With this actual Gizmo. So I'm going to do is
just going to pull him up and put him on the
ground plane like. Now, why I press one
on the number pad is because I can really see now
where his actual feet are, you can see his feet
are nearly there, and that's why I
actually did that. Now what we're going
to do is we're just going to save this out,
so I come to file. Save. I'm going to save it in the file where the
other references are and things like that. I'm just going to call it Bach. Beach seen lender build. Press center, press center, again, and now it's
actually saved out, and you'll notice on
the top of the here, you can see where it's
actually saved out as. Now the thing is now every
time you save it out, just come to file, save
and just save it out. I would say, save it out
after every single lesson, or if we're doing something
really, really complex, so actually blend the crashes, you can always get
your work back. Now what I'm going to do
is I'm going to give you the basic introduction
to Blender. If you're new to blender, then please go ahead
and watch this, and I'll see you
on the other side. If you already know this, just
head on over to listen to, where we'll actually carry on and actually start
building something out. All right, everyone. I
hope you enjoyed that and I'll see you in the next
on. Thanks a lot. Bye bye. Hello, everyone, and welcome to the basics of Blender
part of the course. I recommend grabbing
a pen and paper or aw document and join down
these keyboard shortcuts. He'll be going through
the very basics of Blender and the keyboard
shortcuts you will need. With all that said,
let's get started. So on the left hand side, your kit see, I have
key casting on. This will show you 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 new to three D modeling 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
viewport, 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 O 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, is 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. And 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 DCN 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. So 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 butt, it will drop that back in place. Now, you can't see
there's actually two cubes in at the moment,
what there actually is. We need to bring in the gizmo, and the gizmo is basically
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 move 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 G and then click, left click, and it will put
it wherever I want to do. 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 o mow 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 bond, you can see now
that I'm actually rotating around the
origin of this cue. 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
verts, 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 vertice select, I can select to verts. You can also select
another vertice 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 face, shift
select, the second phase. And this is how we can
select multiple objects. Now, the next thing we need
to discuss is the axis. So we can see 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. So 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 S and Y, and now you can see, I can
scale it out along that axis. Now, if I want to
scale it out on the x, so that's the red axis, I'd press S and x, and I can scale it
out along the axis. And again, the same thing. So S and Z, the up and down axis is Z, and it's S and, and then you
can scale it up and down. Finally, as we, 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 A button, and then I'm going
to rotate it around. I want to rotate on the y axis, so it's r, y, and then you can see it will
only rotate on the y axis, and no matter where
put 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 r and y again, and then let's give
it a degreese. So all we're going to
do is going to press 90 on the actual
number pad, so 90. Enter button, and
now you'll see it's rotated by 90 degrees. So just to summarize that, S 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 path. 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 t 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. So in 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. Now, before we finish this
section of the course, I need to show you something
that's also very important. 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 they should always do that when you first
download a blender, you should always put
on the status bar, which is this button here. 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 andide, 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 I hope you'll found that both helpful and informative, but more importantly,
easy to understand. So now, as they say, on with the show. A.
3. What are Polygon Counts & Why They Matter: Welcome back everyone
to Blender three, the ultimate stylized
scene course. Now you've gone
through the basics. Let's take a look actually
at our references, so I'm just going to
pull these across, and here you will see that we have all the references
for all the parts, all of the hotel, and the actual parts of the
windows and things like that. Now, you will see that
the windows and things. These aren't actually taken
with a straight view. They're actually taken at a
little bit of an angle just to make it a little bit more difficult to actually
create them. I've done that
because generally, when you're actually
trying to get your own references
and things like that, you're basically not going to always have them
straight through. You just have to think
about it and make sure that these are actually correct
based around our map, and that's actually
what we're going to do. Now, things like the hotels, if you click on
one of the hotels, you can see that these
are straight on, which means that these are
exactly the right size. If you're going to get
schematics and things like that to base models around, then you should get them
where they're straight on, and where ideally, they've actually got some
reference point, or you can actually cut out
your own reference point and bring it in and make sure
then that actually fits. What we're going to do is we're actually going to pick something pretty similar out of all of
these just to make a start. You can see we've got
all of these parts. Now, I'm thinking that
the best way to do this, as you can see, we've got something like
a moped which is actually an incredibly difficult part to actually make
straight off the bat. That's going to require a lot
more skills within blender. Then let's say something like the actual door, which
is this one here. So I'm thinking, if we start with something
like the door, you're going to learn a
few basic modeling tips and tricks and things like that. And then as we work through, we'll actually build on
that up and up until eventually you're creating
things like the actual hotel, the bar, the moped,
things like that. All right, so I think the
first one we're going to actually start on is
the actual sun shader. Now, what I'm going to do is
I'm going to show you how to actually bring in reference
and actually work from it. But for me, I'm actually going to have it on my other screen, which is on the
left hand side, so I'm just going to
put this over there. So when we talk about
bringing a reference in, that is your cue to actually
change the reference out. I'm going to show you
how to do that as well. So let's put that down for now. What we're going to do is
going to press shift A, and we're going to come
down and you'll see you've got image and reference. Now I'm going to show the wrong way and the right
way to do this. I press shift A to
bring in a primitive, come down to where
it says image, bring in a reference, and now I'm going to
find a reference. I'm going to find a reference, and it's called the sun shader. If I scrolled down, I should
have one, that's sunshader. Now when you bring that in, you can see it's at a really, really weird angle, and
if I press one now, it's not very good
to work with at all. What I want to do is I want to set this up correctly
in the first place. What I'm going to do is I'm going to leave that out the way. And then going to come to
shift A image reference, and now let's bring in that sun shader once
more, so sun shader, and now you can see that
it's perfectly straight, and that is because
I press one on the actual number pad and add that straight on view
that we're looking for. Now what I want to do is I
want to bring this up and I want to make sure that my
man roughly fits in place, which he does as you can see. It's roughly fitting in place. Now, it's important that when
you bring a reference in, just make sure that your
guy is the right size. Now, as I say, I'm
going to be a lot of the time using my reference on the other side of my screen
for something like this, though I can actually
use the reference. Now I'm going to show you
On the right hand side, if you look over here,
you've actually got one that's like a little
image with a triangle. If you click on there, this
is actually this image. You can see here it
says Sun Shader. You can also see that you can actually mess around with a few of these like the opacity. We can bring that down if
we want just so we can have it a little bit more seafood
and things like that. I want to do is I want to change this reference out, let's say. If I come here, and let's
go to the beach bar. You can see now it changes out. And as I say, the one thing you would need to do is make this a little bit bigger just so it lines up to our
actual human there. And now you can see it's that easy just to change these out. All right, so what I'm
going to do now is, I'm just going to press
control there just to go back, bring in my other
reference, and there we go. Now we can actually start building this actual
sunshader out. What we're going to do
is that we're going to bring in first of all going to put
this roughly in the center just so I've got
something to work with. And then what I'm
going to do now, I'm just going to move
my man over this side because I know where I'm
actually working to. I don't actually need
him at the moment. I'm still going to leave him in the scene because I am going to need him for future builds
and things like that. So let's first of all,
bring in our primitive. Now, it's important
again to make sure that the cursor
is in the center, so shift S, cursor
to world origin, and then shift A, and
what you're going to do is you're going to bring
in your first object, which is going to be
an actual cylinder. Now, when you first
bring cylinders in, You'll notice that
this cylinder has a ton of actual vertices.
What do I mean by that? Well, if a press
tab, you can see we've got all of
these lines here, and this basically is
adding to our polygon cam. Before we do anything else, the most important thing
to do is come up to edit, go to preferences,
come to interface, and you will notice now
that if you scroll down, you've got one that
says status part. If you open the status bar up, you'll see we've got
all of these that aren't ticked to pot
from blender version. You can see down on
the right hand side of your own blender, that says 3.0 0.0 or whatever
version of blender using. Now, if we tick these on, You can now see that we actually have how many actual
vertices are in the scene, how many faces, how
many triangles, how many objects, and the
memory we're actually using. This is really important
because we don't want to go too crazy
with our polygon count, because if we do that, then
we're going to really, really slow down blend it. This is really helpful
if you want to find bottlenecks within your own blender
scene and things like that, which are really starting
to slow it down. Now, if I close this
down and you can see that this menu is
actually disappeared, and why there is is, if I
delete this out the way. Let's also look
at why we need to bring polygon counts in and how we can lower them
and things like that, and also why that
cylinder disappears. If I come to my man here, if I press H and hide
them out of the way, you will see that now we've actually got no
objects in the scene. The man, if you press
tag to bring him back, as a fair few polygon
counts. We can see this. If we actually press tab, you can see just how dense this polygon count is
of this actual human. Now don't worry in the end,
we actually get rid of him. He's only there as a reference. Let's just hide him out of the way scene as
we don't need him, and let's press shift a and
bring in our actual cylinder. For bring in a sun,
you can see at the moment, the triangles. This is the one that we're
actually looking at. The triangles is basically
the polygon count. To put down the bottom
right hand side here, what polygon count is
and why it's important. But be safe to say that the
higher the polygon count, the slower anything
is going to run to the point where if
you've got millions and millions of
polygons in the scene, it's going to be very
hard getting around, very hard sending anything through to other
piece of software, things like games engines
and things like that. It's important we
can keep our polygon count to a relatively
low number, especially if we're dealing with things like stylized assets, we can really get away with
actually lowering it down. You will notice on things
like games, for instance, that everything looks kind
of blocky in some games, and that is basically
because they brought the polygon count right down in order to run
that game faster. So in other words, the
higher the polygon count, the slower generally
the game runs, unless it's very, very well optimized like something like Witcher or something like that. All right, so you
will notice as well, if I open this up, we've got a menu here
with the vertices, and the vertices are each of these edges that are
coming down here. Now, if I click off there, you will notice that if I
go back to my cylinder, we don't have that
option anymore. So it's important
that you change this before doing anything else. So I'm going to again,
delete my cylinder. Shift day, bring
in a new cylinder. What I'm going to do is
I'm going to reduce this down to something like 14. 14, bring it down and you can see it looks a
lot more blocky. Now the thing is,
You want to get away with this that
it's still blocky, but still actually
able to shade smooth. If I right click and
come up to Shades Move, so if I shade it's smooth, and then come over to
the right hand side where this little triangles, come to normal and
click on AutoSmo. You can see now that
if I go round it, it's still in blocky, but it's actually smooth. So I'm going to show you
what I mean by that. I'm going to actually delete
that again out the way. Press shift A, bring
in a cylinder. I'm going to put this
cylinder on eight, like so, I'm going
to right click, Shades Move. Auto smooth. Now you can see even though
I'm smoothing it off, it's still actually blocky, and that is because
Blender simply hasn't got enough vertices to actually
make this actually smooth. So you've got to
take that account into account when you're
actually doing this. Finally, let's bring
it in once more. Cylinder. Let's put it on 14, like so Let's write
click shape smooth, Auto smooth, and there we go. Now you can see it
looks absolutely fine and you can see how many
vertices have gotten there. All right, so let's
make this smaller. So one is going to press
one on the number pad. I'm going to press
S, I'm going to shrink it down to the
scale that I want it, which is around this scale, you can see bit more
maybe bring it up, and you can see it slightly
out on this actual reference, but we don't need to
worry about that. All right. Now we
need to do is we need to bring it up
to the top off here, so I'm going to press tab
to go into edit mode. Then as you learned before
what each of these dos, let's go into face select,
grab the top face, and because I'm
in edit mode now, I haven't got my Gizmo there. All I need to do is
press shift based bar, come down to move and
bring in my Gizmo, and now I can simply drag it up. If you have problems
dragging it bit base it means that you've just not
got the top face selected, you've probably got
some other parts selected and just bring it up into somewhere
around here. All right. The next thing we
need to do is now, we need to actually bring
this down to actually make this actual copy for
the top of here. There's an easy
way of doing that. What we'll do is we'll
use the same actual size, 14 basically to create
the top of here. What I'm going to do is, I'm
going to press shift de, to duplicate just this face, and then I'm going to
bring it up like so. You can see now that
we can actually use this to create this top. What I'm going to do
now is I'm going to press one on the number pad, and I'm just going
to press the SP, shrink it in just a little
bit, just to get that top. I don't actually want
this real point on here. I just want it to be slightly round on there,
something like that. Alright, so what
we'll do now is we'll come to file, come down to save, and then on the next lesson, we'll actually should, get
this actually finished off. Alright, every one, so hope you enjoyed that, and I'll
see in the next one. Thanks a lot. Bye bye.
4. Wireframe & The Blender Shading Options: Welcome back if we
want to blender three, the ultimate stylized
scene guide and. This is where we left it off. Now, what we want to do
is we are now actually start making this into
an actual canopy. The first thing I'm going
to do in edit mode. I'm still in edit mode, I've
still got my face selected, I'm going to press
E for strewed, and you can see there
that I actually can pull that down
on the Z axis. Now, the one thing
is if yours not pulling down straight
down which basically, you shouldn't be able to
move it left and right, just press the Z button, and what that enable
you to do then is have free in over where
you actually move it, press the Z button again, and then you'll be able
to pull it straight down. So I'm going to pull it all the way down to pretty
much the bottom. Now, I can't actually
see the bottom. So I'm going to do is
I'm going to press one, I'm going to pull it down then to where this actual circle is, and then I'm just going
to press the S button, and I'm going to
pull it out all the way to the edges of
here as you can see. Now, you can see that we're getting somewhere
with our canopy, but it's not perfect because
it's not quite lining up. So what I'm going to do is
I'm ws going to pull it up jaws to the top
of here because I want the edge of this canopy, Jaws to be a bit
more flat on here, and then I'm going
to press E again, pull it down like so. Now what I'm going to
do is I'm going to come to the sides
of this canopy now, so I'm going to press control. To bring in an edge
loop and then I'm going to bring in probably four, something like that, left click, right click, and now you
can see that we've got four edge loops here enaing us to actually
bring this in even more. Now the one thing is, I can't really see the
reference anymore, and I do want to be
able to see that. I'm going to do is I'm going
to press the ZD button, and what that has
enabled me to do is to go into the wire frame mode. Now up on the top here, we do have the other
shading options, so we the object mode, which is what we're
on now where it's basically not going to
show you any materials. It's just the basic outline
of our actual object. We have wireframe mode, which is the one
we're going to use, and then we have material mode, which we'll discuss in a bit. And finally, we have
our rendered mode. Now, we're going to actually
go into our wireframe mode. So click on that. You can see now that can actually see
through this actual mesh. Now what I want to do is I
want to bring these parts in. So if I click on
this edge loop here, you'll see that I grab
one of the edges. Now I want to grab it
going all the way around. So if I shift and click, you can see now that we've grabbed going all
the way around, really, really easy to actually grab a whole
edge loop band. If I press one now, were going
to go back to the front, and then what I'm
going to do now is, I'm going to come
up to the top here, and this is called
proportional editing. Now, what that means is
when I grab this normally without putting this on and I press the S b to scale it in, you'll see that we scale
in just this edge loop. If I put on proportional
editing and now I scaling, you can see that we end
up with a big circle. Now if I scroll my
mouse with a lot, we can make the circle smaller. If I scroll it out, we
can make it bigger. What I want to do is I
want to get that kind of happy medium where I'm
actually bringing it in. And actually bringing
these in now altogether. It makes it much easier to
do to actually do that. Now, the other thing is if you click on this little down arrow, you will notice you've got
a load of options here, but you've also got one
that says connected only. We need to make sure that we're actually using connected only. The reason for that is
that I'm not actually making this actual pole
smaller at the same time. You can see as I bring that in the pole is actually
coming in as well. Let's press Controls
and go back, and what I want to do is now I want to put it
on Connected only. Now when I bring this
in, you can see it has no effect on that
pole whatsoever. Let's press S, bring it in. And then let's work all way up, so it's going to be click. Shift click just
to grab that site going all the way around,
press the S button, bring it in, like so, and now let's all way down, so shift click, press the
S button, bring it in. And then finally, you
can see now we're probably going to need
another edge loop on here because we can't
actually bend this in because we have no
mesh to actually do that. Simply press Control off,
left click, right click, and we've already gone
more selected now so I can press S and bring them in. All right, so now it's
just a bit of refining, and you can see we're
probably going to need another edge
loop in the top here. So let's do that first.
Let's press Control. Left click, right
click. Let's turn proportion editing off now, and let's press S, bring it out, like so, so we're going to get this
into place, move it down. Then let's come to the next one. Lt, shift and click, S button, bring it out,
work our way down. S, and just keep
working your way down, shifting plate S til we can get it into exactly the way
that we actually want it. S. That's looking pretty good. Maybe you want to
bring this one out, S and bring it out. A little bit like so. All right. We could have another
edge loop in as well, so let's press Control,
let's press S, bring it in. Now, if I press Z, going to solid mode, you'll see that we've
got something like that, which is looking really nice. Now you can see that
although it is smood off, we do have some hard edges here, which we probably
don't really want. Let's actually fix those now. If I come to the top of here again, I'm
going to click on it. I'm going to press tab, I'm going to come again
to my edge select I'm going to select
all of these edges, and then I'm just going
to press control B and then just pull
it out very slowly. Now you will notice now that basically it's beveled
off that edge, giving us two edge loops. Now you can come in and
bevel it off even more, just turn the edge
loops up as you can see that smooths
it off even more. But for now, let's
just leave it on one, and let's not worry about these other options
or anything like that. All we want to do here he
just bevel off that top pot. You can see now it's
actually smoothed off. Now the thing is normally
before you bevel anything off, you will also see that that
option now has disappeared. It's exactly the same way is with the cylinder,
with the bevel option, once you actually
move or press tab, it's actually going to
disappear that actual menu. Now, the one thing you should
do before actually bringing in or using the bevel is you should always
grab the object, press control A, come
down and all transforms. Basically what that's
doing is at the moment, Blender still looks
at this object as though it's a cylinder
or two cylinders, and it doesn't know that it's
actually been manipulated, a load of edge loops added
in and things like that. Always think to yourself, if something's not
working, generally, it's going to be that the
transforms haven't been reset. Always, always press
control or transforms. Then finally, always put your origin to the
center normally. It's on the occasion,
you wouldn't do that, but normally we
press right plate, set origin to geometry.
It goes like this. Okay, I'm going to bevel let's press Control
A, all transforms. Let's right click, set
origin, two geometry, and it's just those two actual commands that we're
actually using. All right, so let's come in now and bevel off this part here. So why we actually reset our transforms as well is because when you
use the Bevel tool, a lot of the time, it
doesn't actually bevel it correctly because the
transformations haven't been reset. So now we've reset them, this should bevel
off absolutely fine. Let's press Control
B, bring it out. Let's have a look I'm
fully happy with that. Let's bevel it off once more. Probably with this
bit down here. Just not this bit on here. I'm going to come
in now. I'll shift and click. Control B. And if it's going
too fast as well, so you can see that it's really, really jagged, going really, really fast, press the
shift and hold it, and then you'll see
you can really, really slow that down. All right, Let's press
tab, and there we go. I think I'm happy with
that a pot from this heat. Is sill a little bit jagged,
so I'm going to come in now. Control B, pull it out, d in the shift, and there we go. All right, that's looking
really, really nice. Now, of course, we do
have another problem on here in that,
the bottom of here. Well, it's a solid piece. It shouldn't actually
look like that. Let's actually go in
now and fix that. We're going to come in,
come to face select. Grab this bottom face, pres delete, faces, and then you should end up
with something like that. But one thing we don't want
is actually two D objects. We don't actually
want two d objects. We need them to be three D. If I come and just to
my actual reference, had that other way because it's getting a little bit in the way, and now you can see that this is just a flat two D object. Now the reason we
don't want those is if you send this through to an real engine or
something like that, it will basically be C through. The reason for that is all of the games engines
and three D, they can't really work
with two D planes because it's either when
you put material on, the material goes
on the outside. In other words, The material
would come on this side, which means that it would
just see straight through. We need to have
material on both sides, and that's why we
actually need to create this into a three D object. I'm going to do is I'm
going to click on it. I'm going to come to my
actual bottom part of it. I want to press L, and what
that'll do is that I'll actually select everything
in that actual island. Bearing in mind, if
what we're going to do we going to discuss
seams and things like that. Next, if you've got
any seams on there, it perhaps won't go
all the way through. So just make sure if you're
selecting something with L, always have it on edge select. So come again, click
on one, press L, and then what we're going to
do is we're just going to separate it off now from
the actual top of here. I'm going to press P, selection. Tab. And now you can see
that these are in two parts. All right, so let's
come to this top part. Let's press Control A again. Let's press all transforms. Let's click, set
origin to geometry. And finally, now let's
save it out so file, save. And as I say, I recommend,
even if I forget, you save about a file at the
end of every single lesson. Now, what we're going to
do on the next lesson is, we're going to discuss our
first modifiers and how to actually turn this
from a two D object into a three D object. All right, everyone,
hope you enjoyed that, and I'll see you in the next
one. Thanks a lot. Bye bye.
5. An Introduction to Materials & Blenders Node System: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where
we left it off. Let's now bring in our modifier. Over here, we have
a little spanner and this says, add modifier. If you come over, add modify and the one we're looking
for is called solidify. If you come down to
where it says solidify, you'll notice straightaway
that it's actually got bigger. You'll also notice on closer inspection that
now it's not two D, it's actually a three D object. Now if we press tab, you will see that you can't actually see
actually where it's done. It's just grade out. But if you actually
click on this part here, then you can see
actually what it's done. You can see it's
added thickness in. Now you don't have to
actually add this on, but you can click it on just to see what it's actually doing. Let's just click
that off a minute. Let's put it on even thickness, and then let's
drag this out now. This is basically the thickness. If I drag this out, you can
see I can make it really, really thick if I want to. Now, of course, I don't
want it that thick. I still want it to
be relatively thin, but I actually want it
to be a three D object, and that is what this has
actually turned into. Now the last thing is
why you've actually got this modifier in place,
you can still edit it. For instance, I can come in, press G, which is the free
movement tool, pull it out, and you'll see that
it still actually gives it some actual solidify. So you can actually do
this on the fly as well. Let's press Control Ed, and now I'm going to do is I'm actually going to
come in and I just want to make this top here
just a little bit smoother. I'm going to come underneath. I'm going to come then
t shifting click, and then I'm going to
come round this side. I'm going to press Control B. And going to bevel that out, making it nice and
smooth, like so. And there you go,
you can see that it's easy as that to do that, and now it's looking much, much nicer. All right. So now what we need to do
is we need to actually, once you're happy
with the thickness, we need to apply the solidified. Bear in mind, you can't actually apply any modifier while
you're in edit mode, so you must be in object mode. And then what we're
going to do is going to hover over it and press control. Now you can either come to the little down arrow and click apply or you can hover
over it and press control, and that actually will apply it. And then once you've done that,
you can see now that it's actually a solid piece and
it's all mesh. All right. Now lastly, what I want
to do is I actually want to bring this part
up just a little bit higher so we can it looks as though it's
actually sat on something, not actually
floating in the air. I'm going to do is
I'm going to come round to the top here. I'm going to grab, sorry
the underneath of it. And then to press tab and you'll notice that I can't
see through it again. So I want to press
Z, go to y frame, and now I'm going to
come to face leg. And when it comes to face
leg, just to help us out. You can see now we've
got all the little dots, which are the faces. So if I click on this top dot, you can see now that I
can actually manipulate this from the inside and pull it up to
where I need to go. Now, generally, what I tend to do is once I've
actually brought it up, I'll press the tab button, I'll press Zed,
go back to solid, and I just want
to make sure that if I press tab now it's not
actually pulling through. So I don't want to poking
through like that, I want it jaws to actually
sat on the top of the leg so. All right. So I'm actually
happy with how that is. It's a very simple build. It's one that I've picked
just to make sure that we're really going to get our
teeth into actual blender. So I'm sorry if you've done all this before and
you know all this, and you dab end at
doing things like this, but we had to go
through this part. All right. So now let's
join it all together, so I'm going to
grab this button, shift select the top of it, press Control J, join
it all together. And now I want to do
is want to actually go in to put in some materials
and things like that. So one we're going to
do now is I'm going to play a short tutorial on how to actually bring nodes in and what
the different nodes do. And then what we'll do
on the next lesson is, we'll start getting some
materials onto this. Okay, everyone, so I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye. Welcome everyone to the short
introduction on importing texture maps and creating
materials within Blender. Here we'll be going through
basic material setups and easy ways to import your texture
maps all within Blender. 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 unrated. So now let's come 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 scam. 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 ODE. And you'll see one
called Node wrangler. Make sure that's ticked on, and then let's close this down. Now 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. And because I've
already created a wood, it will come up as wood.001. If you've got a 001, it will come up as
wood.002, and so on. You'll notice as well
that this has come in as a principle BSD F, and 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 setup, 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 principle BSDF. And what we're going to
press is control, shift, and T. And that
then will 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 mole, and then come over to say it's principal texture setup
and click that on. And 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. So let's zoom into here as well. And 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 create 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. So you can see here that
we can actually move the location of our
actual texture, and this basically is kind
of moving the UV map. Now, if we come, we can
also scale this up, as well as you can
see, so you can se 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, 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
will 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 see 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 then, 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 on to 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 setup 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, a 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, handmrk, 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 kind of shinier parts and
duller parts on here. So let's unplug
this. 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, 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 the
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 look 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 teslation, as you'll see shortly. Well, the one thing is, if you're using the
displacement map, you really need to well, you really need to
know two things. First of all, it
doesn't work in e. 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,
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 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 b 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 EV, and we put it on cycles. And then what we
can do is we come down now to our material, which is this button 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 button
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, and we can also change the
mid level like so. 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. Where our 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 viewpot
level up a little bit, it's nowhere near
the level of this. So if we put it on three, press Control A,
press the table, 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 EV, so come to our computer, a icon, put it back on EV, 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
occlusion is, but we can actually enable it by coming over to our computer, putting this on EV, 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 occlusion
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 inclusion 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.
6. Working With HDRI's & Realistic Lighting Setups: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. Now, I hope you enjoyed
that introduction into notes and things like that, and I hope you have a
better understanding now of what actually
we're going to do. So basically, we need to actually give this
two materials, and we also need to see what we're actually
doing with this. In other words, we need
to be able to see it in shading view just so we have a good idea where it looks like. So what I want you to do now is, I want you to go over to again. And you'll see here
that if I open this up that the one that says HDRI. So if I double click on here, you will see that we
have a HDRI in here, and we also have a
blender day HDRI setup. Now, this setup, you're free to use when in any of
the other scenes. All you need to do though
is make sure that you've actually got it open because I'm going to show
you how to actually use it. So what you want to do is you want to double
click on that. And what it's going to do is
open up a new blend file. So let this open up and you'll see that this is what
it actually looks like. Now all you want to
do at the moment, before we actually use this
is just come up to file. Then what you're going
to do is you're going to external data and just automatically pack
everything in there. Now it will say no
new files packed, and we're just doing that
just to make sure that we've actually got it
and everything in it. Now what you want to
do is you want to come to file and save. Now it's going to save it out exactly where you
actually opened it from, so that's fine. So
just save that out. Then what we can
do is we can just close this blend file down. And now find that we can
come back to our own file, and what we're going to
do is we're going to come over to our actual wild. If you click this on, you'll see that it says Wild and
there's just a background, a gray image and
things like that. Now, if I click
on my Shader now, which should be on EV, because EV is what it should be set on, which is the EV render, I'll put down the
bottom at and side what the differences between well, what EV renderer actually is. We're just going to
go basically into the very very basics of
the EV renderer right now. I'm going to do now
is I'm going to come over to my shading panel. You'll notice at the moment
that this is set on object, and I've actually
got nothing here. For Zoom at, there's
absolutely nothing here, and that's because
we've not actually put our material on this. Now if you come over to
our materials panel as you saw on the actual
introduction and click new. Now you'll see that
there's a principled with a material output on
our actual canopy. Let's first of all,
give this a material. I'm going to call it Canopy top, like so, and then I'm going
to click the plus button, new Canopy bottom. Like so. Now what I
want to do is I want to actually come in and
give this a material. So let's come to the
canopy top first. And all we're going to
do is give it a simple, simple base color, what I want to do is I want to
bring that down first. This is how dark it is, and then I want to make it a
nice brown color. You can see here
that this brown, it's a horrible color. I
don't really want it that. I want it a lot more
darker than where it is. Something like that
we'll do for now. When we've actually got
our shading in place, we will be able to
see this better. Give it this for
now, and of course, the bottom of it, we
probably going to want a little bit lighter
than the actual top. I'm going to do now, I'm
going to come to the bottom. And then I'm going to press tab. And what I'm going to do is, I'm just going to come
to Edge select, select the bottom with L, and then I'm going
to come over to the right hand side
and click a sign. And now you can see we've actually got two
materials on here. We've got the Copy top
and the canopy bottom, which is not actually done yet. So now if I come in
and change this color, you can see we've got
a little Pipette, and if we come over and
just click on there, you can see now
we can change it. It's pretty much the
same color as this one. Let's actually now though make
this a little bit lighter, so I'm just going
to bring it down. I'm going to bring down
the actual brown color, something like that, and
then just bring it down. I think actually, we've got
them the wrong way round. I think I would like
to use this color because I'm happy with it on the top and this
color on the bott. Let's quickly change those over. I'm going to press
tab, grab the top, and then going to come in.
And give it the bottom. Copy bot, click a sign, and then I'm going to come to the bottom press the button, click the Copy top, click a sign, press the tap on, and now I can see that I'm much happier with the way they
are because obviously, this part is the sums beating down it and really bleaching
it out and things like that. Now, the other
thing at the moment is you can see this is really, really shiny, and that's not something to want.
Let's come in. And turn the roughness,
this one here. Let's turn this this way, and you'll notice that
we can't actually see anything at the moment
with the roughness. This is because we actually
haven't got it on shader, we've just got it
on our material. Let's come over to
the right hand side and put this actually on our EV, and you'll see that we
can't see anything. And the reason is we've
got no light in the scene. Let's now come over to that blend file that
we're actually saved out. The first thing we're going
to do is going to come over to object, come down to W, Now we're actually in our world, and you can see we've got our background and world output. Now, of course, this is
not what we want either. We actually want
that set up that we have in the other blend file. How do we actually
bring that in? What we're going to do is
we're going to come to file. We're going to go to Append, then what you want to
do is you want to find the file where the
actual blend file is. It's in the HDRI. See here, Blender Day, HDRI set
up, double click it, because we've appended it now, we're actually able to go
into the actual blend file, you'll see one down
here that says World. If I double click the world, you'll see one that
says HDRI setup, double click it, and
now nothing happens. But if we come over to the right hand side now,
we can actually find. We've got actually one
called HDRI setup. Click that, and now end
up really, really pink, and you'll be wondering, well, this don't look right. Indeed,
it doesn't look right. We still have a
few things to do. First of all, though,
make sure that it's name. Let's call it Bach, lighting, or something like that,
and now that's actually going to be saved out as
soon as we saved this file, save it out, and there we go. Now, why does it look pink? The reason it looks
pink is because it hasn't actually got
a HDRI in place. So we still have
to bring the HDRI. You can see here on the environment texture,
nothing's there. It's got new and open. Let's bring in our HDRI. Again, we're going to
go back to our HDRI. We've got our XR and the EXR
is basically a proper HDRI. Lighting. Just make
sure if you're bring in your own HDRI or
anything like that, that it ends in dot XR. Let's double click that,
and now you'll see we have lighting and
we have our sky. Now, this is really great. You can bring in any HDRI, but what's actually better
about this setup is, we don't actually have to
use the HDRI backdrop. We can actually
change it and still keep the lighting and that's
the best thing about that. What we're going to do is,
we're going to come in. And you'll see here
that we actually have one called
gradient and color. Now if you put this, drag
this and put it in surface, it will be a solid color, and you can see here
that we can change this color to pretty
much anything we want. Now, I don't like really
using just the color. I prefer using the gradient, so I'm going to plug that in. Then what I'm going to do now,
actually that's quite nice for a beach scene or
something like that. But again, we don't
really want that ether. What we want to do is we
want to change it jaws to be little bit of lighter, something like that,
and now you can see, it's looking pretty nice. We've got Maybe we
want to put this on a tiny bit of blue like so, and then the sky will have
that on a nicer blue. Something like this probably
looks a little bit better. Now you can see that
the lighting on here, it's still a little bit light, so we can't really
see that much. Remember this is on actual EV. What we'll do is we'll just
turn up the strength to 1.5, something like that, just to
give it a bit more light. Now if I come over to
the left hand side and we go down to object, you will see that if I zoom out, and I come now to my top. Let's go to material, Canopy. Actually, I think we've got these names the
wrong way round. So we're going to call this
Canopy bottom like so, and we're going to
call this canopy top. Let's put them the right
way round, so TOP, and then find I'm just going
to rename this and put it at capital B because
that is important for when we actually save our materials and things like that. All right. So let's do
the canopy top first. I'm going to click
on that and now want to come in and
change the roughness. You can see now we actually have control over how rough
and shiny they are. Now, it's always better
not to put it on one. Just put it a little bit down, just so it's got a little bit of bouncing light off there. Nothing really in life. Is like just completely soaps up the sunlight
or something like that. So just put it relatively high, don't put it all the way on one. Now let's come to the bottom. The bottom, to be honest, is probably going
to be a little bit more shinier. Why is that? Because people are
handling it all the time? Generally, if people are
handling something that smooths it off and makes
it a little bit shinier. I'm going to come to this bottom and I'm going
to turn it up a little bit, but nowhere near as
high as the top. All right. There we go. Now we've got our
axles sunshader. Now the last thing we want to
do before finishing this is we just want to come over to where it is in our collection, and let's rename it to
sun Shader, like so. Now, leaving this lesson, we've got it built. We've got our lightening. We've got both of
the materials named, and we've actually got our
sun shader named as well. All right on the next lesson, then what we're
going to look at is creating assets in the new
blender asset manager. Now, this is only available
in Blender three onwards. Unfortunately, if you use in Blender 2.8 or
something like that, you won't actually be
able to use that feature, but we are going to cover it, and we will keep using it all
the way through the scene. All right, everyone,
so I hope you enjoyed that and I'll
see on the next one. Thanks a lot, bye bye. A.
7. Blender 3 Asset Manager: Welcome back, everyone
to blend the three, the ultimate stylized
scene guide and. This is where we left it off. Now, what we want to discuss
is, let's first of all, go back to modeling, and let's press tab just so
we can see what we've got. Now what we want to
discuss is at the moment, we've got this on EV. Now, in this actual build, I actually want to use
our cycles render engine. Down the bottom right
hand side here, I'm going to pop exactly what the cycles render engine is. I find that basically
EV is real, really good for
actually actually taking a quick image or
quick render of something. But if you want something
to really really pop, I feel like cycles is
really good at doing that. As long as you know how
to use the composite in. Now later on in the course, we're actually going to
be using composite in. The other thing is I should say, is that EV is also really good. At the moment, you can see
there's no stutter here. We can actually see all
the way around here, and even if we've got a lot
of things in the scene, we'll see around
there instantly. It's like an instantaneous. It's a bit like a games
engine where everything's rendered instantaneously as
we actually move around. That's exactly what EV does. Let's come over to
the right hand side, and let's put this on cycles
and you'll see straightaway, it takes much longer to
actually render out. It's also very very grainy at the moment in
the actual viewpt. But it gives you an idea much, much more how it's actually going to be rendered
out in the long run. That's why we're actually
going to put on cycles. Let's go through though a
few of the cycles options. For instance, at the moment,
you can see the feature set is unsupported and
it's on our CPU. Now, most computers, nowadays, you can use your GPU
to actually render things out and it does make
the process much quicker, especially if you
want to use cycles x, which is a new thing to
blender three as well. If you come up to Ed come
down to preferences. And what we're going to do now is we're going to go to System, and you can see here that
we have QDA Optics and HIP. Now, I'm not sure what
the actual HIP is, but I do know that this
Optics x is a new one. So we're going to actually
use O ptics X and QD, make sure both of these are on, so if you're having trouble where they
actually don't come up, then just make sure
that you've updated your drivers for
your actual GPU, and then you should be able
to have these coming up. The normally the G four RTX, which is available to use. You can see here,
I've got 2070 super, mine is actually available. I think they start at 1080 or something like that you
should be able to use it. Just make sure that
they're actually updated. All right. Now I'm going
to put both of these on. In other words, if my GPU is not running as efficiently as
it should, in other words, getting a bit hot or
something, hopefully Blender then should switch to the actual CPU instead and carry on rendering it out and that's what
that's there for. Once you've got
those both selected, what you can do now is
you can close that down, come over to the
right hand side. I always put this on
the experimental. And then what I'll do is
I change it over from the CPU down to the GPU. Like I said, unfortunately, if you've not got
a compatible GPU, you might have to use your CPU, depending on if
you're working on a laptop or a lower spec
or something like that. The next thing I want to
do then is I want to get rid of this speckled
part on here. I'm going to turn on the de noising and then what that does now you can see now it's much
smoother looking around. You can also turn on these
little interlocking links. I'm going to turn
those on like that, and that then gives us a much better view of what
it actually looks like. The thing is, at the moment, I'm finding that this
background is a little bit too much for actually
looking at our assets. What I'm going to do is,
I'm just going to head on back over to
my shading panel, put this on my weld, and what I'm going
to do is, I'm just going to plug in my HDRI. This is great than that
for rendering things out. The gradient is, but when you're actually
looking at something, you really want to be
able to see it properly. If I put it on there
now, I can really really see what I'm
actually looking at. The other thing is why it looks like this is because we're getting no bounce
off the bottom. Because obviously, this is basically see
through the bottom. We don't really
want that either. Let's go back over
to modeling now. L et it load up and
let's just finish. I think everything on here can stay the same
pretty much for now. It can change when we
actually come over to actually rendering it out. Now, you will notice before
we actually leave here, the viewport maximum samples
at the moment is on 1,000. If yours is stuttering and
taking a long time to load, just drop this down to 200
or something like that, and it's going to load
up much faster for you. Now, let's put our two
interlocking links on, Let's press tab, and while we've got a
cursor in the middle, I'm going to press Shift
S cursor to world origin, and then I'm just going
to bring in a plane. Shift A, mesh, bring in a plane, and you'll notice now
as I bring this out, so I'm going to scale it with S, bring it out, and
you'll notice night. It's much much
easier to see what this actual copy looks like. I'm going to
double tap the A. And there we go. Now
you can still see, it's still looking
a little bit dull. This is because we only
have one light source, which is from the actual HDRI. We could either
turn up our HDAI, so if it comes to our wild, we can turn this up to something like three and make it much, much brighter as
you can see there, O we can add some
proper shadows and things like that
with our actual sum. Let's bring in a sum. I'm going to do is
I'm going to press shift A. I'm going to come
down to where it says light. I'm going to come over
then to where it says sum. Then what I'm going
to do is I'm going to bring this up now,
bring it back. Then what I tend to do
is I always tend to move mass on in a certain angle just to give us
some nice shadows. I'm going to press R and
x and move it this way. You can see now we've
got some nice shadows, and then I'm going to also
turn it around a little bit. I'm going to press R and Z, turn it around a little bit so now you can see
we've got a really, really good idea of what this canopy is going to
look like in really, really bright sunlight
as what you'd expect in a beach scene that
we're actually creating. Alright, so that's that. Now what we're going
to do is we're going to go into New Blender
three Asset Manager, I'm going to show
you how to use that. So I'm going to save it
out again, so file, save. And then what I'm going to do is I'm going to play
that for you now, and I'll see you on
the next lesson. Alright, everyone, so I
hope you enjoyed that, and I'll see you in the next
one. Thanks a lot. Bye bye. 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. So 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 file, 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 we 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.o1. And the reason is,
of course, because we already have one
called modeling. Now, if I come and let click, so double let 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 preorder
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 I 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
ic on it. 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. It's important for
this to actually work. That first one I
want 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 default. 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 a blender, you're also going to have
this asset manager in place. Now, how do we make groups? The way we make
new groups is you can see here, we can
change this from all. You can see it's 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. So it's just a little plus to create a subgroup under all. If you want to subgroups
under materials, you just click the plus
on the actual materials, and then it'll create a subgroup under this actional 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. So 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 Blender 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 how 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 Blender 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. If we go to open preferences
and now we click on this, and 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 accept
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 piles 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've
got our cute material. Now what I want to do is
I want to right 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. Then you'll actually have
access to this material. Now, the next thing
you need to do is you need to a let's save a cube, for instance, instead of an actual material, let's
save out an object. A you do is you right click, come down to Marker's asset. Again, you'll see
now that we've got those three actual stack books. 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 re open blender, you'll see you can
go to your assets, and now we can see
that we can go to our user libry Open preferences, and let's find our actual blend 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 red. 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.
8. Creating Rocks With Blender Inbuilt Addons: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, you've learned
how to actually do the asset manager and how to
actually put them as assets. What I need to do now, if
you didn't watch that, you can just do what I'm
doing. You go to file. Sorry, we go to
edit preferences. Let's come down to file paths. I'm just going to take
off both of these, and I'm going to add a new one, and the new one is actually
going to be my Blender Bill. If I come in now, you can
see, I've got one here. And I'm going to collect
Add asset library. And then what I'm
going to do is, I'm going to close that down. Now, what I'm going to
do is I'm going to make a new actual one of these, and I'm going to call it
actually asset manager. So I'm going to come over or
asset, something like that. You can see have
great asset here, so I'm going to right click, and I'm going to move
it over to the front. So I'm going to move
it over to the front, you can see I've got one here,
which I can also delete. So I'm just going to right
click and delete that one. And I'm just going to
rename this to assets just to show you how I'm actually doing it just
in case you miss that. Now I'm going to do is at the
bottom right and side here. You will see if you come to the bottom right hand side here, you can see I've got
this set up here. And then what I want
to do is I want to drag this up and make a new one. So I want to actually
get rid of this one. So if I pull this down, so left click where
that little cursors, you can see that I've got rid of it and now I want to
create a new one. So if I come down here,
left click, pull it up. And there we go, I'm
making a new window. Now, let's come over to
the left hand side here. Let's put it on asset browser, and here is my asset browser. I've already set it
to the current file, which I don't particularly want. I want it actually to be
the file of the scene. So what I need to do now
is go to edit preferences, and there you can see that
we've got our actual scene. So I want to do is I
want to select this one and just make sure that
it's actually selected. Now, if you can't select
it, just close that down. Come to edit and you'll see that we've got lock objects modes on. Just make sure that
actually is not ticked on. Just make sure it's ticked off. Okay, let's turn these
now into actual assets. What I'm going to
do is I'm going to come to my actual sunshade, I'm going to go over to
the right hand side. I'm going to come
down. I'm going to put Markers asset. There you go. You can see that this is
actually in our assets. You can see that's
also in on the sign. We need to sort these out. But before we do that,
let's actually make sure that our materials
are also in this. I'm going to right
click. Markers asset. Come to the second
one, right click, markers asset. There we go now. We've got our three
actual assets in there, so we've got the sunshader, we've got both of the materials, and now we need to put these
in some sort of plate. What I'm going to do is
going to click Little Plus, and I'm going to call
Let's call it materials. Let's click Little plus again, and let's call this
one assets. Like so. And now we can put
these into place. If we go to on the sign now, I can grab both of these
with shift selecting each, and I can drag those
into my materials. I can drab my sunshader, and I can drag that
into my assets. And that's it. That's all
you really need to do. And now, basically, you can use these assets within any
of your blender scenes as long as you move this blend file to
wherever it needs to go. In other words, you need to set up something on your desktop, like we discussed
in that tutorial, and then you can actually pull
them in whenever you want. All right, we're also
going to set up HDR. Let's set that up just so
that's not there all the time. So I'm going to put lighting. Like so, and then I'm just
going to come to on a sign, drag that and drop
it in my lighting, and then I'm not going to have
to see that all the time. Okay, so I'm happy with that. Let's come to file now, and let's save that out. And now what we can
do is we can start working on our next asset. The next one we're
going to start working on is our actual C rock. If I double click
this and open it up, you can see these
are our s rocks. You can also see
that they've got a grading on them going from the top to the bottom
and things like that, and that's something we want
to actually replicate here. I'm going to do is I'm
going to close that down. I'm going to also put that down. Then what I'm going to do
is I'm going to press, I'm going to go to
modeling first. I want to press tab just to
make sure I'm an object mode. I'm going to go to material
mode just to make sure that I'm not in rendering
it all the time. As it really does
slow things down. What I'm also going to do
now is I'm actually going to move this over to
the left hand side. I'm going to press tage. Bring back my reference,
bring back my man. And then what I'm going to
do is I'm going to change this reference over now
on the right hand side, I'm going to change it
over to my actual rock. I should have one
if I scroll down, which says C rocks. This one here, so
double click it, and that actually
changes it over. Now, let's start bringing
in these s rocks, but before we do that, we can
see our man is tiny here. Now, if I bring my man over, I actually want to make this
actual reference bigger, not my man smaller. I definitely
don't want to do that. I'm going to do is
I'm going to press one, I'm going to press S, bring it up then and just try and get it to be the right side. You can see there pretty
much the right size. Again, it doesn't
have to be perfect as long as it's there
or thereabouts. Now I want to do is we actually need to bring some rocks in. Now, we actually
have an option on Blend a press shift day
and come over to Mesh. You won't actually
see anything here. This is because you have
to actually enable one of the add ons within Blender to actually be able to use
the rock generators. I'm going to do is
I'm going to come over to edit preferences, and then what I'm
going to do is I'm going to come over to add ons, and I'm going to type in extra. Just type in extra and
you'll see one that says extra mesh and extra curve. I recommend turning both
for these on because it's going to give you a lot more options
in the long run, a lot more things
to play about with and understanding what's
actually available. I'm just going to take both
for these on, like so. Then what I'm going
to do is going to hit that refresh. Close that down. And now on a presif day, you'll see if we
go over to mesh, you'll see that we've got
all of these extra options. If we go over to
curve, we've got all of these extra options
now and it really really makes it much easier to
build certain things out once you know what
these things actually do. Now, we'll be going
through a few of these, same as on the mesh, we'll be going through a few
of those as well. But for now, the one
we want to actually select is the actual
rock generate. If I click that on, You'll
see that straightaway, we end up with a rock
coming into place. Now the thing is, if I
move this to the left, it disappears again,
which is annoying, I know, but that's
the way it is. I'm going to do is,
I'm just going to move my reference
just over here, and then more going to press
shift a mesh rock generator. Now, the first thing
I recommend you do is if you turn the scale up, you can see that it brings them both up and makes
them much bigger. I don't actually
recommend doing that. What I would say is just bringing your rock
generator at the moment. So if I come down and just
put these both on one again, like so, and there you can see that we've
actually got those in. What I recommend doing is coming down to the bottom
where the presets are, and these are all the presets, so you can play
around with these. But actually probably
the one that we want is the actual asteroid. That seems to give as
me the best start. If I come to River Rock, for instance, it's too smooth, I don't really
actually want that. So I'm going to put an asteroid. Then what I tend to do
is I just tend to come over and just create
a few of these. Like ten, something like that. Now, you will notice when I've actually created these
on the right hand side, we've got all of these actual displacements
and things like that on, and that's not actually Well, what it's doing is
adding, as you can see, 600,000 triangles on
this or polygons, and that's not actually
something one. So I'll tend to do now is I'll pick the ones that
I actually like. I like this one. So I
have a look at this one. I also like this one.
Do we need one a little bit flatter or a
little bit more rounded, something like that
I'll do for this one. And out of all these, you
should be able to find at least something that actually fits what you're
actually looking for. So I think I'm going to
go with these three here. So what I'm going to do
is, I'm just going to shift select these,
press delete, and just keep deleting
these out the way, not delete a man, of course. All right, so now we've
got these, you'll see. That if I click on
one and press tab, you don't actually see
anything at the moment because these have got all
of these modifiers on. I need to do is first of all, I need to make sure that A, they are all joined together and B that the rolls smoothed
off and things that. If I join all these together
though, you'll see, if I press Control J, that they actually change. Just make sure when you
join them all together, that you're still actually happy with how the rocks
are, which I am. If you're not happy with them, We'd have to do it
a different way where if I press Controls Ed, I'd have to come in and add all of these modifiers
on first of all. I'm going to show you how to actually add these modifiers. You may just have to split yours up and do this separately. I'm going to join them
again with Control J. Then what I'm going
to do now I'm going to write click
shades smooth, and you'll see no lot
happens at the moment, and that's still because we've got all of these modifiers on. Now let's start adding
these modifiers. Now, it's important, you
don't start from the bottom. You've got to start
from the top. If I press Control A, control A and just
start applying them. Yours might be a lot
slower than mine, and now you can see
they're applied, and now I press shades smooth. Again, nothing happens
and why doesn't happen B We've got a lot of
polygons in here. What we need to do
now is actually sort this out because we've got 240 maybe 200,000 polygons. Let's hide our man out the way, so we're going to grab our man, and you can see we've
got 200,000 polygons, which is just way way too
high. Let's click on them. Let's come in then and add
in a decimate modifier. Let's put this then on
something like No 0.1, so type not 0.1. It will take a bit
of time to load out, but now you can see that we're actually
getting somewhere. We're down to 20,000 polygons. Still probably a
little bit too high. You can see here this is the face count of these
actual polygons now. Let's put it on something
like No point Not fine, and that then should hove it. Again, to 9,000 polygons, and I think 9,000
polygons for these rocks. We're not actually taking it into a games engine or
anything like that. So I think actually
that's going to be quite nice, actually. Let's press control
late and apply that, so I'm going to hover over
it, press control lay. There we go. And now
for a press tab, you'll see that's what
we've actually got. And they look really
really nice mesh as well. I'm still not able
to shade smooth. If we come to actually the
Shades Smooth options, if I turn this up,
you can see that now I'm actually able
to shade them smooth. But there is another way we can actually do something with this. If we come back to
the modifiers tab, you'll see that you have
one that's called Smooth, and if I click that on then, you can see that it starts to
actually smooth those off. If I just put this back on 30, and now I actually come back to my modifiers tab and actually turn up the repeating process
and bring this up a bit, you can see that we can actually smooth them off at that 30, and now they're actually looking pretty nice and realistic. That's an easy way
to actually smooth off rocks and create rocks for yourself
and things like that. I think I'm happy
with these rocks. Remember that rocks like this, they wouldn't really
be jagged maybe in a few places where the waters actually hit them,
but not in many. If you want to smooth
it off completely, just turn it up just
that little bit more. To actually get it
all smoothed off. Now, I think for me, it's
still a little bit too high, so I'm just going to bring
it back just a little bit, and I'll turn up the amount. I'm just going to
look where I want it. Something like that, I
think I'm happy with. All right, so let's
off over there, press Control A, and
now in your press tab, you'll still see that all it's
done is actually smoothed off the actual edges and
vertices and things like that. It's not actually added
any more polygons to it. So we're still at the
10,000 polygon count. All right, Last of all, then, I'm just going to save
it out, so file save, and then what we'll
do on the next one is we'll actually get
in our material. Okay, everyone, so I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye.
9. Creating Ambient Occlusion Shaders: Welcome back everyone
to blender three, the ultimate stylized
scene guide and. This is where we left it off. Now, what we want to do
is we actually want to give these rocks
obviously some material. So let's ramp it
up a little bit, and let's make a material
that's a little bit harder than the P material
that we actually created. First of all, though,
let's split them up, soon as they're going
to be split up, so I'm going to grab this one. I'm going to press L.
And press P selection, and then I'm going to come
to this one L P selection, and just split all those off. Now I'm going to press
tab, and you can see at the moment that all of the orientations are over at this one, which
this shouldn't be. What you can do though is
you can grab them all, like so, shift select them all, press Control A, all transforms, and then right click and
set origin to geometry. You'll notice now, the
best thing is it actually selects individually
the origins, so you can do all at the
same time, in other words. Now, what I'm going to
do is, I'm just going to hide my rocks and my actual reference
out the way with H, and then what I'm
going to do now, I'm going to come and
actually put these rocks jaws together just so I
can see what they're actually going to look
like, going to press one. Like so, something
like that. All right. Let's come to this
first rock here. Let's come over then
to our materials. Let's click new and we'll
just call it rocks, like so. And then what we'll
do is we're just heading over to
our shading panel, and then we'll put this
onto object. All right. This is what we're
going to start with. You'll always start with the principled and a
material output, and on this one, we still
want to keep our principle, but we want to make it a
little bit more complex. I'm going click, grab
my material output. What I'm going to
do as well as as on the material gad
that I showed you, I'm going to come to edit. I'm going to go to preferences, and then what I'm going
to do is I'm going to search for the node wrangler. We're going to bring
in the node wrangler. Here is a node wrangler. I'm going to tick
that on because it does make things like duplicating or creating
certain nodes much easier. Let's just tick that
on, and then we we do is hit refresh.
Close that down. All right. Now I'm going to do is I'm going to first of all, bring in a ambient occlusion. The reason I'm bringing
that in is because ambient occlusion
is really easy to get dark spots and light
spots in your actual shader. What we're going to
do is going to come over here to the left hand side. What I'm going to do
before extra start this is my actual shading panel, it looks wrong because we've got all of these files here. We're not going to need them. We've got the UV over here, which On this occasion, we're not really going
to be using things like texture max and
things like that. We may as well just come
over and just bring it over. I'm just going to grab
this little plus there, pull it over to
the left hand side and do the same thing down here. Grab it, pull it over
to the left hand side. If I do need it, it's so simple, then just to come over and just drag it this way and
bring that back in. I'm just going to bring it over to left hand side like so. All right, let's bring
in ambient occlusion. Shift A search. Of course, the nodes
that I'll be using, I will give an actual guide on the right hand side
about what I'm using. Let's bring in ambient
occlusion first. Let's drop that in there.
Let's zoom in a little bit. What we're going to do is
we're going to actually put the distance on 13.3. Let's put that on.
If I click on here, 13.3 like so, and now I'm
going to do is a color ramp. Let's press shift A,
search color ramp like so. Now let's plug the AO into
the fact of the color ramp, then what I'm going to do now, I need this color ramp to have two features
coming out of it. One, I need the actual
color, and two, I want the actual how glossy
the actual rocks are. Let's bring in a glossiner. Shift A, search glossy, and what we're looking for
is the actual glossy shader, which is this glossy BS dF. This is actually a shader. They're actually going
to be two shaders, and we're actually going
to mix them together. All right let's plug the color to the
color of our glossy, and let's plug the color also into the base color
of our principle. As soon as I plug
that, this disappears, and the reason it disappears is because we're basing it
now on this actual color, not on the color
from the principles. Now, let's join these together. I'm going to do is I'm
going to push shift a, and we're going to
look for an shade. We don't want to mix shade, want an add shade, and then I'm going to drop this in there. The reason that
actually got put in there is because of the node
angular that I brought in. Now let's plug in the glossy to the bottom of the add shade. Now you can also see
that it's glossy on top of it and it has given us that kind of shine that
we're actually looking for. Now, At the moment,
you can see on these, they haven't actually
got this material on, so we might as well
bring in that material. Let's come down and add on a rocks to this one and
the same to this one. And then as we change this one, all three of these are going
to be changed. All right. Now I'm going to do
is, I'm just going to zoom in to match your color. What I'm going to do
is I'm actually going to give you the colors
that you need to Put your actual positions and the colors that
you're going to be using. So what I'm going to do is
I'm going to be working on the left hand side
on my other screen, just to help speed up this
process a little bit. So first of all,
grab the first one, which is this one here
and put it on position. So if you click
on this position, naught point naught 36. And then what we're
going to do is now you're going to head
on over to the color. So the color on this one If I click on it is I'm going
to give you the x color, so I'm going to copy mine, Control C, and then I'm
going to come over here, and then we're going
to go to X Copy, Control V, hit the
end of button, and that is the color
that it should be. It's 051 d22. Now we need to add
in another one, so I'm going to come and
click on the next one. And then what I'm going to
do click the plus button, and now you'll add
in another one. And then what I'm going to do is I'm going to position this on naught 0.205, like so. And now let's change the color. Again, over to the
left hand side, I'm going to copy my Hx color, so Control C. Come over to
this one we're working on now. Click on the color, x
and then Control V, enter and just put
that into place. And now you can see 29 d9b. Let's now come over and
bring in a couple more. Let's come into the third one. Again, I'm going
to hit the plus. I'm going to move this one over. You can see it's coming here
and I don't want it there. I'm going to move
it over to here. Then what I'm going to
do is I'm going to put the position on not 0.409. Then what I'm going
to do now again, I'm going to get the x color. X color over here, Control C, and then over here. Control v4c4, c4c,
hit the enter button, and there you go, you should end up with
something like that. Now one more. We're going
to add one more in. I'm going to click to plus,
I'm going to drag it over. And then I'm going to check
where the position is, which is not point 0.795, and then the color is
going to be this one. Click on this color. Zero, it could be a.
I'm not actually sure. I think it's a
zero, so b23, zero, E. All of these are
always zero actually. Just make sure it looks
this actual color. Finally, now, let's change the actual color
of this last one, and then that should actually change the
way our rocks look. If I grab the last one now, come in with my hex copy, and then come in and x control, enter, and there you go. Now you'll see actually
that the bottoms of the as you can see the
more in the shade they are, or the more when
the actual water is going to interact with these, the more you'll
actually be able to see of this green and this blue. That is exactly what we're
actually going for here. Because what we
want to do is want the water lapping against each of these and actually changing how they actually look. That is exactly what
we're looking for. All right now we've done that. Let's go back to our modeling. Let's press tab and let's
come to our first rock. We've got it already rock dot one, and I don't
really want that. I just wanted to say Rock one. So, let's come to the
second one, Rock two, Enter, and then this one, Rock three, like so. Then I'm going to grab this one right plate,
markers asset. Markers asset. Markers asset. Now when you mark these
as assets as well, it's important to know that the actual colors will
actually come in. These will come in with
actual materials on them. The reason we're actually saving out the materials as well, is in case we want to
actually use that material for something else in another scene or
something like that. It's actually really useful
if you make a material like our water shader that we're going to make for the
sea and things like that, that you've got that then.
You can use in any scene. It's really really
easy if you build up all of these materials
just to drag drop dropping your assets
and things like that. All right, so let's
actually come over, right click and Mock as assets. And finally, now, let's
go to our assets. Let's look at unassigned, and let's bring our
rocks into materials, and let's bring all three of these rocks into our
assets. And there we go. We've got our copy,
and we've got our three rocks.
Alright, everyone. So we're going to go to file, we're going to go to save, and then what we'll do now, is we'll just put these
out of the way somewhere press shift space to get
my Gizmel move toll in, and I'm just going to put these out of the way
somewhere like that. What we're actually
going to do is when we come to actually
create our scene, we're actually going to
open up a new blend file, so we've not got
all of these in. So you're going to
have two blend files. One of them is going to
be full of these assets, where you can move that one
anywhere that you want, and the second one
is going to be actually our actual scene.
All right, everyone. I hope you enjoyed that, and
I'll see on the next one. Thanks a lot, bye bye. Oh.
10. Working With Pipe Joints: Welcome back, everyone
to blend the three, the ultimate stylized
scene guide. Now, which one are we
going to create next? Well, I think the next one we're going to do is the basic door. The reason I'm picking
them in this order is to really take you from
not really knowing anything up to a
level where you can actually create the
moped or the bins and things like that
because they're much more technical than
these simple things. All right, so I think
let's pick the door. So I'm just basically
going to open the door to show you exactly
where it looks like, this is the one
we're going to pick. We've got some hinges on here. We've got a handle on here, and we've basically
got a standard door. Let's close that down.
Let's bring it in. So I'm going to put
this down as well. Let's go back to modeling. Et's press tab. Let's press
tag, bring everything back. What I'm going to do
now is change this out. I'm going to come over
to my references. I'm going to come to where
my crops, open that up, and then I'm going
to do basic door, which is this one
here, double click it. Again, the first thing
you want to do is just make sure that you guy
is the right side. I'm just going to press
one on the number pad. I'm going to press S
make that smaller, and then bring my guy down
to be the right side. A little bit big there. A lot of this is about using
your own initiative as well. You can see if the
doors looking way way too big or not. All right. With that done now, Let's put our reference
in the middle here. Let's put it up to
where it needs to go. So you can see this doll is probably a little bit too high. I might make it actually
a little bit small. It's a little bit too
high there. All right. So what we'll do
is now we'll bring in Let's bring in a plane, so we're going to
bring in a plane. So y 90, let's spin
that plane around. Now you'll notice when
to spun that round, it actually only spun
around this way, so Y to spun it round. I need to spin it around again. Oz 90, let's spin it around. Let's press one, and now let's
make it much much smaller. Let's press S. Bring it in. Bring it over. Bring it up just so it's sat
on the ground plane. Let's press tab. Grab
our edge select, so grab the top edge, pull it up like so, and now we've got the
right actual size. Now let's just pull
it out a little bit. The next thing I want
to do is just turn this into a three D object. Now, we could use or solidify, but there's absolutely
no point in that. We might as well
just extrude it. E, pull it out and just make sure you're going along
the correct axis, which in this case
is my Y axis so. Now you should have
a pretty solid do. Now we need to do
is we need to make the hinges and the
actual handle. Now, because we've already
brought in our extras, if I press shift day, you will see if I go over to
the mesh right hand side, you'll see that you've got
one called pipe joints, and Pipe joints are really, really good thing to
actually make handles with. Let's use that. So I'm
going to do is going to come over to what
it says Pipe elbow. I'm going to bring that
in. The first thing you'll notice is that it will
always come in the center. I don't think actually if
I put my cursor over here, let's try bringing
in another one that CFA actually comes out
because if it does, it's really going to help
me out a little bit, it does actually,
so we'll do that. I'll do is I'll just
delete this out the way, and I'll press
shift right plate, put my cursor over here, and then shift A, and
I'll bring in pipe joint, pipe elbow, and there we go. Now, first of all, we
can see that well, for me, the actual
angle here is wrong. Now, why we use the pipe elbows or pipe joints is because when
I come to turn the angle, It actually moves it really
nicely this part here for me. It's really hard to actually
get that angle like this. The other thing, of
course, is I can turn down the subdivisions on
the actual flight. I put this on 14. You can see that it
turns them down, and then I can put this on 90, and you can see there because I clicked off for it,
it messed it up. But if I press
shift A come down, bring in my pipe elbow again, all of it comes back
exactly the same. Let's put this on 90, like so, and then what we can do
now we can also make the radius smaller
on the fly as well, and that's why we're
actually using that. All you need to do
is you just need a basic angle like this, and what you can actually
do then is you can also with the elbows is you
can actually save them out. If I click this little plus, I can make a new name and call
it a door handle, like so. Okay, and now you'll see that our preset is here door handle. Then all you need to
do is save it out, and you should have these
presets already saved out now every time you
want to actually use them. Now what we need to
do is we basically need to create
another one of these. We need one basically
underneath this and to be the right size of
the actual door handle. What I tend to do is I just basically put my door
to the back here. I'll bring this over now.
I'll spin it around. So I ZD -90 on this occasion. I D -90. Make it smaller with S.
Press one on the number pad, and let's just bring it into
place is going to bring you Like so, press the S b, like so, and then
I'm js going to put it into roughly
the right place. You can see it's still a
little bit big like so. The other thing
of course, is you want to make sure that if you bring a Mnover that is
actually the door handles in, first of all the right place, so you can see here, it's probably a little bit high here. Probably wants to come down even though the reference
is saying otherwise, s going to bring it down here, and then I'm s going to make this now a little
bit longer like so. I'm going to do, there's now.
I'm going to press shift, S, cursor to selected, and what that's going
to do is going to put my cursor right bang
at this part here, and that's exactly what
I want to create this. Now I want to do is
want to press tab. You want to press control
A, all transforms, right plate, origin,
two, three D cursor. The reason we're doing that
is because we just want to mirror it now on a
bottom bit as well. If we come in now, Add modifier, come down, bring in a mirror, and then put it on I
think it will be the Z. Let's minus those two off. You can see now that
we've got a mirror, we've got a door handle, and now I'm looking for
is the sizing of it. If you want to have this bigger, all you need to do is come in. L, grab everything with edge slick and just
pull it up like so. Now, we've got it big enough. Is it in the right place? I can actually come
and bring it down if I want to a little bit
lower in object mode, and what I want to do now is just join these two together. I'm going to come over
and turn on clipping, and I'll show you
exactly what that does. I'm going to press t shifting
click, bring it down. In fact, I'll turn
it off first of all, just to show you if
I bring it down, you can see how those
overlap each other and you're free to bring
them together or not. Now if you put clipping on
and then you bring them down, you'll see that I can still bring them together
and pull them apart, but the moment I bring
them together and let go, now they're actually
pulled apart. Now they're actually
joined together. That's what clipping does. It just joins them
together there, and that's exactly what one. The other thing
is, I want to make this a little bit more rounded. It's a little bit at the moment
too much of a hard edge. What I'm going to
do is I'm going to press holt shift and click. Then I'm going to press
Control B, pull it out, and now you can see it's a much more smoother and
exactly what I want. Last of all, I actually
want to make sure that the inside of here has these round bits on
here. Let's do that now. I'm going to do is then I'm
going to press control lot. Left click, right click, drop that in the center. And then what we're going
to do is I'm going to press three to go
into my side view. I'm going to actually move my
guy back just a little bit, Joe, so I can see
what I'm doing. Come back to my handle
then, press the tapo. And now I'm going to do is
I'm going to press S and y, but just make sure that
you're on medium point. So if we me if we're on individual origins
here, this won't work, and now if I press S and y, I can actually straighten
that out like so. So I'm just pressing S and y just to get it as
straight as possible. And then what I'm going to do is I'm going to pull it over. Like so, and now find me. I'm going to come to Facet. Lt shifting click. So grab the facet
shift click, like so. Just to make sure
you've gone and grabbed all the way around. And then one w two is I'm
going to press E. Now, if I pull this out on S, you'll see that
they come out like this, and that's not 11. But if I press lt S
and pull them out, now they come out
nice and straight. Left click, right click. And there we go.
That's the easy way to make these handles. All right, so that's
looking pretty good. I'm happy with that. And now
I'm just going to press tab. I'm going to come over to
M mirror, press Control A, so right click, shades
move. There we go. Now the one thing you
might not be happy about is just this part here. For that, you could actually
come in and make this smaller and move them out and things like that, if
you're not happy with it. But being as this is a tiny, tiny handle on this door, I'm not really going to mess
around with that at all. Now what we can do is we can
start on our actual hinges. Hinges have got really good technique to show you
how to do hinges. Swing do first of all I'm
going to bring in a cube. Shift A, bring in a cube,
and you might be thinking, a cube seems a little bit weird of a primitive to
bring in to start. Swing I'm going to bring in my cube over here, I'm
going to bring it up. I'm going to press the SP, just to get to the right size. Make sure it's overhanging the actual door so the hinges look like actually on something. Press the and z, get it to
the size that you want. So something like that, maybe a little bit bigger, so press tab, press Control, one, two, and three. So control, three, left
click, right click. And now you need to do is bevel. So Control B, Bevel them. Hold in the ship born
just to slow it down. Left click. And there you go. That's the start of
our actual hinge. Let's come up now and save
this out, so file, save. And then what we'll do
in the next one is, we'll get these hinges finished, and hopefully we should get
the whole door finished. All right, everyone.
So we enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
11. Dealing with Sharp Edges in Blender: Welcome back everyone
to Bla three, the ultimate stylized
scene guide, and this is where we left off. Now, let's bring in this
part, this top part on here. What I'm going to
do is I'm going to come and grab the tops. Of these. Basically, if
I bring them in now, you'll see that they come
in really weird again. What you want to do
is you want to make sure where these
interlocking links are that you put this
on individual origins. Now if you press S, you
can see that they're coming the way that basically
is supposed to. All right. The one thing that
we've not got, first of all, though, is we
need another edge lookinre. I'm going to press Control off, left click right click, control, left click right click. Now, I'm just going
to grab both of these with lt shift click.
I've grabbed them both. I'm going to press lt
S. Bring them out. Like so and now you can see that's looking a
little bit nicer. The next thing I want to do
is I want to come in now, Alt Shift and click Alt
Shift click Alt Shift click, and I want to extrude these in. I'm going to press E, enter. Make sure you only press it once because if you extrude
in time and time again, you're going to end
up with lots of them. For instance, I will show
you if I press E enter, e, e enter, e enter. You can see now I've got loads
and loads of pots in here, and my polygon counts
gone through the roof. And it's really easy
to actually do this. If you're unsure and you've
extruded and you're not sure about just grab the whole thing with A and then come up to mesh, come down to clean up and
just merge by distance. And you can see 120
vertices removed. Now if I come in, you can
see if I try and move this, it's actually not extruded away. Just in case you have
problems with the extruion, like many people have sent me
a message where they have, that is the way to fix it. Now I'm going to grab
these I'm going to press E for extrude just once, and then we're going to press
t and S and bring these in so you can hold the
shift button down as well, and there you go, you
can see already we're gaining quite a nice
actual hinge on there. I might want to bring them in a little bit more
so I'm going to press the LTS
again. There we go. Nice, easy way to
actually create inges. Now the thing is the backs of these inges normally are
a little bit further out, so I'm just going to
grab the backs of these, pull them over, like so. And there's your hinge.
They look in though very, very sharp at the moment. This is because
they're not actually beveled off or
anything like that. What I tend to do
with all my parts and you're going to see
that as we work along is, we should be beveling
everything off. Once we've got these hinges
in place and the handle, we should then start beveling everything off and
making sure that nothing like in real life is absolutely razor sharp
edges and things like that. Let's bring this hinge first of all to the edge of our door. Let's put it on object mote so I can really see
what I'm doing. Let's press one to actually
get the hinges in place. I'm going to put the
hinge roundabout here because part of this hinge is going
to be in the door. Then what I'm going to do is I'm going to press one again, Z, wireframe, and now I'm
going to line these up. I'm going to press
Shift D, bring this one down to the bottom, like so, and then shift
D, and then bring it up. To the middle,
something like that. Normally, I would put
these perfectly in place, but because it's just this door, we don't really need to do that, but we will be find out later on the course, how
we actually do that. All right so now let's
grab all of these. Let's grab our door,
press Control J, and now's grab our handle, and let's pull that
also into place. I've got this in the front now. Let's press sad going
into solid mode, and let's now fit this
into place like so. You can see we've got a
problem with us moving. We're not going to worry
about that at the moment. We're going to just
join it all up, so Control J, join
it all together. Now we've finished our door. We need to press Control
A, all transforms, right p that origin to geometry. Now we can actually come
in and shade it smooth. Shades smooth. Come over, little triangle, autos move on. And you can see that we do have a slight issue with
this part here. We can either come
in and turn this up very slightly just
to get rid of that, just to make sure that's got
rid of it on the bottom, and I think that's
actually going to do it. The other way of course of
doing this is actually bring in seams and sharps into place. Now, what I'm going to do
is I'm going to play you a short actual
demonstration of why we use seams and sharps because you
might actually want to bring in some of your own textures
and things like that, or you might actually
want to know how to actually
sharpen edges off. That's what we're going to do once you've
actually seen that. All right, everyone. I hope you enjoyed that and I'll see
you on the next lesson, once you've actually
watched this introduction. Thanks a lot, bye bye. Welcome everyone to the
short introduction to marking seams and sharps,
part of the course. So before I give you examples of what I'm actually
talking about, let me just briefly
explain what they are. Seams you can think of like
seams on a piece of clothing, like a shirt or
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 meshes. This makes them look realistic. It is also important we do this, not only for
rendering in blender, but also sharps carry on through to other software
or games engines, we want to use, like substance painter or
real 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 into Face elect, click the top face shift spacebar to bring
in the move tool. Bring it up like 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 gonna do is
we're gonna press control. Then come down to what
it says Mark seams. Now, it's important
to remember that it's control leak to mark
seams in Face lx. But if for instance, we're in Edge slick, so
if we come to this edge, if we press control leak, you will get this option
up as well, Mark Seams. But you can also right
click in Edge slick, and you can also see we can
mark seam this way as well. So for now though I'm not going to actually
mark this scene. What I'm going to do
is I'm going to grab the whole thing with L, like so, and now I'm going
to press Unwrap, and you can see it unwraps
completely different. Now, let's bring
in some textures so you can see what
exactly I'm talking about. So if I press tab, I'll come up to my
materials panel up here, and I'm going to
give this material. So I'm going to come across
to the right hand side, click on my material button. So let's now bring the material
I've already prepared. So if I come across
this little down arrow, come on down, you
can see I've got one here called wood, and
let's click that on. Now you can see what's happened. We've actually applied our
material to this object, 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 UV unwrapped correctly.
So how do we fix that? If we come up to Edge slick, and we grab this edge, and now I'm going to do is I'm
going to right click. Come down to mark Seams, and now grab the
whole thing again. I'm going to press you, Unwrap, and now you'll see it
unwraps absolutely fine. You can see that
woods looking really, really nice actually
on this mesh now. So what this does, the Seams do is actually gives you control of how this actual texture
is placed on this mesh. You also need to
take into account that this is basically
an infinite loop. So if I come around and I look at this face and this face, you can see that
they're going round. 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, what
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, 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 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 going to press tab. Now you can see that
these edges don't line up whatsoever against
this other side. So this texture here doesn't
line up with this texture. And the reason is because
we've got a 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, I 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 edge
faces in there. Now there are things we
can do to sort this out. So the first one we can do is we'll bring in
another cylinders. So I'm just going to move
this one out of the way. So shift base bar, bring a Magismo, move
it out of the way. Shift A, bring in
aother cylinder. And this time, I'm going to
come down to where it says, add cylinder and turn
up the vertices to 100. And now you'll notice that
we do have a round edge. But the problem is
that we've brought in 100 vertices to
actually achieve that, and that's not
something we want. We want to use as
few polygons as possible while still getting
a really good looking mesh. So how do we achieve that? Well, there are a number of things we can do First of all, we can come across to
this right hand side. 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 Shades Moo. 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 needs moving off. It doesn't give us
a lot of control. If we do this on the other
one, so grab this one, right click, shapes
move, Autos move on. You can see again, even with
lower amounts of polygons, we're still able
to smooth it off. But if we turn this up, we're still going to end up with the same problem as
what we had before. So how do we solve that? Well, if we come in now, press the tab button,
come to the top, grab the top, shifts the bottom, press control E because
we are in face elect, and we'll come in
and mark a shot. And now you'll notice
if I press tab, that 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, I 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 right click. Come
down, and mark a shop. Press the tab, and now you'll see you've got hard
edges on there. So it's very important
that you mark sharps, where you're going to
actually want hard edges. It's also important
that you get into the habit of marking shops, when you're actually
marking seams. And then what happens is
when you join two objects together and you turn up
the auto smooth if needed, you're not going to end up
with some measures like this. Okay, for one, so
I hope you enjoyed that introduction to
marking seas and shops. And as they say,
on with the show.
12. What are Normals & How to Correct Them: Uh, Welcome back everyone to Blender three,
the ultimate style. I see guard and this
is where we left off. Now, let's come in and just add in some sharps like what
you've just learned. What we're going to
do is I'm going to add in a sharp to
this point here. You can see that this
this one and this one. Right click, and we're going
to come down and a sharp. Press the tab and
now you can see they look to tons better like so. Now you can also come in just with the hinges, grab them all, L L and L, right
click and mark sharp, and now you can see they
look even better like so. Now, finally,
there's a few checks that we should always always do, especially when we've
finished all of our assets, but you might as well do it as you're actually
going through. Now, if you come up to this
little interlocking links here, click the down arrow. You'll have one that
says face orientation. Now, if I zoom out, you can see that all of my objects
are actually blue. I'm going to have to do just
to show you what I mean is, I'm actually going to turn
one of these faces around. If I come to my door, press the elbow,
just to grab it all, press shift n, and then
put it on the inside, you'll see that it turns red. Now, if you've got any of your parts that
are actually red, what this is is the normals. Again, I'll put something down the bottom right hand side that explains what the normals are. But basically what
it means to you is that the mesh is
actually inside out. You might even just have
one part that's inside out. You could have, for instance, if I just turn these around, this part on here
and on the back, that's the wrong way round. Now, how do we fix it if we actually come across this
and what does it mean? First of all, it means,
if we take this into a games engine or
another software like substance painter
or something like that, it will just see through
the mesh because it wants to render out just
the front of the mesh. To save on computer power
and things like that, what the render engine
tends to do is just render out one side of the mesh. It renders out the front side. It doesn't render out
the rear side unless you put on a special shader
or something like that? That's why this happens. What we need to do
is we need to make sure once we've built
everything now, that the normals are
facing the correct way. To do that, all we need to do is just press A, just
to grab everything, press shift n, and
that then will recalculate all of
the normals like so. Now you can see
they are perfect. Now all you can do is just
carry on with your build. Now you know that
these are fine. As well, the last
thing I want to do, which we didn't really do on any of our rocks or anything. The reason for that
is because it's not going any odd edges on. Anything with dd
edges on though, you really want to use the bevel modifier
and bevel them off. What I'm going to do
is I'm going to press control all transforms, right clicks origin to geometry, as we should always do. Then what we're going
to do is I'm going to come over to the
right hand side. Modifier, come down
to where it says bevel and just bevel
off all of these edges. You can see exactly
what that does. If I put this down, so this amount down to zero, you can see their razor
sharp and if I put this up, you can see now we're
beveled off the edges. It's really important that
you use this because you can see from this to this, just how much difference
that makes and just how nice that actually
looks doing actually this. We're going to be
beveling off pretty much most of our actual assets. Once you're happy
with that, Come over. In fact, I will show you. You can see at the moment
that if I turn this off, that we can see we've
got that one line here. Now, if I come in and apply
this, press tab, control, you can see now
that it's actually supporting lines in as well
as actually beveling it off. That's important to
know because if you actually unwrap something and
then you level something, you probably not going to work correctly because
of the fact that you've got these extra edges and things like that in there. All right. Now we
need to do is we need to actually give this
some actual color. Now the material that I want
to use on these hinges and this door handle is going to be the same materials
that I'm going to use for the frames
on my windows. I want to bear that mass. I'm going to do is going to
come over to my material new, and let's call it frames. These are the frames
of the actual windows. Then what I'm going to do is
going to make another one, and I'm going to
call it basic door. Like so. We tend to
have basic doors, either a brown or a green,
whichever you want to make. So I think I'll
actually make a green. So I'm going to go over
now to my shading. Then what we do is,
I'm just going to press dot on the numb pad. And what that's going to do is it's just going to zoom in. I'm pretty close. The other
thing about that is it will then orientate around the
actual origin of the thing. If I, for instance,
press all tape, bring back my man,
which is here, let's press shift space
for, moving forward. Let's press dot on the numb pad, you'll see it zooms me in, and I'm orientating myself
around his orientation. So back to the door, dot on the number pad,
and there we go. All right. Let's come we'll
do the basic door first. I'm going to zoom out.
A I'm going to do is just again, use
the principle. The principle is just
a great great shade used for many, many things. Let's put it onto a
type of green color. Let's actually also
assign the door so L, come over basic
door, click a sign, and now let's make
it darker like so. You can see already that's
looking pretty nice. Now, how shiny
would this door be? First of all, it wouldn't
have any metallic on it, and it would be probably
not that shiny. So something pretty
dull like so. Now let's move on to the frames. The frames, I want to have
the color pretty gray, something like that,
but I also want to make sure that it is
actually metallic. Now, generally, something is metallic or it isn't metallic. The only time you really
want something where it's metallic and not metallic
is if it's painted metal. That's the only time.
This is why frames. If you look at any frames around your windows
and things like that, you'll notice that
they are metal, but they look like
they're painted metal. They're not like like solid metal. What
do I mean by that? If I put this metallic
all the way up, you can see now that they
look completely like metal. If I put the
roughness down here, you can see that now
they look like really, really samurai sore shiny metal and things like that. We
don't actually want that. What we want to do
is want to turn this roughness up a
little bit like so, and you might then
want to turn down just this metallic field
just a little bit. Now you can actually see
that they look like metal, but they look like
a very dull metal. As I say, this is the only time really when you want to have the metallic not 100% or not zero. Normally with most
things, as I say, it's either zero or it's 100%, but on this occasion, we're actually going
to leave it as that. I think that's going to
be fine for the frames. The good thing is as well, if I come to my frames, I'm
not happy with it, I can just change this and it'll change it on
the door as well, so that's really good.
Now I'm happy with that. We can see that on here, and we don't seem to
have orientation. You can see in our
shading panel, there is no orientation. All you need to do is come to your little interlocking links, and you can see one
that says origins. Now when I click that on, you'll see that origins of back. You can also see that we've got relationship lines
and things like that. Things that are turned off. Normally when you're in your
shady mode for instance, you can see the floors turn off, you can put the floor
back on and things that just in case you're worried that they've disappeared or anything. I'm happy with that.
Now the next thing I want to do is
want to come over. I want to call this basic door. Like so, and then
I want to right click and I want
to mark as asset. And then what I want to do is, I want to come to my frames, mark as asset, basic
door markers asset. And now let's go
over to our assets. What I'm going to
do is come to an assigned and drop both of these into my material and my
basic door into my assets. There you go, you can see
we've got our four assets now, which we're going
to add to a lot. There's going to be a lot of
assets in this. All right. So now with the basic door, let's move it over to here, and let's pull up again,
our actual references. Let's open our references. Let's also make these a little bit bigger
just so you can see. I'm going to put an
extra large icons. I think the next one we'll
actually take a look at. I'm thinking that deck chair requires a few different things. I'm just trying to
think what we'll do now is we'll do the
actual beach props. We'll go ahead and
do those because they're quite simple,
the starfish. I'll give you a few more skills that we've not
actually come to yet. Let's put that down and let's
change over our reference. Let's also go to
modeling because I just find things a lot easier
to work with in there. Then what we'll do
is we'll come over now and change over this to beach where is it
Beach props. There we go. Let's also press one, and let's make this reference
in line with our guy, so bigger and there we go. A the right size like so. All right, I'll thing what we'll start with on the next one is we'll start with our
actual surfboards, and then we'll move
on to these and finally onto the
actual starfish. All right, everyone,
so I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye. A
13. Useful Ways to Use Mark Seams: Welcome back everyone
to blender three, the ultimate stylized
scene guide. Now, let's start with
our actual surfboard. Let's first of all,
what'll do is, I'll just move my guy over here. Then what I'll do is, I'll put the cursor right
bang in the center, so shift S cursor
to world origin, and then what we're going
to do is I'm going to press shift and we'll bring in. Again, we'll bring in a plane. I think it's going to be much
easier to do it like that. O X, and then let's press S. What we want to do is make this round about the
size of a surfboard. If I move this over, you can see Although my surfboards are
turned a little bit different, what we're trying to base
it on is the guy here, so how it looks from there.
I'm happy with that. Now I need the height.
Sens, pull it up. Let's pull it into
place and have a look. That looks round about the
height of a surfboard, so you can pull up another
reference if you want just to look at the actual height.
I'm happy with that. Now what I'm going to do is I'm going to bring in
some edge loops just so I can make this into that
shape that I'm looking for. I'm going to press tab
to go into edit mode. Control, bring in one edge loop, I'm going to bring this
edge loop down to here. Then I'm going to press Control. Bring the next one up
to something like here, and then finally one at the top, so control, bring
it up to the top. Now, remember, these surfboards, they're pretty small in
comparison to our whole scene. You're not going to be
zoomed up to very much, but if it on the occasions where you are actually going to be zooming
up to an object, then just make them
more detailed. In other words,
these surfboards, they haven't got the
fins at the back like you would see on
a normal surfboard. And they don't look
like that, also. Just take that into account. The closer you're
going to go up to something with your camera
and things like that, then the more detailed
they're going to have to be. We're basically trying
to build a scene here that we can take
in something like C skylines or kind of Sims based where you don't actually zoom up
very close to it. So it's from a far near enough, so just take that into
account. All right. Now we've got that What
I really want to do is, I want to actually bring in some edge loops to make
these colors because making colors on
things is really easy by using the actual
edge loops in here. In other words,
if I want to make this blue strip going down here, it's just really
easy to come in and press control to left click, right click, and now
I can actually just paint out this
actual line on here. While I've got
these here as well, as discussed in the
seams and shops, we might as well actually
bring in some seams. If I right click, come down, you'll see one that
says Mark s. Now, if you're on Face select, it will be control E, instead, come down Mark
Seam. There we go. Now seams are mark.
Now, why did I do that? The reason is because
now I can come in with face select and when
I grab it with L, L, you'll see only grabs it up to where the
actual seams are. That makes it really
easy then to say, let's paint the middle of it, just to grab it, click a
sign with our material, and that's really easy
to do it that way. Let's make this now more
of a surfboard shape. I'm going to do is I'm going
to grab this edge here, Control select this edge, and what control select does is, it will grab it going all the
way up to the one select. If I control select this one, you'll see it grabs it all
the way up to this side. Now the thing is with
control selects, it will always take the
shortest journey to get there. In other words, if I want
to grab this part here now, instead of pressing control
select and up here, I press Control, if
I come here first, so control select,
then control select, you can see now that
wasn't control those. Control, control
select, and now you can see with great going
all the way around like so. Just a really, really quick
way of grabbing things. All right. First of all, I'm
just going to grab these. I'm going to bring them in then so S and X, bring them in. Now, You will notice that it's bringing
them in in this way, and what that is is because
it's on individual origin. What I want to do
is want to come in and put this on medium point, and now in to press S and X, you can see it brings them
in in the desired way. In other words, you
can see on here that this is quite flat down here, but we could bring them in the material on here to
actually come in at the bottom. Let's now pull this out as well. So is going to pull
that down and now I can see we're starting
to get that nice shape. Now I'm going to press t shift and click and bring in this top, S and X, bring it in. Now finally, the very top. Let's grab all of
these, we shifts let. Bring them in and now let's
bring that out like so. You can see just
how easy it was to actually create
that actual shape. Again, we're creating
a basic shape here just for these surfboards. Now you might want
it to come in. These lines up here,
you might want to come in as they go
further up the top, and you also might want to
make it a little bit pointy. Let's make it a little
bit more pointy, like so. You will also notice now that we've got this problem in here. Now, that problem in there is caused by the fact that we've actually got two
actual vertices here. We didn't really want those, but being as we've got them,
we might as well fix it. So what I'm going to do is
going to grab one verte, grab the second vertice, and
then I'm going to press J. What that's going to do is
it's going to actually create for us a new piece of geometry. Now I can actually
come in with Edge lt, I can pull it up like so
and make it a lot more Surfer. Now, the other thing is if you've not
got those there, all you need to do is
you just grab one side, grab the other side, right clip, and you're going to subdivide. What you're going
to find now is, if I come back that I've got another couple of these and
now I can do the same thing. Grab one, shifts like the
other, press the J barn. There you go. Simple
as that to actually create those. I'm
happy with that. Now, what I want to
do is, I want to actually make sure
that the top of here, this part here goes
in a little bit, so these lines are
actually going in. All I'm going to do
is, I'm just going to grab This one here, I'm going to press S and x, pull it in a little bit. I think I'm going to grab this S and x, pull
it in a little bit, and then this one S and x, and now you can see you've got a much nicer clean line let. All right, so I'm
happy with that. Now what I want to do is I want to pull this out a little bit. So I'm going to grab
the whole thing with L, and then I'm going to press E, pull it out a little bit. Then what I want to
do now is I want to make it a little bit smaller on the back side
because surf boards, they're a little bit in
going towards the bott. If I press S now, I can bring it in like
so and that's much bet. I'm happy with that.
Let's pull it up a little bit so I can see
exactly what I'm looking at. Let's also pull it in a
little bit more on the side. I'm just going to
grab it all still. I'm going to press
S and x and s, pull it in js a little bit more, and that's what we
should be left with. All right. Finally, now, I want to actually bevel this off. But I want to level it off myself because I want to give it a little bit more bevel than what my modifier is
going to give me. I'm going to do is I'm
going to press tab. Control A all transforms, right clicks,
origin to geometry, and now I'm going to
grab just the back, so shift and click,
press, Control B. Like so and be level that off. You can see now it's pretty smooth and now let's
grab the other side. Shifting click,
press, control B. Let's be level that off now, and now you can see
it's looking like an actual surfboard.
I'm happy with that. Now I'm not going to give
it the materials yet. We're just going to
put it to one side, and then I'm going to lift up my reference just a little bit so we can see
what I'm doing. Now, let's make a start
on our actual beach ball. What we'll do is,
we'll just press one. We'll bring in, this
is set to the center, so we'll just bring
in a UV sphere, so we're going to
bring an UV sphere. Now, of course, the
UV sphere on this has way way too many polygons or zs, whatever you want to call it,
and the reason for that is because the segment
is also set to 32. Let's put the
segments on half, 16, and let's put the actual rings, which is these ones
going down on eight. Can we get away with eight?
Something like that. Again, to test it out, right click, Shades
move, and there you go. That will be a beach
ball. Now, because this beach boy is so tiny, in comparison to the scene, really no point in giving it more polygons than
this actually. I'm happy with that.
I just now need to come in and mark some seams. I'm also going to make
it a little bit smaller, so it's the right size
for the beach ball, so we can see our guy here, which is going to make it a
little bit smaller like so. Now we can see it's
the right size. Now let's come in and actually mark some seams off just so
we can make these colors. So I'm going to do
is I'm going to press lt shift and click, lt shift click, and
there you go, now, you can see, that's where I'm actually going to mark this red. Then I'm going to go round
and every second one. Lt shift click ****, click and just work
your way around every second one till we get
actually back to the start. Right click, come down, mark scene, and there you
go as simple as that. The reason it was so easy is because all it did is alve it. So it was an even number. So I know that if
it's an even number, I can get away with every
second one like so. Now with the beach ball, I'm not going to do anything else to it. All I'm going to do then
is just move it over to my actual surfboard and just put it next to that. All right. So what we'll do then
on the next lesson is, we'll make a start on
the actual sand castle. We'll make a start on our spade, and hopefully we
should get to the starfish as well.
Alright, everyone. I hope you enjoyed that,
and I'll see you in the next one. Thanks
a lot. Bye bye.
14. Creating Small Simple Prop Assets: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, let's make
our actual spade. So let's press shift
A, and bring in. I'll think what we'll
do on the spade is we bring in probably a
plane actually or X, make it smaller, let's bring it up so we can see how
big the spades going to be. That looks actually about right, and then what I'm going
to do is I'm going to put it up because a
spade, it's a bit longer. Remember as well that this
spade is a plastic spade, so probably a
little bit too big. It's not going to be a real
spade, something like that. It's a kids spade after all. Yeah, I think
something like that should be absolutely fine. Then what I'm going to do is I'm going to bring in
the bottom of it. I'm going to press S
and x, bring it in. I'm going to grab the top of it, E Z, pull it up, like S and X. Then what I'm going
to do now is I need to actually create
this handle going up. I might as well do
this all in one go because it is
a plastic spade. A I'm trying to do
is just make it as easy as possible for myself. I'm going to do is
I'm going to press E, bring it up, like
so, press the S one, bring it in, like so, and then press E Z, and bring it up to
the height that I actually want
the actual spade. Something like that. Maybe this is a little bit to thick still, so I'm going to press
S x, bring it in. So. Yeah, a thing that
looks absolutely fine. The next thing I want
to do though is, I want to Probably bring
in a couple of edge loops. I'm going to press control lot. To left click, right click. And the reason I want to
bring these in is just so I can indent this
spade a little bit. I'm just going to grab
each one of these, not these two top ones. I'm going to press
S and x and just pull those out just a
little bit like so. Now, let's give
this a little bit of thickness, so I'm
going to grab it. I'm going to press L.
I'm going to press E, pull it out. There we go. Now, let's bring it in these bits like we
just spoke about. And what I'm going to do to actually give it the illusion as though it's being pulled
out a little bit. I'm going to press t shift
and click, t shift click, and now for pull these out, you can see they
all pull together. And the reason for that is
because of this part here. I need to actually bring
just this part in. So I'm going to do is I'm
going to grab this part, and I'm going to press Control. To left click, right click. And then what I'm
going to do now is I'm going to pull these
parts out again. And you'll see why I'm trying
to do that in so SN X, like so and then I'm just
going to grab this one, and I'm just going to pull it
in just a little bit like. So just to make it a little
bit more spade like. And if you're unhappy with how this bit is going, remember, it's very, very small, so you don't need to
worry so much about it. But if you're a little
bit worried about, just pull it down, like so, and then it's going to look just a little bit better, like so. I'm going to also, I
think, pull it back. There we go. That's
looking much much better. Now, let's Shades
Move, Shades Move, let's bring in auto smooth and you should end up
with something like that, which looks actually quite nice. Now finally, let's bevel
this off. I'm going to come. And I think I'll bevel
the handle off first, so I'm going to be
level this off, so I'm going to
grab all of this. Shift select in
each one of those, press Control B,
and bevel it off. Now the thing is, remember
that before you bevel it off, what you really want to do,
I'm just going to go back. A press tab, to
control a transforms, right click, set
origin to geometry, tab again, and now I'm going to bevel it off because I
reset the transforms, which means it's going
to be vel off correctly. There you go. All right,
that's looking good. Now, just these tips down
here that don't look good. So lt shift and click,
lt shift click. Like so and the bag like so. If I come around the back,
we've got any problems in there no indentations
or anything like that. But you will see that
it's grabbed it going pretty much all the way up here and I really, really
don't want that. I've got to actually
end it on this bit. What I'm going to
do instead of that, I'm going to come to the edge, l shift click shift click
shift click and l shift click. Then what I'm going to do is
I'm just going to come in and grab this from here, and this from here, like so, and do this manually. Then I'm going to do
is I'm going to press Control B, bring it in, and now you should
end up with it nice and smoothed off like that, and now it looks like
an actual spade. All right, so I'm
happy with that. Let's pull this over here. Let's put it into place like so. Again, Because
we're going to add in materials when
we've built these, I'm just going to actually
reset all of the transforms. I'm going to just grab all
three of these, control A, all transforms, right
click origin to geometry, just to reset all of those. Now let's come to
the actual castle, what we'll do is again, we'll bring in a cylinder this time, so I'm going to press tab. Sorry, I'm going to
actually press A, bring in a mesh and cylinder. It's on 14 at the moment. I think we should be able
to get away with 14. The easiest way to check that is actually to go to the top, make it smaller, and
then just pull it out. What you're going
to do is to make that castle actual structures, you're going to
going to edit mode, face leg, grab the top, you're just going to
press, bring it in. Now what you want to
do is you want to make sure that you can
make that castle top. If I press seven to
go over the top, you'll see that I
can probably grab every second one like this, and you can see
that because it's on 14, we have an issue here. In that, we've got only
one space on this side, which tells me that
I need two more. What that means is
if I gleve this, Press sift the mesh cylinder, put it on 16 instead of 14. Now let's try the same thing. I'm just going to grab the top, press the iborn for insert, and now we're going to try
exactly the same things. I'm going to grab these
two, grab these two, grab these two, and
grab these two, and now you can see
it actually works. Now what we can do
is we can actually bring those up,
and there you go. You can actually start
creating your Ax Castle. Of course, the inside
should also be in, so let's bring that in as well. Let's press i to insert it, and then let's press
E and pull it down, not quite to the boondo. We don't want it going all
the way through the bott. So just bring it through
the bottom and then just bring it up to
somewhere like that. Now because this is
going in the floor, we don't actually need
this bottom on here, so I'm just going to grab
this press leave faces and just leave it like that. Finally, what I'm
going to do then, I'm going to grab the
whole thing with, I'm going to press S.
And make it smaller. I'm going to press one.
Put it into place. Let's see how big this is, so you can see there's still
probably pretty big here, press S, like so. That's part of the castle. Now let's just grab this
and make another part. If I press shift D, while I grab all selected
and bring it over. Now we can just make a
simple wall in the center. All I need to do, I've
got one grabbed already, press L on the other one, press shift S. Cursor is selected. Let's press shift
A now and we'll bring in a cube, press the S b. So Let's come round now
and just pull it out. S and X, pull it out, too far. We just want it there like that. Let's pull it down now. I'm just going to come
round, pull it down, and then I'm going to come
underneath, grab the bottom. Pull that down, so now
let's make a bit in this. I'm going to grab the whole
thing, S and pull it in. So tab and there we go. That's looking pretty nice. Now let's press Control A. All transforms, clicks
the origin geometry. Let's shade smooth,
so Shade smooth. Let's put Auto smooth on. Now finally, let's
also bring in a bevel. Come on to your
modifiers a modifier, bring in a bevel, and let's
just be level them off. You can see already,
it looks really good. I'm actually going to
leave it on not 0.1. You could put it a
little bit smaller. No 0.1 looks absolutely fine. Let's press Control A then and bevel that off
and there we go. That's the actual sandcastle actually finished with
the actual modeling. All right. Now all we've
got is the actual starfish. The way that we're going
to start to starfish off, you can see that we've got one, two, three, four, five. Five sided, we might
as well actually use a cylinder here because that we can actually
bring to five sides. I'm going to do is I'm
going to press shift A. Mesh cylinder. Let's put this on five, so five like so, and then we're going to make
this a lot smaller. S, and then S and S just squish in to get
that right shape. Now let's actually work on
these actual legs coming out. What I'll do is I'll come in. I'll grab each one of
these going round. The good thing is about
the insert mesh is we don't actually just
need to use it to insert. What I mean is, if I press i, I'm inserting all of these low. But if I press i again, I'm actually inserting
them individually. Now you will notice that
when I'm inserting these, there's a lot more width than what there is on each of these, and I don't
really want that. When I press controls, Press the tab, controle transforms, plate origin to geometry, and now try again,
insert in them and you'll see that the insert
really, really nicely. Now the next thing is we
want to pull these out. If I press E, er, and S, I can pull them out, like so, but you will notice
how they gain much, much bigger and that's
not something I want. The reason that
happen is because I'm on medium point,
medium point here. If I now put this on individual origins and
I press the S pone, you can see now that
they get thinner. And you'll notice how they go into looking like
an actual starfish. Now, the one thing is that you can see that these are much, much thinner here and these are also really,
really small at the end. So we don't want that.
Let's press Sen's d while we've still got it
on individual origins. Then what we're
going to do is we're going to press Control law. Left click, right click,
control, left click, right click, and just bring in some edge loops
on each of these. Now what I can do
is I can grab them all so shift and click. Press the S bond, and now I can start to make this into the starfish
that I want them. Control L. Left click, right click, control,
left click, right click. It's just a simple way to make an actual starfish.
Grab them all now. Press the S, and there we go. Now, we'll notice
that at the moment, they're not looking quite right. It's looking a little bit
flat and things like that. So on the next lesson, I'll show you
actually how to turn this into looking
something like that. All right, everyone, so I
hope you enjoyed that and I'll see you on the next
one. Thanks a lot. Bye bye.
15. Creating more Complex Shaedrs With Nodes: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, you can see our Starfish. It's looking a little bit flat, a little bit hard edged and things like that.
Let's sort that out. L's first of all,
grab our Starfish, and let's pull it out a little bit just to make it
a little bit fast. I'm going to do is
going to press essens d and just pull it out like so. Then what I do is,
I'm probably going to grab just the bottom off
here. I'm going to come in. Grab the bottom of here and just pull it up
just a little bit, just to make it a
little bit flat. I'm actually going
through there, you can see I'm not
going through this, that's just going to
break the geometry, I'm just pulling it
up a little bit. Finally, now we're
going to do is going to press control A, all transforms, click origins geometry, and then come over
to add modifier. This time, we're going to bring
in a subdivision surface. Now you'll see
straightaway, Wow, that's looking pretty nice, it's looking like a
starfish already. The reason is what this has
done is it's smoothed off the edges as well as adding
in some actual subdivisions. If I click this on
now and press tab, you will see now all of those subdivisions that
it's actually added. You can see them in here. Actually, I'm just trying
to see, there we go. You can see that's
what we had, and this is how it looks now. By actually added missing. Really, really looks
much much better. The one thing I would
say is that these ends, they're looking a
little bit thin. The reason is because if I
press control left click, right click and add just one
more edge now you can see, just make them look
so much better. So I'm just going to go around control left click right click. Like so. There we go. You could also come
into, let's say the top. You can press and you can
see how that actually changes it and makes it much much more rounded on the top. You might like it like that or you might like it the
way you had it before, but I think I'm actually happy with how this actually looks. Now, of course, you can come
in and just turn this off. Grab each of these, so the ends, for instance, let's grab the ends
just so I can show you and make them a
little bit fatter, or you can actually
extrude them. If I press E enter, you'll see now how it's
actually made them flat ended. You might want that as well. The other thing is, of course, now I've
grabbed all these, so I'm just grabbing them all, I'm just going to press S, and I can make them fatter
that way as well. Just to fin them
out a little bit, just in case you're worried that they're a little bit thin. I think for me, I'm just
going to put them back. I think I'm happy
with how they look, so I'm not going to mess around. In fact, I'm going to make
them a little bit bigger, so I'm just going to pull
them out just a tiny bit, and I think I'm happy with that. All right. Finally,
let's right click. Let's shades Move. Let's also come in now and
actually apply subdivision, so control, and let's
also put on Auto smooth. I think I'm going to turn up my Auto smooth jaw a little bit, like so because I'm not joining
this with anything else, so the Auto smooth should
be absolutely fine. All right, so I'm happy
with my starfish, and let's move that over to
the rest of the actual pots. Now, I need two surfboards. I'm going to grab
this surfboard presse and then just pull it over here. Let's make a start on our
actual surfboards first. Got two surfboards here. Let's come over
to our materials. Let's also go over to our shade panel so we're
actually in there. Let's press dot to zoom into
it, and now let's give. We'll call it Let's think. Let's actually look
at our reference, our references on here. We've got white and
we've got blue and red, so we might as well
make a new color. A I'm going to do is, I'm just going to
make three colors. I'm going to just
call this shiny. We'll call it white, shiny, and then we'll make another
one and call it blue. Shiny. Also, we'll make one, which is going to be,
where is it so red? Shiny like so. The white shiny. Let's come in then and we'll
give this the white shiny. You can see they're already sh. Let's put the roughness down, so now you can see
that's shiny like that. I'm wondering if we've
got shades to move on, and now you can see
that looks fair. I'm also going to shade
to move on this one, I'm going to come in
then and bring in my auto smooth because I
didn't actually do that. Abnormal Auto smooth
There we go. Auto smooth. I'm also going to turn this up just a bit, smooth it all off. Also going to turn this one up just a little bit to
smooth it all off. That looks much much better. Now we've got white shiny, as you can see, that
looks really nice. Now let's come and give
it the blue shiny. I want to though keep this roughness on because I
do like it being that shiny. All are going to do
come to my material. Click the down arrow,
click copy material. Come to the blue,
click the down arrow, paste material, red, down
arrow, paste material. Now let's come to the blue. First of all, though, we have to sign the blue to one of these. What I'm going to do
is I'm going to come in with face leg. If I press L on here, it should just grab them
going all the way around. Click the blue, click a sign, and now let's
change the color to a nice blue like
so. There you go. Actually this is
probably looking a little bit washed out, so we probably need
to just make it a little bit darker like so. But I'm not sure whether to
have it this blue or not, actually, I'm just going to make it a little bit more blue. Actually, I think it
does look bad like that. Let's come to the next one, we'll come to this
one, I'm going to grab it with L like so. Then I'm actually going to
come in now down arrow. Let's search for
white, white, shiny, plus down arrow, red, shiny, and then a click a sign. Then let's put this
on red like so. Yes, I'm happy with that
apart from the fact that it's probably not
read enough. Here we go. All right. We've got
that washed out low that not quite as
bright as these, and that's exactly what I want. Now let's come to
the beach bowl. We'll come again and
we'll come down to white. And I'll add another one
and that'll be the red. Because we actually
applied our seams, we can see again, really, really easy just to
grab every other one. Let's come in a sign, and there we go. All right. Let's come to our actual spade, down arrow, red, shiny. Now let's come to
our sand castle. I think what I'm going
to do is make a new one. We'll just quote
sandcastle because the actual sand on the
beach is different. Sand Castle, I'm going to do
is, I'm going to come two, my base color, click on it, go to the hex, click this, Control V, and then
you just copy this. It's c4b 69 A, that's the color I'm
going to make mine. Now the thing is with sand, it can be either really shiny or really dull, just depends. What we really need to do is we need to put
this in the scene, and then we'll have
a look if it's too much roughness or
something like that. Now, we need to move on now
to our actual starfish, and the starfish is a more
complicated actual material. If we come to our starfish, new, and we'll call it starfish. Now, what we'll do is we'll
head on over to our shade. You will notice what
I'm also trying to do, as well as actually build out more and more
complex things. I'm actually also
trying to do that with the actual shades
or along the way, we'll have some very
simple shaders, but I want to save the most
difficult shaders to the last so that you have
a good understanding of what's actually going on. With the starfish,
let's come in, and what we're going to do
is we're going to bring in a muscve texture. Shift A, search,
Musgrave texture. Now, this mus grave, basically, if I plug this into my surface, this is what mus
grave looks like. You can see already that that is the kind of look
that looks like a starfish with kind of these swirls and
things like this. Let's come in though and
alter a few of these, so We're going to
put this on four d. We're going to change this two, five, two, two, and two. We're actually going
to leave it on there. Now the next one
we're going to bring in is a Veroni texture. Shift A, search VO
R Veroni texture. Bring this one in.
Let's plug this one also into my surface like so. Actually, yes, that's right
into the surface like so. With the Veroni texture, We're not actually going
to mess around with any of these options here. All we're going to do is
we're going to grab it, and we're going to press control T. What that's going
to do is it is basically going to give us a mapping and
texture coordinates, and then it's going
to tell blender where to actually
base these colors on. You can see on the
left hand side here, we've got a generator. This is basically like a random generated based on
the actual object. We've got normal, which is basically which way the
normals are facing. We've got UV, which is if
we actually unwrap it, and then we've got things
like objects and reflections. The one we want to base it on though is the actual generator. Then what I'm going to
do is I'm actually going to Grab both of these, press the G b just to
pull them up here, and then I'm also going to
plug in this vector as well, just to make sure that these two things are
actually together. Now, let's bring
in our color amp. So I'm going to do is I'm
going to press shift. A, search, color, ramp. And I'm going to drop
that then into there, so. And now what I want to do
on the next lesson is, I want to actually bring in the colors and
actually start mixing these two things
together to create that kind of starfish look
that we're going for. The other thing, of
course, is let's plug this into the color. Let's plug this into the
surface, and there we go. Now it's looking a
little bit better. All right, everyone, so
I hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye.
16. Ramping up The Modelling Difficulty: Welcome back everyone
to blend the three, the ultimate stylized scene guide and this is
where we left off. Now, let's come to
our actual colors. Again, what I'm going
to do is I'm going to grab my colors from
the left hand side, I'm going to give you
those for you to use. First of all, we'll
come to this one. We'll put the position on 0.214, like so, and then we'll
bring in another one. So let's click the plus, and let's put this
position on 0.609, and then we've got the
last one which be on one. This one should be on one. Now let's come with the colors, so I'm going to grab my color. So let's grab the first
one. Grab this one. He Control V. I've just messed up there.
Let's do that again. Control C, Control V, like so orangey Yuki color, I guess, we could call it that. Let's come to the next
one, which is a really, really nice vibrant orange. Control C. Come to this one. Control and there we go. Now let's finally come to the last one, which
will be this, and let's copy the color. Of course, once you've
put in these colors, you're free to go away and
put in your own colors. If you don't like my colors, it's just to get you
roundabout in the ballpark. F fa2f2. Again, if I've gone a
little bit too fast, just make sure that you actually pause it and
look at the colors. Now you can see that's what
it's actually looking like. Now the thing is at the moment, If you plug in the height
of this onto here, you'll see what difference
that actually makes. It's up to you which one
of these you actually use. You could use both of
them if you want to. You can also see if you want to a little
bit more stylized, we can plug in the color
instead of the actual distance. But I think I'm happy
with that. The one thing I think I need to do is either bring b roughness down or
bring it opens up to you. I don't really want it.
That shiny I guess, something like that looks
absolutely fine. That's that. Now, the other thing is that, if you're not happy
with the colors, you can make this darker. There's a really
easy way to do that. All you do is you press shift
a search, bring in a gamma. Drop that in, and then
if I bring this down, I can make it really, really dark or really, really light. You've got a lot of control over it once you've
actually done it. I think actually I'm happy
with how that looks now and I'm just going to put it
over to the left hand side. Now I want to do is now
we've got all theses. We just want to rename them, and then we want to actually
put them in our assets, get them out of the way
and start the next asset. Let's come to modeling. Let's put this on material just so I can see
which ones which. Let's save it out
while we're here, then what we'll do is we'll
come to the starfish first. I'm going to come to this
one. We'll call it starfish. We've already got
our materials name. Let's come to the
next one, Castle. I'll actually call
it sandcastle. Sand Castle spade. We'll call this. If you
can't see it, by the way, rather than scrolling
up and down, just press the dot board and that'll take you
straight to it as well. We'll call this plastic spade, like so beach ball. Let's dot f like so, and then surfboard surf board, and we'll call this red, and then we'll have
surfboard blue. L so. Now we'll come and
actually make them assets, so right click and
right click and mark as asset and come to the
next one, right click, markers asset, next
one, right click, markers asset,
spade, right click, markers asset, San Castle,
same for that one, and finally, the Starfish
mark as is it marks that set? Starfish, we're going
to come to this one, and we're just going to
click on each one of these, marking them as I set. Trust me, it's
really worth doing this when you see how many
you're going to have. Make sure you actually do it, so blue mark as I set. All right, Let's go
over now to shade, sorry, not shade assets. Then what we'll do is
we'll come to assign. We'll grab each of
our models first. So I'm going to drop
them then in our assets, and then I'm going to c
the Bach poll as well. I looks like a material, so we'll put that in our assets, and now we'll just grab all of our materials and let's
put them in our materials, and shall we of our materials, and you can see that
this one really stands out and you can
use many many things. We've got our assets then
all there. All right. So now let's go
back to modeling, and then what we're
going to do now is, we're going to press tab, and we're going to bring
in our next asset. Let's again, pull up our assets, and what we're looking for
now is we're looking for one which ramps up the difficulty
a little bit more. I don't actually want to come to my windows and things
like that yet. Because I actually want
to build those closer to the end before we get onto the really
difficult things, which are things like this
moped and things like that. Probably the moped
is going to be the last thing that
we actually build. All right, I think the
thing that we'll build next is probably going to be
the actual solar panels. Let's bring in the solar panels. So I'm just going to click,
click on my references. And also before because I
like to have a tidy scene. I'm just going to put
these out of the way. Into some sort of ordered chaos. Let's put them out
the way you like so. Grandma starfish, and let's
move that out, like so. The one thing is
about the starfish is it's way way too big. I'm also going to make
it a little bit smaller. By the way, when you
make it smaller, The asset will actually
change size as well. Don't worry about
that. The asset will, of course, change size. The other thing is,
I'm just making sure, I've got all of my
origins in place. Let's change this
out, so I'm going to change this over here. Let's open it, and then which one did we
say we're going to do? We're going to do
the solar panel? Let's come down and we can see that we've got solar panels. All right, this is
our solar panel. Something a bit more difficult. We can see we've got a fair
amount of structures on here. Let's make a start on those. I'm going to actually build
one actual solar panel, and then I'll just make another one and
add them together. I think that's
going to be easier, so we'll do it that way. First of all, make sure your cursor is in the
center of the world. It's going to make it easier, so shifts cursor
to world origin, grab your reference, and make sure that they're
the right side. You can see here that
they're a little bit to small this. I'm
going to bring it up. Making sure is the right
size, something like that. Then I'm going to
place my solar panels. I'm going to place the
actually in the middle. Now you can see that
the solar panels a funny angle. Don't
worry about that. Let's press shift A, first
of all, bring in the plane, let's press, x, 90, and then let's
make this smaller. To be roughly around
the right size. Let's pull it up like,
let's press tab, grab the top of this edge, so edge slick,
bring the edge up, and something like that, I think is going to
be absolutely fine. Now, let's make
this solar panel. I'm going to do is we're
going to grab the middle. I'm going to press tab,
Control A, all transforms, right click, set
origin. To geometry. Tab again and now I'm going
to press I to insert that. I'm going to insert it just a little bit like so. All right. Let's press dot just to
get us back where we are. And let's grab the whole thing. So I'm going to press
E to extrude it out. Grab the middle. I'm looking at the thickness here and making sure that I'm actually
happy with it. It might be a little
bit too thick, so let's just pull it out a little bit just so we can see. Yeah. I'm thinking It's probably
a little bit too thick. I'm going to show you
another technique of how to quickly grab
something as well. Grab the center,
so left click it. Press the control plus
on your number pad. Hold control plus plus,
and there you go, you can see that we can
actually select the next one over so I'm just
going to bring that out again. If I press control minus, it will deselect it as well, so Control plus just increases
the selection like so. Now I'm going to do this because they're a
little bit too thick, I'm going to pull them
back a little bit. Now I'm going to grab
the middle part. I'm going to press E. And
just pull it back like so. We've got that nice
frame there that we're actually wanted.
That's the frame. Now, if I grab all
of this, press one, press shift, bring it over like so and put them next to each
other and there you go. We've got part of our
actual solar panels. Let's grab them all now
and just pull them out. The one thing we
should need to do is we just need to make
sure if I press one, or you're happy with
the size of these? I think they're looking probably
a little bit too small. I think I need to
make them taller. I think what it is is
the size of these is being made smaller because
they're actually an angle. I think what we'll do is we'll make them a little bit taller. I'm going to do. Rather than if I grab them and a press SNS, what that's going to do is it's going to make them taller, but what they'll do is it'll accentuate this part
and this part here. I don't really want
to do that. Why I want to do it instead is, I want to actually grab them
going all the way around. I've grabbed one
of them, control, select the next one,
shift select this one. Control select that one
and now I can pull them up like so now I think I'm happy with those. All
right now I've got those. Let's press Control
A, all transformed, right click, origin geometry, and now we're going
to do is we're going to actually rotate them. If I press on x, I can actually rotate them to where I actually
want them like so. Something Something like that, I think looks really nice. Let's pull a guy back
now and now you can see they're looking about the
right side. All right. So now we want to do is on
the next lesson is we want to actually start building
out this structure. So let's come to file, save it out, and I'll see you
on the next and everyone. I hope you're
really enjoying it. Alright, everyone. Se the
next one. Thanks a lot. Bye bye.
17. Easy Ways to Scale Noise Textures in The Node Editor: Welcome back everyone
to blend the three, the ultimate style C guard and
this is where we left off. Now, let's make the bottoms off here just to make
sure they look right. What I'm going to do is, I'm
just going to pull these forward just so I can go a
little bit more room to work. Then what we're going
to do is I'm going to press Control A, all transforms, collects rogs geometry,
Shift S, cursor to selected. Now when I bring something in, it's going to come
right with the cursors. Shift A. Let's make a. Let's make it smaller. Let's bring it up to
where we want it, so it's probably going to
be somewhere around here. It needs to be
quite thick because they would be quite heavy. There won't be anything flimsy. I'm going to make them a
little bit thin however, and then what I'm going
to do is I'm going to press S and x and just pull them out near
enough to the actual end. Now, I'm not going
to bend these. All I'm going to do is just
make sure that it's out, so they're actually
leaning on there, and then what I'm probably
going to do is I'm probably just going
to vel off this edge. So I'm going to grab this edge. You can't see grabbing
through there. If you click on it and
then press control B, you can see that you've actually grabbed it like so. All right. Now what I can do is
I can actually pull this a bit more
into place like so, and then I'll just
grab the top of here and then just pull that a little bit
more into place, so it actually fits a little
bit better. All right. We can see on the rest of it.
It's got three going down, and then it's got
these going down here, so just two on this
side and then a bottom one. Let's
start with that. Again, I'm going
to press shift A, bring in a cube, and this will be my middle part. So basically going
to bring this over. I'm going to pull it up
into place, and fit it. Under there, like so. Then what I'm going to do now is I'm going to aj pull it down. Going to make it a
little bit bare. Pull it down, down to the plane. I'm actually going to
hide this ground plane, so I'm going to hide
it out of the way. Just to make sure
that this is level. I'm going to press
three, and now we can see where
we're working to. This probably going to be okay there because we're
going to put another piece on the bottom of here. Again, I'm going to press
shift da, bring in a cue, press the S one, and let's bring this part down to the bottom. Let's press S again. And let's make this a
little bit thinner. S said, Let's press three. Let's put this into
place like so. I'm actually going to
grab the whole thing, and I'm just going to
lift it up just like so, and now I'm going to
pull this one down. Then I'm going to
do is I'm going to press and bring it over. To maybe something like that. And then I'll do is I'll
level this one off as well, so we'll come in and you can see here that I
didn't pull these out. I'm just going to grab
them both S and X, and just pull them out
to the edge, like so. Then what we'll do now is
we'll come to this part. Again, we're going
to grab that one. You can see that
I've got knock on my gizmo and that's because
I've not grabbed the face. I'm going to grab my face, the top face, pull it back. Yeah, I think that's going
to look fine like that. Now we get somewhere now, Let's come in and what
we'll do is we'll pressure. We'll pull it over. Do the same now shift
D, pull it over. Just making sure that they're
roughly in the right place. Then I'll do now is I'll bring this one probably
a little bit thinner. I'm going to press shift D. I'm going to press S and y and just make it a
little bit thinner like. Then I going to do is
I'm going to press r and x I think it is and
put that under there. Now, it's important that we
get this leveled up properly. I tend to start the bomb. What I'll do is I'll pull it into here and then
pull it against there. You can see it's
roughly against there. We also move this
over a little bit, pull this one over now ale bit, just to get that
flat along there. Then what I'll do
now is I'll com. To the top of here, so, T again, and then I'll pull
this out and pull it up into place like so, leaving a little bit of a gap just going
down there like so. You can see now that's fitting
into place really nicely. Now let's press tab, and then what we're going to do is
going to press shift D, bring it over, put this
one into place, shift D, bring it over, put this
one into place like so, and then finally shift D, bring it over and put it
into place along here. Like so, and just making
sure that it's all fitting in to place where
I actually want. You can see these are
crossing over a little bit. I don't really want
that. Remember again, you're not going to be looking
really at the back of it, so you just want them to
look in the right place. I think I'm happy with
how that looks now. I think that's enough support on there. I'm just
going to check This one more just to
make sure so we can see these are quite
thin on here. Are they looking too thick. I'm going to press dot. I'm
going to grab them all. Press Control J. Tab A, make sure I'm on
individual origins. Press Ssn X and as, make them jaws to tiny bit. Thinner, like that. I think
actually they look like that. Let's join the whole thing up. I'm going to do is
I'm going to grab all of these parts now. So I'm going to press G just to make sure
I've got them all. Then I'm going to press
control J, join them all. Press Control A, all transforms, clicks the origin to geometry. Now finally, let's come in
and actually level them off. Add modifier, bring in a bevel. Let's put it on
jet mode so we can see so you can see how
that's actually looking. They're probably be leveled
off a little bit too much. So let's bring it down to zero, and let's put it up one. You can see still that they're still be leveled off too much, and I don't want them
levelled off that much. I'm going to do is not 0.5. Now you can see that's
looking better like that. I'm just having to look round, making sure that I'm
actually happy with it. And I think I'm happy with
how that looks. All right. So now, let's come over, press Control A, and let's
now give these the material. So we'll just put onto
material just for now, what we'll do is we'll bring
in the first material, which will be the frame. If I click the down
arrow, put in frame, like so, and bring
in that material, and now want one more material, so that's going to be the solar, solar panels, like so,
and now let's come in. Grab each of these faces, and where do I want
them coming up to probably next one
over so Control plus, and then click a sign. And let's put it onto cycle
Shader, and there we go. You can see now that coming
up to these parts here, which should be absolutely fine. All right, so we've
got our frames in, and now we need to
do is need to create the actual solar
panels material, and this materials a little bit more complex than things
that we've done before. But that's what I'm trying
to do actually move us along and create harder
and harder things. Let's first of all, put this onto material. Then let's go over to
our shading panel. Make sure you're
on solar panels. Press the dot born to zoom in so you can see exactly
what you're doing. Make sure that they're on actual cycles render and now find that we
can make a start. The first one I'm
going to bring in is a brick texture
because you can see on the actual solar panels that they actually
look like bricks. I'll actually put this here just so you can actually
see what I'm doing. Then what I'm going to do is
I'm going to press shift. Search brick texture,
bring it in. Now the good thing
about brick textures, you'll notice that has
three separate colors, and these three separate
colors can be used in a way to actually make these
different colors on here. Let's actually come
in, press Control T, the first thing
we'll do is bring in a texture and a mapping, and we'll bring those
in just so we can actually create something
from the bricks. Then the next thing we'll do
is we'll actually bring in now a RGB and plug those in. If I press shift date, let's do a search and
we'll do mix RGB, not that, we need just an RGB, so I don't need a mix, actually, so I'll do a search RGB. There we go, and we're going
to bring that in to that. Then what I'm going
to do is I want to duplicate this, so shift D, duplicate again, so shift D, and now I'm going to
start plugging this in. If I plug this into here, this one into here, and
this one into here. Then what I want to
do is I want to now plug this in because basically, I want to see where
it's going to look like before I do anything
else with it. If I grab my color, and plug
this into my base color. Nothing really happens. You can see a little bit of something. Now what we're going
to do is we're just going to mess around
with these colors. If I bring this
color all the way down and bring this
color all the way down, now you can see
that we're actually starting to get somewhere. Now, this color
here, we want it on a slight green just to make
them that slight green color. Then what we want to
do now is we want to turn this offset
down to zero, and you can see now that we're actually starting
to get somewhere, these are starting to
lopply actual solar panels. The next thing we want
to do before altering anything is we want to come
down to where it says U V, and we want to plug the
UV into this vector here. Now you can see that
they're looking quite nice, but if yours don't look right, we need
to actually fix that. If you come over to
our UV editing panel, you can see that this is how
they're actually unwrapped. They're pretty square, they're not the way that they should be. The way that you could unwrap it is pressing U on the wrap, but you'll see that the
unwrap in a really, really weird way and we
don't actually want that. What I want to do is instead, I want to press one
on the number pad. Press U, come down and
project from view. In other words, I
want to project exactly the way I'm looking here to make them
rack correctly. Then if I come out,
grab one of them, so L, G, x, and just move them
over, near enough, just over the top of it,
and know that they're going to be near enough,
exactly the same. Now I can grab them
both, press S, pull them out a little bit, and now finally go
back over to shading, let it load up, and
now you can see the near enough exactly
in the same place, and that's why I'm
actually hoping for. You see that this and this are
exactly in the same place. Now we can actually move this over on, I
think it's the ys. This is not actually
moving at the moment. Let's see if it rotates.
Yeah, there we go. Now I can bring this up or
down to where I want it. I'm actually going
to pull it up. Something, something like that. Then what I'm going
to do is now I can alter the scale as
well if I need to. You can say I can alter
the scale to how I want them, something like that. I should. I'm just wondering why I can't actually
move the UV. I think it's because
it's the UVs being put in place
why I can't move it. But what we can
do is we can come over here and change
the scale on this side, and that definitely
will change the scale. So there we go, we can move it. That size, like so. All right, so I'm pretty
happy with how those look. On the next lesson, then what we'll do is we'll actually come and bring in our glass because we need some glass
over the top of here. At the moment, they
don't quite look, right? It looks this one here, for instance, looks way
way too bright as well. So we need to give them some glossiness 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.
18. Creating the Handrails: Welcome back everyone
to Blender three, the ultimate stylized
scene guard, and this is where we left off. Now, let's bring
in a transparency. So let's press shift A, search, transparent, and where
is it transparent? This one here? Let's
mix these together now. So I'm just going to
pull this one over. I'm going to bring in
my color over here. I'm going to bring
in then add shader. So add shader. And basically,
difference between a mix shader and dg
shader off course, that we can add them over
the top of each other rather than trying to mix them into or blend them into one shade. Let's drop that in there. Let's move actually this
down to the bottom, and let's put this
onto the top like so. Now what I want to
do is I want to come over and I want to turn this. If I turn this, nice
and dark color like so, and then bring it in green. L so now you can see they're
actually starting to look a little bit like
actual solar panels. Now, the one thing
is we need to make the roughness a bit more, so they actually shine properly, like so, and now they're starting to
really come together now. Let's have a look
at our mortar size. Let's make them a
little bit smaller. Like so, and now
they're starting to look like solar
panels. All right. They're looking pretty nice. Now, you could
take this one step further and plug this
into the displacement. I don't actually think
I'm going to do that. I think I'm actually happy with how they look because they are quite a small piece on
the grand scheme of things. Yeah, I'm not going to do
anything else with them. Again, you can come in
and mess around with a few more of these options
and things like that, but I'm pretty happy
with how those turn out. Now let's come to modeling. Let's press tab, and
let's come over. What we'll do is we'll right
click and Markers asset. We'll press the dot born. And we'll come to
our cube and we'll put port solar panels, like so, and then I'm going to press dot, I'm going
to right click. I'm going to mark as asset, and I'm going to come
to my assets unassigned into assets and into
materials like so. Then finally, I'm
just going to put these over here ready to
use in our sc All right. It's that time again,
let's have a look on our actual references, and I think the
actual next one we should do one that's
relatively well, it's a little bit harder than what we've
actually been doing. I think something like this
should be the next one. This is the beach hand rail. I think we'll probably
do this one next. The thing with the
beach hand rail is that we have to remember is that we will probably
be using the array, be arraying this
over, which means that we don't actually
need this side on it. We'll do this one next and
we'll get that the way. I'll do is we'll
come to modeling. We'll change our
actual reference, Let's come to our reference, change it over for
the beach hand rail. Let's press one and we'll do what we do every single time, so we'll grab our
reference, make it smaller. Let's put it into place, make them a little bit bigger. Like so. And that then looks
round about the right size. Then what we'll do is now, we'll bring in I think the way that I've done this
actually is I've done this part here
pretty much with a cube, and then I leveled the cube out, and then the other
parts, I think, same as the top is
also done with a cube, and then this part is done with I think it's done
with some roundness, but, I'm going to give it
a try with just a cube. What I'm going to do
is, first of all, I'm going to make sure my
curse is in the sense. I'm going to pre shift S, curse to world origin, and then shift A,
bring in a cube. Make the cube smaller, S and then I'm going
to put it into place. I'm going to put it up
to something like that. I'm going to press S, pull it out a bit, and then pull it up. So I've roughly got it in
the place that I want it, and then what I'm
going to do now. I'm going to press
dot first of all, move into it, grab
the top of it. One again, pull it up. S and bring it into
place like so. Now you can see that
it's actually going in. If I press Z wire frame. You can see that goes
in here near the top, so I actually want to
actually do that as well. So I'm going to do is I'm
going to press control. Left click, bring it up. One again. I want it from there, and I'm going to grab the top. Shifting click, make sure you've got all of
those one again. Press the S, bring it in. Now let's bring it up, so
I'm going to press E Z, Z again, just to make sure it's following that up like so. Now I'm going to
create the top pot. I'm going to press E,
enter S, pull it out. E Z, pull it up. Make sure it's following it, so press Z twice if you have to, and then E Z, and again, pull it up to here, and then S, bring
it in, like so. I'm happy with that so far. Now, let's create this top. The top of it, I'm going
to press to bring it in. On again, E, Pull it up, and
then S, pull it in. Let's press sad,
go back to solid, and let's have a little
we've created here. Now, let's see if we
can round this off. What I'm going to do
is I'm going to come. I'm going to grab all
of this going up, so shift and click on
all of these sides, then we press Control B
and pull it in like so. Don't pull it so far in though that these points here are
actually going over there. The other thing of course, is we spoke about many times as well. I should really press
Control A, all transforms, right clicks origin to geometry, and now should press tab
and pull it together. Control B, but I don't want
to pull it past those parts. I just want to put
it up to here. I hold shift there just to make sure it's not
coming past there. Then what I'm going to do is I'm just going to turn
up my segments, to make it a little bit
more rounded. There you go. You can see that's actually
looking quite nice. Is it looking better
than the original? Actually, probably is, probably looking better
than the original as well. All right. Now I'm
going to do is put these two parts near and see if I can get these
fitting in properly. So you can see we've
got some cylinders and they're going over
here. Let's put those in. At the moment, we've got our
cursor right in the center. Let's press shift
S and use that. Let's then press shift A, bring in a cylinder.
So five at the moment. Let's put it on 14 and see if
we can get away with that. Let's spin it around so r, y 90, and let's make it
smaller like so, and let's put it into place. Something like that. Can we get away with it being that big? I'm going to hide my reference
out the way just for now, and then what I'm going to
do is I'm going to press S. And pull it out, Press one. Old tag, bring back
the reference, and now I'm going
to do is press Z and just have a look
at how big this is. So you can see Yeah,
it's probably too big. So if I press I'm thinking I'm thinking I'm
going to need a lot smaller. So if I press S, you can see that I'm actually
not grab that, so let's grab this part
and then make it smaller. Like so, like so, and then let's press
S and X, pull it out. Let's press Z, solid, double tab the A. Yeah. The thing is this bit here
needs to be much smaller. What we're going to do
is I'm going to grab this all the way around, so lt shifting click, and then I'm going
to press lt and S, and that then is going to bring it in the way that I need it. Alt S, bring it in L so
tab, and there you go. That's looking better. Now the thing is
the top of this. Is way way too big now. I'm thinking that I need to
make it much much smaller. So what I'm going to do, I'm
going to grab the top of it. So lt shifting
clay control plus, keep going all the way down
to the underneath of this, and then what you're going to
do is tes and bring it in. Very slowly to where
we actually need it. Something like that,
so it actually fits. All right. So now that's
looking much better. The one thing is a thing. I'm just wondering if
I should make this a little bit higher as
well. Yes, I think I do. So I'm going to do is I'm
going to pull it up a little bit like so and then I'm going to grab the
bottom of this. So ult shift and click, pull it down, and just make
it a little bit thicker. It's looking a
little bit flimsy. All right, so I'm
happy with that. I'm actually thinking
that that looks better than the original that I did because it's a little
bit more blocky. If right click now, shades move. Let's bring in Auto smooth. Yeah, I'm thinking that
looks a little bit bare. So what I'm going to do now is I'm actually going to
come to this part, right click Shade Smooth. Let's bring in Auto
smooth on this one. I think if I press shift D now, bring that down. There we go. Now, let's bring these in, so I'm going to grab
both of these together, control J, and then
I'm going to come. Grab both of these, like so. Press the born, bring them in, and now I should be able
to extrude them this way. So E, x, pull them out, and I'm going to put
them probably up to the halfway point,
and there we go. That's looking pretty nice. Yes. I think I'm actually happier with these than now
they're looked on here. On here, they're not
quite strong enough. They've not quite got the
sides that I'm looking for, but on this one, it's
looking pretty nice. Now on this one, I'm going
to do this as well is, I'm going to use a material. I'm going to make
material which is painted met. I'm
going to do this. I'm going to come to
my materials panel. Let's first of all, join
them all together though. Control J, join
them all together, Control A all transforms, right click set
origins geometry, and now we'll just make sure that we've beveled
them off a little bit. So you can see leveling them off turn that down all the way. Turn it up a little bit. Make sure that I'm actually
happy with our day looks. Now you can see
we've got that kind of rounded look that we're
actually looking for. Except this bit, which
I'm actually happy with. I think that square
look looks better. Let's hover over here, press
Control A just to apply it, and now let's bring
in a simple material. I'll call this painted metal, and I'll call it dark like so. All right. So with
the painted met, I don't even need to
go into my shader. All I'm going to do
is first of all, make sure that I'm
actually on cycles, and then going to put the
metallic up all the way. And then what I'm going to
do is I'm going to turn the color to
something more gray, and maybe even a little bit of a brownish Just a slight
brownish, tinge to it. Maybe that's a
little bit too much. Let's just rain it back
in. Something like that. Then what also we can do
is change the roughness, make it a little bit
more shiny like so. That's looking really nice. A live better than this one, actually, that's really good. Now, let's to our
pot, so it's a cube, and we'll call it
handrail. Like so. And then what we'll do is right click and mark as asset like so. All right, so let that load up. Then what we can do is
just put it on material. Let's put this out
the way over here. And then what we'll
do is we'll right click and mark that
as asset as well. Let's go to our assets quickly. Hand rail, we'll move to assets, material, we'll
move to materials. Modeling, file, save out. And then on the next
one, then, obviously, we'll start another
of the actual parts. But you can see already that they're really starts
to come together, and we've really got a fair
few parts to actually w with. So you'll see in the end when we actually come to
create our scene, just how easy it is to
bring all these parts in and really really create
a nice looking scene. All right, everyone. So
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot, bye bye.
19. Working with Transformation Orientation: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. We're going to pick the next one that we're
going to do next. And I think the next one should be something like this bench. If I double click on this
bench, let's load it up, you can see that we've
got a nice swirl actually coming round and it bends in a little bit and
then it comes out. It's actually a bit hard to see actually what it looks like, but I've done that
on purpose because sometimes when you've
got references, you can't actually
see the whole object, so it's good to
actually try and make your own thing from the
reference that you've got to an. Let's close that down and let's bring that in then to scene. What I'm going to do is I'm going to click on my reference. I'm going to come off
to the right hand side, and I'm going to open up
and the one that's called, or is it Bench. There we go. Let's open that up. Let's make sure reference is
the right size first of all. I'm going to make them a little
bit bigger. Pull him up. Thinks about
something like that. Yeah, I think we can actually
start from this. All right. The first thing
we're going to do if you're make in the benches, basically, you've
got your guy here, and you're going to
have to make use of V because you're going
to have to work out how far back the bench
actually goes at this reference, you
can't actually see that. If we press Shift S, cursor to world origin and
then I'll press Shift A, I'm going to start
with an actual plane. I'm going to start with a plane. I'm probably going to leave it just flat for now because
then I can bring it up. And then what I'll do is I'll press seven to go over the top. And you'll notice that I can't actually see over the top,
so that's not going to work. What I'll do is I'll press one, and then I'll spin it around. So r x 90, and I'm going to bring it out, so S and x, let's pull it out. So it's like halfway in
between each of these, and then I'm going
to pull it up, and that's where our
bench actually starts. And then what I'm
going to do now is I'm going to actually
pull this bit up. So if I pull this bit up
by coming to the bottom, so grabbing this bottom
edge, pull it up. We can see it comes back
to something like that. And then what I'm going
to do is pull it out now. So if I press E and y
and just pull it out. And now what I'll do is I'll get my little guy, bring him over. Put it on top jet motor, I can actually see
what I'm doing. And I'm looking now to see where he's
actually going to sit. You can see that this even with our reference
is probably a bit low, and the reason is that
our reference probably needs bringing up
just a tab like that, so it's sat on the flouf, and
then we'll bring this up. Like, something like
that. And I can see. A bench normally is where the actual bend is in the
knee of an average person. That's how benches
normally work. You can see though on
this one, though that this needs kind of pulling
down a little bit, so when he sits in he kind
of slouches in there, that's how the bench
is normally done. All right, so I'm
happy with that. Now what I'll do is I'll
just pull them both out. And then what I'll do is I'll
bring some H loops in now. I'm going to grab
my bench press tab to go into mode, press control. And let's bring in, I think
three, something like that. It's important that we bring in the right amount
of edge loops on this because we're
going to actually use these edge loops to create
these plants as well. Now I'm going to do
is on the bottom one I'm probably
going to bring in, we've got three on this one. Let's see even get
away with four, so control for left click, right click and one
looking for is just to make sure they're
kind of the same size, which I believe they
are. All right. Now what I'll do is
I'll actually come in, and I'll use my proportional
editing and now I'll pull it back like so and get a nice kind of slope,
something like that. And then what I'll do is
I'll pull this down like so, and then I'm probably
going to pull this bit down for bring it in, like so and you can see now that that's actually a
pretty nice slope. The one thing I'm not
happy with is this one. You just need to come
in back a little bit without distorting
that too much. Something like that looks
pretty nice. All right. Rather we might
as actually well, you can see that this is, I'm I'm going to have to
actually take portion of, press three on the number pad, and I'm just going to smooth
this out a little bit. I'm not quite happy
without that look, so I'm just going
to press three, pull it up and I want a
nice gradual slope like so, that's looking a little bit bet. Now I want to do is
I want to actually create the arms of
the actual bench. A I'm going to do is I'm
going to press old shift and click and just grab this
piece going down here. Then what I'm going to do is
I'm going to press shift. I'm going to bring
it out like so, and then I'm going
to press E and x and just pull it over this way
to get that little arm rest. Now, what I want
to do is want to split this off away
from everything. So LP selection. Grab this again, control late, all transforms right clicks a origins geometry because we're going to bring
in a modifier. One we've used before, which
is the actual solidify, let's bring in solidify. Let's pull out the
thickness a bit, so something maybe
not quite that big, something like that,
Let's put it on even thickness just so
it goes out properly. Let's also make use
of the actual offset. Now the offset is really, really handy when you're doing anything like this
because what it does, at the moment, you
can see that this is perfectly flat to here and
we don't really want that. But if we pull this this way, you can see that we can put it into the actual middle like so, and it's in the middle
going all the way around. That's really, really handy
to actually know. Now, let's Have a look at our
actual bench and. You can see it's quite beveled
on these parts as well, so that's something that we want to actually achieve as well. I'm going to do is
I'm going to come in and actually apply my solidify. Just make sure you're happy
with the thickness of it. I think I am, so I'm just
going to apply it Control A. Then what I'm going to do now, I'm going to come in and I'm
going to bevel them off. Again, I'm going to
press control A, all transforms because we
actually use the solidify. Set origin to geometry, and then what we'll do is we'll try bringing a bevel in first. Now I think actually, we'll
be able to make use of that. Sometimes when you bring
the bevel modifier in, it doesn't actually bevel
the edges that much, but I think on this occasion it what I'm going to do is I'm
going to bring it down, and then we're
going to turn it up slowly to what I'm
actually wanting. I think actually
something I think actually I want it halfway
between this one and this one. So I'm going to do is
I'm going to put point naught point naught 15, like so. I think that's going
to look pretty nice. All right, I'm happy with that. I'm just looking
to make sure I'm happy with the rest of
it, and I think I am. Let's now come in, and what we'll do is
we'll change these now into actual planks. The way I'm going to do that
is, I'm going to come in, and I'm simply going to grab
each one of these like so. I'm going to right click and
mark C. I'm just doing that, so it's easier then
to split them up. Just get into the habit of actually marking
scams like this if you're making planks because it does make it a lot easier. Then what I'm going
to do is I'm going to press L on each of these. Every other one, and then
I'm going to press Y. And what y does is it
actually splits it up. So if I press G
now to free move, you'll see that
they're all split up, and they're ready now to go. So if I press A now, make sure on interlocking
links on individual origins, press the S bond to bring it in. You can see now that
they're all split up, and now I can actually
shrink them in as well. Now if I press S and x, I can pull them back out now
and put them into place, and that's looking pretty nice. Maybe accept this one here. This might need poly now a little bit more
than where it is, but we'll see once we've
got them into place. Alright so now, What
we need to do is we need to actually give
these some thickness. The problem might be with the thickness that we've
split them off like this is that this one here might not actually
work correctly. Let's actually see if it we
can get to work correctly. So I come in, let's
press control A again, all transforms right,
plex Origin geometry, and now bring in A solidify. Let's make sure even
thickness is on first, and now let's bring them
out this way and see. You can see there how this is
not working going that way. We haven't got a split in there. But if if we put
them the other way, so go back the other way. So you can see now that's actually
looking much much better. I'm just holding the
shift button down. That's looking much better
like that as you can see. Now we've got that split there and it's looking a lot
more like a bench. Now we need to do
is just make use again of our offsets.
Bring our offset in. We've still got
that split there, and we've actually moved them a little bit
as you can see. That's looking a
lot more realistic. Now, I might have
gone a little bit too far with my offset, so
let's bring it back. Just a little bit.
I still too far. That's the thickness messing around with the thickness.
Let's put that back. Let's pull the offset back, so we're going to bring it back there just to get
that split there. I might still have a little bit further to go.
I think I have. So let's bring it back a little bit more,
something like that. Now you can see that I'm
probably going to have to move this back a bit. I think I'm actually going
to move this back. Like so. Then what I'm finally
going to do is I'm just going to come
to the front of here. I'm going to grab
the front. This has this has still got the bevel
on, so that's really good. Now, there's another little
trick that you can use when working with something
where it's facing this angle. If you come up to
where it says global, click on it and
put it on normal, you'll see now that
the actual gizmo is pointing in the
way that we want it, which is really handy to
just pull something out like that and in the right
direction that you want it. Now you can see that this is really starting
to come together. I'm just looking round to make sure that I'm
happy with it. I think I need to drop it
down a little bit as well, so I'm going to
drop it down to ta. Like, so, and now it's kind
of fitting into place. Alright, so I'm happy with that. Now I want to do is
on the next lesson. I want to put this
on the other side. I want to pull this
out a little bit, and then I want to give
this bench some legs. So I hope you enjoyed it, and I hope you learned a
lot from that one, and I'll see you on the next
one. Thanks a lot. Bye bye.
20. Smarter Ways to Work With Modifiers: Welcome back if everyone
to blend the three, the ultimate stylized
scene guide. The other thing
is, as we actually move on through these
actual references, they are going to
take longer and longer each one, unfortunately. That's just the way it is. All right, what we'll do is we'll actually mirror
this over the other side, so I might as well
apply our pebbles. So what I'll do is
I'll press control. First of all though let me pull up this one, this part here. So I should have really
probably not applied it yet, but I can just grab it like
so, press Control plus, and then what I can do,
I'm still on normal, I'll just pull it up into place like that and just
make it actually fit, and that looks
really, really nice. All right. So now we'll
do is we'll again, control Ale transforms,
right click and this time, we're going to set the
origin to three D cursor because we're going
to use that origin then to add a modifier, which will be the mirror.
See here we have a problem. The problem is because I've probably moved this
part of it Swain. I'm going to grab this. I'm
going to press control A, all transforms, right
click origin to geometry. Then we we're going to do
is grab this one again. Actually need to
grab this one first, press shift S,
cursor to selected. Then we should have that
really in the middle. Now let's grab this part, and let's put the origin
where the cursor is. R clicks origin to three D
cursor, and there we go. It's actually put it in
the right place now. Now we want to do is
we want to build out the actual leg so we can see the legs look
something like this. This is a very very simple
leg base basically. Let's start that Swain do. I'm going to bring
in a cylinder. I'm going to turn
a cylinder, make sure it's on 14,
something like that. I'm just going to then bring it over like so and make
them chunky enough, so they're actually stock into the actual metal way because
this is fully metal, so just make sure
that we can actually get underneath and make
sure that they're in. And then we need to think about where is it going to
be supported from? I'm just going to get
rid of this ground plane just for now because it's
get in the way of it, and then I'm going
to press S. And then what I'm going to do is
I'm going to bring it back. I'm thinking probably
somewhere from here is where it's actually
going to be supported from. Then what I'm going to
do is I'm going to grab the bottom of here
and face select, press three, just to
go into the side view, and I'm going to pull it down. To this part here, and then
we're going to grab this with L shift D and then bring it over to where
I actually want it, which will probably be
somewhere around there. I don't actually know how that
managed to get over there. That's why. I should tell you,
I'm going to delete that. That when you've got normal on, it can make actually moving
things really, really funky. So just make sure
that you've got it in global, and
then we can move it. I'm going to press L.
I'm going to press Control seven to actually
go over the top. I'm going to press
Shift D, and now I should be able to move it into
the place where I want it, which is probably going
to be around here, actually supporting this kind of this end part of the bend. So something like that, I
think's absolutely fine. All right. Now I'm going to do is I'm
going to grab both of these. I'm going to press Shift
S. Cursor to selected. And then what I'm
going to do now is I'm going to bring in a cube. So Shift A, bring in a cube,
make the cube smaller. So make it flat. I said, then let's
pull it out, so S, and y, let's pull
it out into place, so let's pull it down. And then what I'm
going to do now, I'm just going to try
and fit this into place. I'm going to press S and x, bring it in a little bit more. And then what I'm going
to do, I'm going to grab each of these edges now. And if you guessed it,
I'm going to bevel it. So Control B, bevel it off. So now you can see that
looks really nice. Now, just bear in mind, I will show you that before
I leveled it off, I should really reset
transformation. Control A, all transforms right click, set
origins geometry, tab control B and
now bevel it off and just also make sure that I've
got mine on two as well. You can change the amount of bevel as well with
this boat here. You can see that actually
changes the amount of bevel, that space like pressing the control B and
actually holding it. You can also change the shape of it here as
well if you want to. If you want something like that, maybe you want to
go for that bot. I'm going to leave
mine on actual here. So happy with that.
Now I want to do is, I just want to split this off
away from the other parts. So LP selection. Grab it again, control
transforms, set origins geometry, add modifier, and let's bring
in a bevel, bevel modifier. Let's turn it down to zero, and let's turn it up one. And I'm just thinking that's probably Probably a
little bit too high. Let's put a naught point
naught naught five, something like that, and that to me is looking much much better. Now, the other thing is,
I need to shade smooth. I need to then bring
on my auto smooth, and you can see that it
looks really, really nice. Let's grab both
for these as well, and what we're going to do
is Shade Smooth on those. Bring on Auto smooth,
and there we go. Let's now just make sure
that we apply our bevel, so control A on this part, join it up with these
part, so control J. Then finally, we want to
join it up to this part. Before we do that, of course, we need to not bevel. We need to smooth
this off as pot. I'm going to grab
this part. I'm going to not apply mirror. I'm
going to shade smooth. I'm going to bring
in my Auto smooth. Then what I'm going to do is,
I'm going to grab this one, and I'm going to join
it with this one. If we do it the other way round, it will take the modifier off and we don't
really want that. But if we join it to this one, it'll actually
incorporate the origin, and it'll incorporate
the actual mirror. If I grab this one, last, press Control J, and now you'll see we've actually put that
over to the other side. We're nearly there.
Now what we need to do is we need to come
back to this one. We need to press Control A, just in case we didn't do that, right clicks the
origin to geometry, and now we're going to
come to our ad modifier. At the moment, we've
got a slido fion, let's just make sure
we're happy with it, which I think we are. Let's press Control A, And the one thing I
think I need to do is, I think I need to pull it
out a little bit more. So what I'm going to do
is I'm going to grab it, press S and x, and as, pull it out, making sure it's actually in where I actually
wanted to be. All right. So now the final
bevel on this one, so let's add modifier, come down, add a bevel. Turn it down to zero, turn it up. There you go. You can see just how easy it is to create that
beautiful bench. Let's apply that, Control A. Let's apply the
mirror, Control A. Let's join it all
together now, Control J, and then finally
control A. Transoms, right clicks the
origins geometry, and now just shades move. Autos move on, and there
we go. Simple as that. All right. Now, let's create a couple of materials
for this actual bench. The first material,
I'm actually going to use a material
we've already used, and the second material is
going to be a material that basically randomizes
the parts of the bench. In other words,
every actual face on it is going to randomize it. But what you actually do is you create it in such a
way that the very, very subtle and where it
does it really actually makes it look realistic,
while stylized. It's basically like
giving it shading of some kind and makes
it pop a lot more. All right, rather than
just a base color. What we'll do is we'll
come over first, I'm going to grab it. I'm going to come up and
I'm going to rename it. I'll just name it bench. And then I'm going to press dot, find it again, right click, and I'm going to
mark it as an asset. And then what I'm
going to do, now, I'm going to come to
my actual materials, which is this portion here. Come down and what I'm
looking for is frames. So this one here says frames. And I should mention as well
that the other thing is, when you can actually delete any of these colors
that you don't want to use. If you come over to
it, sorry, file, and you go to cleanup and you get rid of
unused data locks. There you go, purging
86 unused data block, six images, 40 textures, one materials, one wheels,
37 measures, and one screen. Now what that's done is, if I
come to here, for instance, and look at this one and
go back to my world now, you'll see that I've only got these two here where
I had free before. If I come to my materials now, you'll also see if
click this down arrow, that it's got rid of
all those materials that we weren't actually using. This is a really, really
handy thing to actually use. Now, before, you'd have to delete blender and
things like that. It didn't work very well, but now you can see that
they've made it really, really easy to actually do that. Now, et's come in and actually think about bringing in the
material for this one. Let's name our next material, and I'm going to call it new and I'm going to call
it wooden planks. Random. So. And then
what we're going to do is we're going to actually
grab all of my actual planks. Just make sure you're an
edge sect because obviously, you've marked seams on
these things, like so. Not that one. Grab this one. And then what we're
going to do is we're going to assign these, and now we're going to head
on over to the shading panel. And for some reason,
this is on normal. I'm just going to
put mine on global. And now I'm going to do
is I'm actually going to go bring in a geometry node. Shift A search. Geometry node, like so. You can see on the bottom of the geometry nod,
random per island. That is the one that we're
actually looking for. Now, if I bring in a color ramp, so shift A, search, color, Ram now what I'll
bring in is a RGB curse. I'll tell you the reason
I'm bringing this in is it's a really, really good way to
actually change the overall darkness or lightness of what
you actually do. This is the best node for this. You can use gamma,
but the RGB curve just gives you a lot more
actual thinness over it. All the next thing
I'm going to do, then I'm going to
plug all of these in. If I can plug this
into the base color, I'll plug my color from my color ramp into the
color of the RGB curves. And then finally,
I'll come and put my random per island into there. You can see already
what that's done, so you can see that we've
got all the way along this, all the way going up
different actual colors. Now, the other thing that
you need to be aware of, is that what this will do at
the moment, it's on linear, so it'll take any color
from here to here, and anything in between. If it's on constant, if
I put this on constant, you will see now
that it changes it over and basically
what it's trying to do now is take this color and this color, which
is basically black. But if I put this, let's say, if I move this download, now you can see what
I'm talking about. Now it's bring different
colors in there. Now what I tend to do is, I'm going to have probably four different colors in
here. I'll move this up. O, two, let's add another one, three, Let's add another
one, four like so. Now I tend to do is I'll put one to the brown
color that I want, so I'm going to bring
it down and put it on the nice brown color
that I actually want. Let's make sure we're on
cycles render engine. I think I want to make this
a little bit darker and a little bit more brown like so. I also feel that the shininess on here is a little
bit too much. So let's come over and turn the roughness jot down
a little bit like so. And then what I can
do now I can come back and actually start
to create this color. This one here, I'm
going to actually put on my red like so, and this one here, I'm going
to put onto a green like so. And then the final one, I'll
put onto a yellow like so. Now, the only
reason I do that is just to make sure that
it's all working. And now what I tend to do
is, I'll come to this one, grab the red, come to my little pipette and what I'm going to do is, I'm
going to click on here. Then I'm going to
come to the next one, grab my little pipette. And put this one on here
and then find the last one, grab my Papete, and
put this one on here. Now what I can do
is I can come into this one and just turn it very, very, slightly a
different color. This one, very, very
slightly a different color, and then finally this one, and we'll put it on a little bit of a reddish color
like so. There you go. That's how easy you
can actually do that. You can see now it's really, really effective, and then finally now we can come
in with our curves. If I put this on,
you can see that we can either darken
them or lighten them up and you can just see how much control you
actually have over them. Something like that, and
you can see now the very, very subtle difference
in that actual bench. That's how we actually do that. You can see it's
a really, really nice process of doing it. Finally now what we
need to do is need to Right plate markers assets. Let's go to our assets then, and then what I'll do is I'll
just this into our assets, and I'll this wood
into my materials. And there we go. You can see, we're really really
building up this now. All right, finally,
then let's just move this over to the
back near the rocks, and this one's gone a little
bit longer than normal, so I'll see on the next Np. Thanks a lot. Bye bye.
21. Creating Meshes with the Knife Tool: Welcome back, everyone's
blend, the three, the ultimate stylized
scene guide, and this is where
we left it off. Now, let's come
back to modeling, and let's bring in our next. I'm going to put this
actually onto material. And then what I'll
do is I'll press tap just to make sure I've
not got that grabbed. Grab my reference, and what
I'm going to do is I'm going to go straight over
then to my references. And let's actually show you how to actually see the because at the moment you
can't see anything. If we come over
to this one here, and What we're going to do
is going to click on this, and now you should actually
be able to see them like so, and I can just make it bigger. I think actually we can
make them bigger as well. You've got a regular size here, click on down and
that's put on large, and now we can really really
see what we're actually do. Let's actually do something
a little bit different. I think at the moment,
we'll actually make this actual exit
sign and this arrow, and I'm going to show you
how to actually create those just so we just mix it up
that little bit. All right. Let's double click on
this, and there we go. What we're going to
do is we'll create the exit sign and
then we'll in fact, we'll create the arrow first,
and then the exit signs. What we going to
do is first of I'm going to make sure my
curse is in the center, so shift cursor to world origin, bring in a plane, so
shift A, so plane. Spin it around, so X 90, press one on the number pad
just again in front view, and then what I want
to do is I want to cover up that actual arrow. So I'm going to press S,
bring it out, like so. And then what I'm going to
do now I'm going to press Z to go into wire
frame, and there we go. That's what I actually
want to do with my actual arrow. So
how do we do that? Well, basically,
I'm going to use a technique with
the actual n tool. I feel it's a very easy
technique to actually use. And since we don't need to
have this absolutely perfect, it's a good time to
show you the ni tool. So if I press tab,
press the button, and then you'll see you've got this little knife here
with a little green dot. Now you can actually do,
you can actually grab onto any part of the edge
of the actual plane, and you can grab it
and then you can come all the way
down to the bottom, like so, and you can actually
put another dot there. And if you press enter now, you'll see you've actually
got an actual edge there. You can see that you can
really actually start to build up this into whatever
shape you really want. Now, what this enables us to do is if we come
to the next one, bring it down, We can
actually make a really, really nice cut to, like so. Now you will notice when I come round to one
of these parts, it's actually attracted to it. But if I hold the
control button, I can get really, really close without actually
being attracted to it. I can even go through
each of these, and I'll actually put an
actual vertice there as well. Now if you want to stop doing whatever you've done and
you're not happy with it, just press the escape button, and I'll actually get rid of it. If you're happy with
what you're doing, all you need to do is just
press right click and then we keep them there and you can start from where
you're going again. So right click, as you can see, or you can get to the end, grab the n one, press
the n to button, and that will do the same thing. I'm just going to get rid
of that with Control Z, and then what I'm
going to do now is I'm going to put
anther piece in here. I'm going to come
to this part, I'm going to bring it down and make sure my line is straight can see it's a little bit
jagged at the moment, so I'm just going
to move it over, like so, getting it as
straight as possible. You might have a
problem actually getting it really,
really straight. I'm going to give it a good go. So something like
that's nearly straight. There we go straight as you want press the bond, and there we go. All right. Let's now come in
and work on this bit here. So what I'm going to do is I'm probably going to
grab it from here. Press the Kb, grab it from here, and bring it over to the side here, can
see that straight. Then we're going to
go back to this part and then come to this part here. Like so, and then I'm
going to press the bone. Now I'm going to come from
probably this part here, Bring it over to the side,
making shot it straight. It takes a little bit of time and then come
back to this one. Making shot it straight again, like so, press the ter
bone, and there we go. Let's now come in and
make these parts here. I'm going to do is I'm going
to grab this part here. I'm going to hold the
control bone and then come to n. Same on this one then, so I'm going to grab
this part here. Control bone. Come to
here, and there we go. Now, let's make
these final parts. I'm going to come from here. K, let's come from
this part here up to here to here to here, enter, and now the final part. Let's actually grab our man, hide him out of the way.
Let's come back to this. Now, K. Making sure
this bit is straight, two here, two here, and finally, two here,
press the enter button. There we go. We've
got our actual arrow. We've missed one piece up here, I think, just this
piece up here, so now I'm going to press K, and then just drop that down. Enter there we go. Now, how do we get
this out of here? Well, basically we
come to face select, and we're going to grab
each one of these faces. Don't forget the little
parts that you've actually made, these parts here, and then all you're going
to do, press shift, enter, pull it out, There you go. There's
your actual arrow. Just make sure you've got
these parts on there, so. Now you will notice at
the moment that this has got loads and
loads of engons in. I'm not sure if we spoke
about engons before. I don't think so, so
it's important that you actually look at what
I'm going to put down here, what tells you all
about the engons, because we don't actually want engons or anything like that. What I'm going to do,
first of all though, I'm going to actually make
this into a piece of meth. I'm going to split it off from this actual This
actual plane over it. I'm going to press
P, selection, tab, grab it again, control
all transforms, click, set origin to geometry. And then what I'm
going to do now, I'm actually going to press Z, going into solid mode, and now I can actually
grab this as well. I think actually, this is
also, let me just have a look. Let's grab this. As it go
material on it. No, it's not. It's just, I think it's the
wrong way around the mom. I'll check that in a minute.
I'm going to press tab. I'm going to grab it
all. I'm going to press E then jaws
to pull it out. Like so just to make it into a nice piece of mesh,
which it is now. And then what I'll do is
I'll just check my normal. Face orientation, just making sure they're
actually correct, which they are, and we've
already been through that, so you'll know
exactly what that is. Let's now grab this,
delete it out the way, and now finally, let's
sort out those ngs. You can see at the
mo on we've got loads and loads of gons. Luckily, for us, it's an easy button to actually fix this. Just press L. Make sure
you've grabbed everything, right click then, and then
what you're going to do is, you're going to
come down to what it says triangulate faces. That then is going to make sure there's no eng ons in there. Finally, what I like to
do to make it a little bit cleaner is actually
tries to quad slate. And you can see that just cleans it up really, really nicely. All right, so that's our arrow. Now what we need to do is our actual exit sign as
well. Let's press tab. Let's press one again,
and then what I'm going to do is I'm
going to press Shift A, bring in, I think I'll bring
in a plane again, so RX 90. Let's make it smaller. So, I'm going to
bring it into place. L so, and I'm going to pull
it out on the Z. S and Z. Let's pull it up.
Grab this edge, tab edge select, grab
this edge like so. Now let's grab it all. Now
if I press the ye button, is it all going to
come in evenly? You can see that it's
probably a little bit out. So I'm going to do
is right click, tab control, all
transforms right click, origins geometry, Z to
go into wire frame, and now I'm going to press tab, and now I'm going to
press and bring it in. I bring it in like so. All that it's looking good, I'm going to press the little
dot on the number pad now. Now what I should be
able to do is go back now into solid and
bring this out. I'm going to grab it all, so I'm going to press control plus. I want to press E
to pull it out. Then we're going
to grab this bit, and all I'm going to do
then is press E and pull it back to make that actual where my exit can
actually sit in there. That's looking really nice. Now, we actually need the
actual exit part of this. The easiest way
to do this within Blender is also an
actual text option. We'll actually look at
that on the next lesson, so we'll start actually
creating the exit part of it, and then hopefully
we should be able to get the material on these and actually get these
assets finished. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
22. Working With Fonts & Text in Blender: Welcome back everyone
to Blender three, the ultimate stylized scene guide and this is
where we left it up. All right, so we
might as well put our cursor right in
the center of now. What I'll do is
our press Shift S, cursor selected, and now I'm going to do is I'm
going to pres shift date. If you press shift date, you'll see where the primitives menu is down here is one that actually says Text
let's bring that in. You'll notice it comes in near enough like where
actually my cursor is, and now all I want to
do is spin it round. So O X nine spin it round, and then what we'll do is
we'll press the S button, and s put it in place like so. That's probably going to
be a little bit small. Let's bring it into
place. Like so. Now, over on the
right hand side, you're going to have basically a little bit like
the curve menu, but this is actually
our text menu. So we've got the same features
here, which is geometry. We've also got something
that is the actual font. You can see at the
moment of B font. So what I can do
is I can come in, first of all, press
the tab button, and then what we going to
do is click the backspace and put in exits in capital. So Cast, exit, like. You can see that
actually luckily for us, this actual font works really, really well with the exit sign. But to change your font, just click on this button
and you should have a load of fonts that come up and shows you basically
what they look like, what they look like with
capitals, and things like that. You might want to
actually change your pont out for
something different. All right let's close that down. And then what I'm going
to do is I'm going to pull this out, so
I'm going to press tab. I'm going to pull it out to
where I actually want it. So I want it probably something
just back behind here. And then what I'm
going to do now is I'm going to come to the depth, and I'm going to pull it out,
and that's the wrong one. Sorry, not the
depth, the extrude. I'm going to pull this out. So you can hold the shift
boton as well to make it a little bit smaller, and
then when I'm going to do is, I'm going to pull it
back, so it just sits on there like so and you can
see just how easy that was. And maybe just maybe this back panel is a
little bit too far back. So I'm going to
grab my back panel, so I'm going to pull
it then just to where that exit stops because I don't want it floating
in front of it, plus I want this to actually shine onto the back
of it a little bit. Let's actually grab this. We can't actually shake smooth
or anything like that now. Just make sure that you're
actually happy with it. We can also if you come and where I showed
you that depth is, if you turn this up one,
you can see that you can get a really nice
bevel going on there, so you might actually
want to put that on. It's important that you
put this on before. You actually finished the reason being is that if you don't, it's much harder to put
bevels on two words, but onto letters, sorry. You can see that when
I click this up, it's probably a
little bit too much. If I put this on point,
Nought one, instead, you can see now that
we've got a tiny, tiny bevel Maybe that's
not enough as well, but we can bring that
up just a tiny bit. Not point, not four,
try that. There you go. You can see we've got a really, really nice beble on there, and that's probably going
to look much, much better. Again, like the actual curves, we can come to object then, come down, convert
and convert to mesh. When we've done that, that
option will disappear, and if we press tab now,
you'll see what that's done. You can see we've got
that tiny beble on there. Now what we can do is
we can right click shades Make sure my autos
movies on, and there we go. That looks really, really nice. Now you will see that
we've actually got a lot of polygons in here
as well, which is really, really great because sometimes
if we don't bevel it off, sometimes it just
puts tons and tons of polygons in there and
we really don't want that. I'm happy with that. Now I
want to do is I want to join this to this back part so
press Control J, like so. Again, now we're just
going to have to click Auto Smove on, and there we go. We've got our little arrow, and we've got our exit sign now. Now we need to do is we need to actually just bring
in some materials. What we'll do is we'll
bring in a new material. We'll do the exit sign first. First of all, control
A transforms, right clicks a
origin to geometry. Let's go over here
now and press dot, and we'll call this exit sign, like so, and then I'm
going to press dot again, and you can see that,
that I've messed that up because I had caps locks on. Let's try again sign, like so. Let's come to our arrow. We're going to call
it parking arrow. So on the parking how before I actually do anything, I
just want to right click. I want to mark as asset. And then what I also want to
do is I just want to shade this move and bring
this in to Auto smooth. And last of all, I think I need to bevel this off a little bit. So I'll come to my
modifiers, I'd modifier. Let's bring in a bevel. I'm going to turn
that down to zero, and then bring it up to one. You can see that's probably
a little bit too much. I'm going to turn this down to No point, five,
something like that. And yeah, I think that
looks much much better. All right, Let's press control, lay on that, and there we go. That's peveld off. Now, let's come to our material,
so I'm going to pick. Let's have a look see
if we've got one first. I've got a material 01. I'm not sure what that is on, but I'm going to
click it on there, and then I'm going to click on let's have a look at
actually what that is. That's actually look quite nice actually. I think
I'm going to keep that. What I'll do is I'll call
it sine, white, like so. I'm thinking that it's not got a lot of glow on there,
ever or anything like that. Yeah, that's actually looking
quite good. All right. Let's now come to our exit sign, and the first one we'll
bring on is the metal. We'll go to frame. Frames. Let's put that on there. Let's now make the
back part of it, so I'm going to
click the plus new, and I'm going to call it exit. I'm going to actually
call it sine, green, So Always try and put the color of
where it is because it's going to be really easy
to find within your assets. And then what I'm
going to do is I'm just going to first
of all, apply that. So let's assign. Let's
make it a green color, and let's make it darker, something like that, maybe wants to be a little
bit more green, maybe. Let's have a look or
a little bit darker, one or the other, or even
a little bit lighter. Let's have a look.
Actually, that looks nice. Now what we'll do is click the
new and we'll put this as, let's call it sine, and we'll call it emission. Looks about that right
emission like so. Then what we'll do
now we'll change this principled to
actually emission. Then what we'll do is we'll
come to our actual sign now. Just make sure you edge
so you grab everything. Sometimes actually with letters, as you can see, they're
actually split up. I don't know why it does that, but sometimes they just are. I'm just going to come around, just make sure I've
groped them all. I'm actually as well going to just hide this part
out of the way first. I'm going to hide this with H h and just hide
it out of the way so I can actually and it's
not actually hiding it. I'm going to press
on material for now. And then what I'm going to
do is I'm just going to see if I grab them all, like so. Just keep grabbing them.
So. And there you go. I'm thinking of basically deleting the backs off of these. I don't think I'm going to
need the backs on these. So I'm just going
to press H, hide, A to grab everything,
delete, and faces. All t bring everything back. Now, we should have, if I just hide this sign out
the way again with H, all of the backs actually got, which is going to save
us some polygons. All right, so that's good. Let's now come in and grab
all of these once more. So L like so. Then what we'll do is we'll
come to sin emission, and we're going to
click a sign like so. Let's put it back now onto
our cycles render engine, and we can see now that
they're actually glowing. Now, the thing is, we're going to have
to probably go in and look to see how much
these are actually done. If I put this on ten or
something like that, you'll see now it glows. But what we're going to
do in the composite, we're going to
actually bring in some bloom and things like that. We don't want it to
actually be too. For now, I think I'm going
to err on the side of brand something like five just to turn it
down a little bit, and then I'll work with
that as I go. All right. So if I press dot now, we've got our exit sign. I can see here that I
haven't marked as an asset, so I'm just going to
mark it as an asset. I'm going to come to my arrow, and that one's
marked as an asset. So now I should be able to go over and also mark
these as assets. So right click Marker's asset, right click Marker's asset, and now let's go
over to our asset. Let's come to assigned,
and here we are. Easy easy to put those in. Let's grab these two as well. Let's put in materials. And finally, now L et's
actually put these into place, put them into place
and this one here. You can see just how
quick it is now to build up all of those
assets into our scam. Let's actually save
that out, so save out, and now let's take a look at our next reference,
what we're going to build. If I come over to our
references, click the open. We can see now we're
really starting to get down the simple
ones on this, so you can see that
actually there's not that many more real simple ones. I'm thinking that
probably the next one to build is probably going to
be this parking because I'm thinking that that's That's something that we could do or we could actually
build out this. I think we'll build out
this one. The reason is because we've
just made a parking. We don't want to make another parking sign
straight after. Let's pick this
one here, which is the water heater tank.
Let's grab that one. Let's bring it in. Really hard
to see this one actually, but you could pull up
your own water heater. Just put in something like Greek water heater or hot
country water heater, roof or something like that, and you'll get an idea
exactly what this is. But we should be able to
work with this anyway. Let's go back to modeling, and what we'll do
then we'll make a start on that on
the next lesson. All right, everyone. I
hope you enjoyed that and I'll see in the next one.
Thanks a lot. Bye bye.
23. Creating the Roof water Towers: Welcome back, everyone
to Blender three, the ultimate stylized
scene guard, and this is where we left off. Let's put it back on
material for now, and let's now make a start here. What I'm going to do is,
I'm just going to bring in a cylinder and then I'm
going to put it into place. If I press shift A,
let's come into mesh, and let's bring
it in a cylinder. I think for this, I'm actually going to put the
number of divisions up. I'm going to put on 20,
something like that, just to make sure that
it's actually rounded. Now, let's press one and
let's spin it round. Y, 90, and then we'll press S and bring it to
the place that we want it. I'm just going to
fit it in place. You can see there fits
pretty much in place like. Then we're going to do is
going to press S and X. Pull it out, and again, fit it into place. SN x is a little bit too big
there, something like that. Now I need to do is I need to bring each of these ends out. What I'm going to do is
I'm going to come in. Press the tab button, grab
this phase and this phase. I want to press
e, enter S and x, and you notice mine
doesn't come out, and the reason for
that is because I need to be on medium point. S and x, pull them out like so. Now I want to do is, I
want to bring these in. But if I bring them in
with medium point on, it's not exactly going
to work properly. What I want to do is
I want to put this on individual origins and then
bring them in like so. You can see just how quick and easy it is to actually
make that Now, let's make the top of this
to actually go into here. So what I'm going
to do, I'm going to press Shift S. Cursor to selected and shift a and
bring in another cylinder. And you can see the way
that I'm teaching you this. It really really speeds
up your work flow, makes it really easy to
just bring in parts, stick them together
by using your curses, by using medium points
and things like that. Really speeds up that process. If I press one now, press the S button, bring it up like so, and
let's get into place. I'm going to press
S and, and then we're going to press
the S like so, and I'm going to
pull it up like so. I'm really really
happy with that. Now, I'll show you another
little trick as well, if I grab both of these, press a little question mark on, you can see now
that I can actually isolate those out
just in case that you need to actually really work on something without
anything else in the way. Just to bring
everything back, just press the question mark again. So you will sometimes
have it where you can't actually see it
part and you won't actually come back with
the question mark. It's normally just pressing tag, and that's bringing everything
back or the question mark. So try both of those things
and you should be able to see exactly what you're
looking for. All right. So now let's grab
the top of this, so I'm going to grab
the top of this. I'm going to press one again, and then what I'm going to
do is I'm going to press e, to S, bring it out. Like so and then E, bring it up like so, and then I'm going
to bring it in now. Now we could use
extrude to bring it in, but I never really like using
extrude to bring things in. What I tend to do is just press I and bring it in like so. On cylinders, you've got real no danger of it not
coming in evenly. We don't need to actually reset your transformations for
a cylinder with insert. Now if I press one and then bring it up, I'm
going to press E, bring it up and then press the S button and
bring it in like so. It's a little bit different
from the one I had, but I think I'm actually happy with it apart from the fact that this is the top on here is looking a
little bit flimsy. I'm going to do is
I'm going to grab this edge going round, ult shift and click, and then all I'm going to do
is just bring it down, just to make it a
little bit more chunky. Finally, I'm going to
actually bevel off these edges just to make it
a little bit more rounded. So ult shift and click
on each of these, Control B, and just
bevel them off. You can see at the
moment. I've got two actual segments on. I don't think I need that.
So I'm going to do is just bring it back to one. Now, if you're having trouble
again with the bevel, just make sure that you reset your transformations before. All right, so I'm
happy with that. Now, let's think about the parts that are going to
be help with this. There's a really easy technique
to actually create those. All I'm going to do is
I'm going to press tab, I'm going to press one, I'm going to look
where these are. There's one here and there's
one on each of these side. Let's press control. Let's
press three, so left click, right click, and
we we end up with one in the center and
then one each side. All I'm going to do then
is shifting click to grab that edge
loop going all the way around on both of these, and then I'm going
to press S and x, and I can't pull them out again because I need to
be on medium point, and now I can actually
pull them out. Like so and get them
even on both sides. Let's once again just move our man to the side so we
can see what we're doing. Let's go back into our mesh. Now what I'm going
to do is I'm going to grab all of these now. I'm going to press Control B and actually pull those out like so. And these are going to
be the actual bands that are going to
hold this into place. Let's actually create those now. So what I'm going to
do is, I'm going to probably mark a scene on each of these sides jaws to make it really easy for me. So I'm going to grab
them that side, go around to the other side, and it should be this
one here, like so. And then we're going
to right click, come down, mark a seam. Now I'm going to mark
some more seams, I'm going to grab this one, coming around to here, so I'm going to actually move out my reference just for now, just to make it a little easier so I can see what I'm doing. And then what I'm
going to do now is, I'm just going to
press Alt Shift click Shift click
on each of these, like so right click, mark seam. Let's press one now,
and let's basically go into wire frame, wire frame. And then what I'm going
to do is I'm just going to try and grab these now
going all the way through. Luckily for all, there's a real easy way of actually doing that. So I'm going to do
is going to press B, and that then is going
to give us box select. If I click, and drag. You can see that I can select
all of these edges now. If I write, click
now, come down, clay seam, you can see that I've got rid
of my seams here, except these ones in here,
so I'm going to do it again, so I'm going to do it be box
select, and there you go. The reason that did
that, by the way, is because you have to go past the halfway point to
actually grab them. Now for right click, come down and clear seams, doubt at the A, you can see now that we've
got them all the way through because we're in wire frame
as well when we use box leg. In box select, let scare,
put it on face leg, you can select through the mesh when you're actually
in wire frame. But it's important that
you straight on so that you press one on the number
pads so that you straight on. Again, if I want to
grab all of these, I can grab them all like that, and it goes all the way through. You can see how
easy that is then. Let's press Z go back to solid. Now what I can do is because of mama sines, I can just press L, L and L, and you can see just how easy it is to actually
grab all those now. Now I can press shifty. Then basically what
I've got now is, I've got a separate
part with just these. If I press P now, selection tab, now you can see that we've
got these parts here, which again, is a really, really easy process
to actually do this. Now I'm going to do this,
I'm going to grab these. I want to press Control
A, all transforms, right clay set
origin to geometry, and then I'm going to come
over to my modifiers tab. Add modifier, bring
in a solidify. And then let's pull
it outwards like so, and that is how easy
it is to actually make those little struts that we actually need to
hold this into place. All right, I think
as well, can we actually add in
another modifier? Let's see if we can add in
a devel, and yes, we can. So we can even round those off. Actually, I think that's
near enough right. Let's pull down our bevel. Let's pull it down,
then turn it up slowly so it gets to what
we actually want it to be. We're also going
to shade to move, and I'm also then just
going to bring in my uto smoth what
that looks like. And yeah, I think that actually looks really, really nice. All right. So what I'm
going to do now is going to come over
to my modifiers. Again, when you're
applying your modifiers, just make sure that you
apply from the top, so control A, control
A, and there we go. Let's bring back
our reference then. And here we can see just some
little struts going down. And we also might as well put a little strut going across each of these just
to finish those off. So we'll do that now. So what I'll do is, I've got
my cursor in the center, so I'm going to press shift A. I'm going to bring in a cube. I'm going to make it smaller, I'm going to pull it out into place, so let's bring it up. So we want it jaws
kind of covering that. So let's press S and
x and pull it out. So jaws past each of those. Maybe that's a little
bit too much so S and x, bring it back a little bit like so and then let's
also bring this in. So I'm going to come
in with Face elect, grab this phase, pull it in. Like so. And then
what I want to do now is I just want to rotate it. So if I press N X, just rotate it round like so, and I think that looks
much much better. Except this bit is also needs
to be touching the tank. So something like that, I
think looks really good. Now, of course, we're going
to level this off as well. We're just going to get our
struts into place first. So I'm going to do is
I'm going to grab this now with L. Shift S, curs selected, press the tab, and then shift A,
let's bring in A Q. S, and let's bring it down from, let's say something like here, here, and then let's
press S and Z. And bring it up, press one, and let's put it into place.
Here's the ground plane. Just don't look at the
actual ground plane on here. This actually tank maybe needs
lifting up then, I think. Let's have actually
have a look because I think I've got this
in the wrong place, so we're going to
put our guy on here, and now we can see, yeah, the tanks much much
higher than that. So it does look about
the right height. What we'll do is we'll just
grab everything like so, the tank at the top, and let's
just pull them into place, so now we have
something to wit with. Let's pull this down now. Into place like so.
Let's pull it back, so it starts from
this point here. Let's press S and make it a
little bit smaller, like so. Now that's looking really,
really nice as you can see. Let's press tab now, and what we'll do is
we'll grab press one, and then what we'll
do is we'll pull it down to the place
where it needs to be. I'm thinking actually that it's going straight
in the ground. I'm I'm going to put
it there for now. I'm going to put
these struts here and we can move these around if it's too tall or something like that because it might
actually be too tall. I think actually looks nice, it just may be too tall. Now what we're going to do
is we're going to just press L. And then what I'm going to do is we're
going to press one. I'm going to press shift
D, just to duplicate that, and then I'm going to move
it over to this part here. So I just get it very slowly
in place with shift button, and then shift D, bring it
over to the other side now. Put it into place like. So press the tab, double
tap the A and just make sure they're actually happy with it, which I actually am. All right on the next lesson, then what we'll do
is we'll get these mirrored over the other side, and we'll get these little
kind of feet on there, and then hopefully we should be able to start gaining
the material on there. All right, everyone,
so I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye.
24. Speeding up our Workflow in Blender: Welcome back everyone
to blend the three, the ultimate stylized
scene guide, and this is where we left off. All right. Lots to do on here. Let's first of all,
hide out our reference. And then what we'll
do is we need our actual cursor in the sense. So I'm going to grab
this cylinder here. I'm going to press Control
A, all transforms, right click, set
origin to geometry. I'm also going to shade so, and I'm also then going
to bring in my Auto. And I'm going to actually
fix these edges here. We've talked about many times. We don't actually want ngns,
which is what these are. So let's right click, and we'll come down and triangulate faces, and we'll also
come down then and tries to quad just to clean
them up a little bit. All right. So that's
that part done. And now we want to do is want
to move our cursor to here. So shift S cursor to selected. Now what we can
do is we can grab all of these, all
of these parts, press Control J, and
then what I can do is now I can actually put these over the other side as well. Control A, all transforms, right click origin,
two, three D cursor. Let's come in then
and add in a mirror, mirror, and let's
put it over the y. Turn off the x, and there we go now we've got
those on that side. Now we just need the little legs that
are going to come down, and we might as well do this
in here because then it'll mean that the mirrors also transferred over the other side. If I press tab now, double tap the A just to
actually deselect everything. It's a to select everything, double tap the A to
deselect everything. Let's press shift A, and what we'll do is, we'll
bring in a cube. Let's move the cube
over, make it smaller. Let's press essens head, and these are base
they're just going to be some basic feet os
port into here. I'm just looking. Are
they on the ground plane? Yes, they are. Do they need
to be a bit bigger maybe? Perhaps something like
that. They probably be made of concrete
or something. That I'm happy with.
Now, I want to really put this over to this
side right in the center. The way to do that is I can actually Can I actually do this? If I can? I think I can. I'll do is I'll just hide my ground plane out the way,
then I'll come back to it. And I'm going to do
is I'm going to press shift S. Cursor selected. I'm going to grab this square. L, shift D, move it
here, left click, and then shift S, and then selection to
cursor keep offset. I'm hoping that although it's
not at the right height, you can see that they're
perfectly in place here. I'm going to do now
is I'm going to press shift d again. I'm going
to come to this one. Shift S, cursor to selected, grab this again with L, and then shift S and
selections cursor. Now I'm going to grab
both of these, press one, and then all I'm going
to do is bring them up into place, looking
at this line here. They're about right,
something like that. There we go simple as that. Now we need to do is just
bring in a modifier. I'm going to bring
in a bevel modifier. I'm going to turn the bevel down all the way down and
then put it up one. Maybe even that is a
little bit too high. Let's pro No point, not five. Something like that, a,
that looks much better. Double tap the A, and let's
have a look that's looking, and that's looking fantastic. Now, let's apply that, so we're going to apply
the mirror with control, apply the bevel with
control A, and there we go. Now, let's join all
of these together. Control J, and that's going
to also smooth that offer. You can see that's
looking really nice and now just
finally this bit here. What we're going to
do with this bit is, I'm going to basically
smooth it off. So shades move. Autos move on. Control A all transforms, right clicks a origin. Two geometry and now let's join it to this.
Let's join it to this. We have control J. So. Now I'm just looking at this edge here, probably a little bit
too hard these edges, so we might as well
bevel those off. Now the thing is it's
quite hard to bevel off when you've got each
of these in here. You can see at the moment
that these are going to be quite hard to bevel off because we made it basically
a face there. We have to work out what we want to actually do with this. I think what I'm going to
do is I'm going to just grab one of these edges. I'm going to grab
this edge here, and I'm going to
breast control click. And sometimes you
have to do this if you've messed up like I am. I should have done this
before. So one ints. I'm just going to come round
control clicking like so. So Control click each one. Right click, I'm
going to mark a scam. I'm going to come
to the next one. And just control click
going all the way around. Try not to cut too much
out because if you do, you're not actually
going to get the edge. It's going to try and
cut through there, but this is a really easy way. And the reason by the
way, you can't press lt shift and click to
get a bit up going all the way around is because
these are triangles and blend the struggles using
old shift and click. So right click and Mark sm. Now what I can do is I
can actually come in and L and L and just
delete those out the way. So delete faces. And now
let's just fill them in. So come in, lt shift and click, and then F just to fill it in, and then the same on this side, so Alt Shift and click, F. The reason I do that is because now I can actually come
in, grab each of these, press Control B,
pull it out very slowly and just round them off a little
bit as you can see. Let's now do the same on here. Very tiny bit, so Control B, hold the shift board
if you need to, hold the shift bard
very very tiny bit. And now you can see just
how much better that looks. Now we can go in, grab
each of these faces, right click, triangulate faces and tries to quads
and there we go. Now that's perfectly done. One thing I think we missed is We've got a
bottom on this part. So what I'm going to do
is I'm going to come in. L shift H to hide
everything else. Delete this bottom, so delete
faces come to the top face. Again, we're going
to triangulate faces and tries to quads. Press alt H, bring
everything back, press the tabon,
and there we go. Beautiful water
heater. All right. So let's press control
A all transforms. Let's click, set
origin to geometry, and let's come up and
call it a water eater. So and then let's press
dot find it again. Right click Markers asset. Now, let's come in and make
sure we're on material. Let's find our materials. I think we've got
some painted white. Let's see if we have. So one and we're just going
to do a search for white, and we've got white
shiny and sine white. Not sure if any of these. I'm going to click on
the white Shiny first. Let's click it on and
let's have a lot. Yeah, that's actually going
to work because these do have a little bit of a shine as though they're
actually painted. White shine is going to work. I think what I'm going to do is, I'm going to make a
black plastic as well. Let's do that now, so
new black plastic. Like so. I'm also
going to click the plus and put in my
frame, like so. And then what I'm going
to do is I'm going to grab each of these now. I edge select, I'll grab this, this, this, and just
work my way down. This part here could be
concrete, this bottom part, so y, I think I'll do that because we are going to
need some concrete anyway. So let's come in and
grab each one of these from the bottom ones and around the other
side, like so. What I'm going to do is
frames, click a sign, like so, and then we'll
make some concrete. Plus new concrete. So I think what we're
going to do for the actual concrete
is we're going to actually do something a
little bit different. If I press ol tag, I'm going to bring back my actual
ground plane, and then we're going
to make this concrete. What I'm going to do is
I'm going to come in now. I'm going to grab each of these. This basically is going to
be for the hotel anyway. So we're going to
need this color. What I'm going to do
is, I'm just going to I'm going to call it concrete and gray
actually. We'll call it that. So as I say, we will be using this as
well. The black plastic. Let's first of all, assign that to these
points down here, so I've got concrete gray. Now let's come to
this point on here. What I'm going to
do is I'm going to actually assign this
to the black plastic. I want to press old
shifting click. Grab that going all
the way around. Control plus, control plus, and you can see now I've
grabbed all of those to there. Black plastic, click a sign. Then all I'm going to do with
this black plastic is I'm going to put it on a
darker color like so, and I'm probably going to also do I want it
duller or lighter? Let's have bring it in like so, and let's also make it
a little bit lighter. Maybe you notice when
it's been in the sun, it really fades it out, something like that, I
think is absolutely fine. Let's have a look.
Let's double tap the A. Hide this out of the
way. Yeah, there we go. Do we want the actual
top as well to be that? Maybe. What I'm going to do
is I'm going to come back in and I'm going to grab
This one on here, shift click Control plus,
just to grab all of those. Black plastic, click a sign. Yeah, and that looks
just a tum bear. That's the way it should look. All right. So now on
the next one then, what we'll do is we'll actually create this concrete gray. And this concrete
gray, as I say, we're going to use for the out
parts of the actual hotel. And what we're going to do
in there, we're going to actually throw some
ambient occlusion in there just to get
some nice shadows and things like that
in our actual built. Alright, everyone, so I
hope you enjoyed that, and I'll see on the
next one. Thanks a lot. Oh, before we go, let's save
it as we always should, and I'll see on the next
one. Thanks lot, bye bye.
25. Creating the Deck Chair Loungers Supports: Welcome back, everyone
to blend the three, the ultimate stylized scene guide and this is
where we left off. Now, let's take this head on on this ambient
occlusion one. What we're going to do is
we're going to go to shading, then what I'm going to
do is I'm going to make sure I'm on my concrete gray. I'm going to zoom
out a little bit. The first thing I'm
going to bring in is going to be a
ambient inclusion. Let's press shift A. Do a search ambient occlusion.
Let's bring that in. Then what we'll do is we'll also bring in then a color ramp, so we can actually
get some color variations going on between what is shadows and what is light and things like
that. Let's press shift A. Do a search, and we're
going to bring in a color. Ramp like so. And then what I'm
going to do now is I'm going to bring in a overlay. So I'm going to press
shift a search. Now you don't actually have
one that's an overlay. What you need to do is you
need to put in mix RGB and then turn the mix to
overlay, like so. Now I'm going to do is I'm
going to plug in my color from my actual color amp into
number two on my overlay. I'm now going to put my
overlay down to not 0.175, so not 0.175, and then
I'm going to plug in the color to the base
color of my principle. I'm just looking to make sure
what happened there. Yeah. I was looking. I thought it
had actually changed those, but no, it hasn't. All right. So now what we need to do is
we need to plug in our AO. If I come to here and plug
in my AO to my FAC like so, and now we should be able to change this. I'm
going to come in. I'm going to put the white
at position, not 0.905. So if I click on
this, not 0.905, Now just to make sure we've
got the right colors. I'm going to grab my black, grab the hex again
from my other screen. And then what I'll do is
we'll bring this into here, so the hex control the, enter, and there we go. Now you can see
we've actually got some ambient occlusion
down here as you can see. Double tap the A,
and there we go. Now if you want to change
the color of your gray, all you need to do
is just bring it in and it'll actually change
the color for Obviously, though this is a gray color. So you don't want to change it too much as
what I'm trying to stay. I'm just going to
put that on white, and then what I'm going to do. I'm also going to put this onto constant so now you can see
that changes that over. If we change this, for instance, you can see that I can
change this and you can see that the black is
coming from down here. If a press control
Z, Put that back, you can see that
we've got that nice ambi oclusion down there. That's that part done, and
that is as to say what we're going to use for
our actual hotel. I'm looking forward just
making sure that I'm happy with that now and I
think I am and then finally, what I'll do now is I come. I'll actually go to assets. Then what I'll do is
I'll come over to the right hand side as well and just make sure
that all of these, you can see, this one's got one, this one hasn't, so right click. Mark as I set frames has got one concrete gray hasn't
got one, mark as I set. Let's pull the
actual water heat. Into our asset. Let's pull both of these
then into our materials. Let's save it out
and there we go. Finally, then, let's bring this new asset over to
the left hand side. We can see now we've got. The only thing we're
missing actually from the roofs and things like that is the air
conditioning units. But we're going to do in a little bit because
they're a little bit more complex than what
we've been doing. So let's come over
again to our assets. Let's **** it open, and let's have a look
what we've got next. We can see now getting on
the actual really easy ones. We can see we actually haven't got that many molt to go really. I'm thinking from the easy ones. I think what we'll do is
we'll attack where is it? This, the deck chairs, and then what we'll do is we'll
come to the pocking sign, and they're basically then the last of the easy ones,
I think, really. Let's come into our deck chairs. Let's bring in our
deck chairs and let's make sure that this
guy is the right side. If I press one, let's press S, bring him down, making
sure is the right size, so let's pull them across. There we go. That's
about the right size. For the deck chairs,
let's first of all make this part here seem
as that parts really, really simple, and
then we'll try and make this part coming out here. What we'll do now is we'll
just bring in a simple plane. So for press shift A,
let's bring in the plane, and then what I want
to do is, I just want to make sure
it's the right size. Now, it's a bit hard
to see actually on this how big or small it is. I'm going to do is, I'm
basically going to base it on my man instead, R X 90, and we can imagine
we put it behind, press one, S and X, bring it in. Like so, and then something, maybe a little bit
taller, so S and Z. Something like that looks about the right
size for a su bed. And then what we'll do is
we'll also put in a edge loop, so control left click, and I'm going to
put the head rest, something like that, maybe a little bit further down,
something like that. All right. With that done now, let's actually create
this part here. So what I want to do is we're
going to turn this round. So R X 90, 90, let's spin it around. And let's bring it
down. Now, we're having trouble
really seeing that. So I'm going to do is
I'm going to press dead, going to wire frame, and
now I can actually see it. You can see there
that that's quite low enough for our
actual sum bed. Let's actually hide the
reference out the way for now, I don't really need that at
the moment, and there we go. Now we can see this is
what we're working with. How am I actually
going to do this? Well, I'm probably going to
extrude and then solidify it. I think that's
probably going to be the best way of
actually doing this. What I'm going to do, first
of all, I'll bring in, in fact, I'll steal
this actual side. I think that's a
good way to start. If I steal this
side, press shifty, bring it down, like so, and now let's press one. Then what I want to
do now is I need two parts coming down to two
parts coming down to here, and then a third one
coming down to here. What I'm going to do is, I'm just going to bring
some edge loops in, so I'm going to
press right click, subdivide, and there we go. Not edge loops, really
called vertices. Now I've got vertices here. Now where do I want
them to come from? If you look at if I just
press tab tag, bring it back, you can see it
comes from here to here and then from here to here, and then finally one from here. We'll actually use those.
If I press one now, I'm going to grab, let's say
from this one to this one. I'm going to grab these two, I'm going to move them down like so. Then what I'm going
to do, I'm going to grab this one and this one, and I'm going to move
those down as well. Then what I'm going to do now is now I've grabbed all these, I'm going to grab all of these. I'm going to press E and Z
and pull them down, like so. Now I can put all
of these together. If I grab this one here and
press S and x, bring it in. You can see if I bring
this one in as well, S and x, bring it in, and now we can actually
play around with these. If I pull this one over here, this one to here,
something like this, this one to here, here, and here and here. I'm thinking
something like that. Then finally, this one here. We really need one coming from here to here
as you can see, from here down to this one here. Let's see if I joining
these two together, so I'm going to select this one, shifts this one, press J, and join those together. Now what I can do
is I can actually get rid of the ones
that I don't need. You can see at the
moment, I've got, if I put this on
face, got all of these faces and I
really don't need that. I only need the actual edges. What I'm going to do is
I'm going to come in. And I'll just delete all
of these faces first. We'll come in with delete
only faces like so, and now we can delete all of those edges that
we don't need. So I don't need any
of these edges here, so I can press delete and
dissolve edges like so, and you should be left
with something like this. Now, let's see if we can
actually get this to work. I'm going to do is I'm
going to press L. I'm going to press E and
just pull them out. Like so, and we should end
up with something like that. Now let's split these off then. So LP selection, grab them now, control A all
transforms rightly, set origin to geometry, and now let's put it back onto object mode, so can
see what we're doing. Now, hopefully, I'm hoping
that I can do this together. We might not be able
to do it together. We might have to split
these off from each other. But while mainly looking for is just to make
sure I'm happy with how that sum bed actually
looks with these holders. The one thing I can
see that I'm not happy with is actually
the height of it. I think I need to
shrink these down. I'm just going to press Ss,
pull it down a little bit, and now that looks
nicer actually. Let's come over to add modifier. When let's bring
in our solidify. And let's see if this
is going to work. Let's put even thickness on. You can see straightaway,
we do have some problems. The reason for that
is normally is because one of the normals
is facing the wrong weight. You can see here if I press A, press shift n, spin
those normals around. You can see now it's starting to look right on some parts
but not other parts. The reason is because it's making it hard for
us because it's in basically one p. Let's
make it easy for ourselves. What we'll do is
we'll just separate these parts off from
the other parts. I'm just going to grab this one. Then what I'm going to do is, I'm just going to
press P selection like so now you can see already it's
starting to look better. I'm going to pull this up now. Then finally, I'm going to
deal with these ones now. I'm going to make
these thick enough, so let's grab the thickness. Something like that looks absolutely fine and now
let's grab this one. What we're going to do
is we're just going to check our face orientation, and we can see these
are the wrong way. Let's have a look if
I spin this around, so shift n, spin that around. Shift n, spin that around, and there we go. Now
it's looking back. Now, let's just
check the thickness. Of this one. So
it's not 0.2 now. I'm just going to
click it, press Control C. Now I'm going
to come to this one, so I'm going to grab this one. Press Control V, enter, and now we've got the same
thickness for each one, and now I should be
able to pull this down like so. All right. Finally, we're actually
getting somewhere, and it's looking pretty nice. So what we'll do now is we'll actually apply, or solidify. So Control A, come to this one, Control A, so now let's make
this a little bit thicker. S and X, Y. Pull it out. There
we go. All right. So now let's actually
pull those underneath, so let's pull them
underneath like so. Now let's press seven
to go over the top, and you can see them
a little bit out. Let's pull them there, and let's make this a little bit bigger, so S and x, like so, and now they should be fitting
under. Absolutely perfect. Let's grab this bit now, press A, press E, pull it out. Like so, and then A and bring
it down on top of that. There you go. We're
starting to get somewhere, so it's really starting
to come together now. I actually looks better
than the original that did. What I'm going to do then
on the next lesson is, I'm going to pull those
maybe a slight bit over, mirror them over the other side, and let's just put some bars going down just in
case you want to tipped over some lounger
or something like that. All right, everyone. I
hope you enjoyed that and I'll see you on the next
one. Thanks a lot. Bye bye.
26. Creating the Parking Sign: Uh, Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, let's first of
all, press shift S, cursors to selected, and now
what we can do is we can grab both of these parts,
join them together, so control J, press Control A, all transforms, right click, set origin to three D cursor, and let's bring in
a mirror modifier and let's put it over the y. Now finally, let's
grab all of this, and let's just pull them
out just a little bit. Maybe not that close,
just a tiny bit closer to the edge,
something like that. Now, let's put in
some bars under here. To make sure that they
actually look right. What I'm going to do is I think, I'll probably just actually make some instead, so shift A. Let's make a Que. Let's make the cube,
much smaller, like so. Then what I'm going
to do is I'm going to pull it over to this side. Much, much smaller,
bring it down. So we can see it still,
need to be smaller. Essens, let's make it
a little bit thinner. There we go. That's
fit into place. Now let's pull it
over to this edge. Then what I'm going to do is I'm going to put clipping on. I'm going to grab this face, and I'm going to
pull it into place and let go and now
they should be joined. Now I should be
able to just press L. Hide the ground plane. Grab this now and just grab this one and basically
just move it across. Shift D, move it over
into place Shift D. Into place and shift D. I'm just looking to see if I need one on
the other edge, look. Let's go to that edge
and no we don't. That should be absolutely
fine. All right. That's looking really good.
They look absolutely perfect. So I think I'm happy with those. I'm just having one
more look around, making sure they're happy
with it and I think out. I'm going to do now is I'm
just going to come over, add my mirror so
control A ad my mirror. So now what I'm going
to do is I'm Jaws going to join these up to this. So press Control J, join them all up together, and then control A. In
fact, we won't do that. We'll do, first of
all, another one, so shift D, bring it over. And then we'll do
when the bottom of this is just bring this up, so I'm Jaws going to
grab the bottom of here, pull it up like,
so There you go. Simple as that, Let's rotate it round though just
to make it look right, so O Y, rotate it. There we go, that
looks fantastic. Now, let's reset all
the transformations. Control layle transforms,
right click, origins geometry. Same on this one, Control
layle transforms right, origins geometry, and let's
bring in a bevel, modifier, let's bring it all the way
down, bring it up one, and that's probably a
little bit too much, so I'm going to bring it
down to not point, not five. Then I'm going to do
the same on this one. Not 0.5, like so, and that's looking good. Control A, Control A, and then we'll just
call this S lounger. S lounger dot to find where it is and
let's mark as asset, and then I'm just going to
copy that, so Control C, come to the next one, dot, Controv then I'm just
going to put down. And then dot, right
click and Mark as asset. Now, let's bring in some
colors for this asset, so we can see we've
got this nice blue color on this part. We'll come down and we'll call it C blue or
something like that. S blue. I don't actually want it to be really fabric. There's no point. We could make it a
fabric material, but I think just C blue will
be fine. Let's come in. Put it on a nice C blue.
T's have a look at that. There we go it's a
little bit too light. Yeah, something like
that looks fine. Let's click the plus
down arrow frame. There we go, and
let's then come in and just grab all of these, or we could just hide this part and then just grab the other
part and then click a sign, and that's going to be a bit
quicker to do it that way. Let's come to the other one
and we'll go for C, blue. Then we'll click the plus
down arrow frame, like so. Then what we'll do
is we'll come again, hide the top of it, L H, A, and then a sign, and then lt double
tap the eight. There we go. Some mound is a little bit different
color to the originals, but I still think they
look absolutely fine. Finally, then let's just
right click Marker's asset. Let's bring them over then and
rotate them around, so 90, and let's put them into
some place like there. Then finally, let's
come to our assets and let's just drop
these into place. All right. They
were a little bit more technical than what we've actually
dealt with before. Let's go to modeling now. Come back to our
actual reference, and let's come and velo at the next one
we're going to take on. Let's have a look
down so you can see, Got a lot done now. I'm thinking that we're
probably going to do this parking sign next
and the reason is because we've already
done the text, so we know that
one's pretty easy. We're really molting
along now actually, so you can see
there's a couple of difficult ones that we're going to actually have
to take on pretty soon, including the palm trees, they're not actually
that easy either. But I think we'll do
the parking sign next. Let's double click
on the parking sign and let's bring this one in. You can see part of the
parking sign is pretty easy. It's just the P and
these parts here, but I'm actually going
to probably cut out most of this because it's
a very small sign anyway. If I press one, and
I'll press shift date, and we'll bring in
let's bring in a plane. Where's my plane? There it is. X, 90, let's spin it around. Let's zoom in. Make it
a little bit smaller, so it's roughly around
the right size. Then what I'll do now
is I'll press tab, Z, let's go into wire frame, and now we can
start making this. First of all, I'm going to bring in probably a couple
of edge loops, and I'm going to do
that just to help me out. Let's bring
in the first one. Control, left click, and let's
put it to this point here. Control, left click, let's put it to this one
here, and then control. Center, and then control to
the edge of here, like so. One basic as you can see is, I'm just trying
to make the start of it because it's going
to make it a lot easier. Control, bring it down, and then control, let's have
the bottom of here as well. Like so. I'll move that
one down a little bit. So, and then control, and then control,
and then control. You can see why I'm
doing this now, I hope. So just in that part there. I'll think apart from this
one, control one more. Bring that over. So. Let's
come and do this bit first. What we do is I'm going to
press K, bring my knife. E K, and you can see now I brought those edge
loops in just how easy it is. E and then K. From here to here. I'm going to hold the K. Sorry, the control bon, and
then I'm going to come back to here, press
the answer bon. Like so. All right. Let's do the actual P now, so we can see it comes
all the way over here. I need to really
start from here, so K, from here. We could have actually
probably got a letter. With a text, we could have
probably done it that way, but as I say, because of how small they are, we might as well just do it this way. Still going to look good. Let's bring it there.
So. We've got that one, that one, and now we
need is this one. I'm going to come to
here and then just work my way round, like so. It's good practice anyway
with the actual nt. And there we go, I'll flatten
that out as you could see. All right, so that's
that bit now. Let's do this one, so K, straight to the middle,
as you can see, straight to this edge, Enter, K, Straight to this edge. En and there we go. Now, let's see, the
moment I've tve, let's see how they've come out, so I'm going to grab this one. I'm going to grab
hopefully this one, this one, and this one, and then I'm going to
grab this one, this one, this one, this one,
this one, and this one. All right, let's
press shift deep, bring them out, and let's
see if I've missed anything. So bring them out. There
we go. Simple as that. Now I'm going to do is
while I grab those, I'm going to press
P selection and just separate the control layel, transforms or clicks
a Origins geometry, and I'm just going to delete
this part out of the way. So what we're going to do
then on the next lesson is, we'll actually start to
build this out more. But you can see now
you've got the basics how quickly and easily it is
to do something like this, so we should start really
molting along now. All right, everyone, so
I hope you enjoyed that, and I'll see you in the next
one. Thanks a lot. Bye bye.
27. Creating The Lampost Mesh: Welcome back, everyone
to Blender three. The ultimate
stylized scene guide and. This is where we left off. Now, let's actually
bring these out first, so we know that they're all
at the same actual depths, so they're all
pretty much flat on. So if I come in and grab
them all and then press A, and then what I'm going
to do is just pull them out like so,
and there we go. Let's press Z going into solid. And yeah, they're
looking really nice. Now, one thing we
know already is that there at the moment, they are gns, as you can see. So all we need to do is
press A, right click, triangulate faces, right click and tries to
quads, and there we go. Now, let's fix the
back part now. So if I press Shift S,
cursor to selected, and then press Shift A, let's start probably
with a cube. Let's start with a
cube, let's press S, get it to the right
side, so something. Something like that
bring it up a little bit and make sure that
this is the right size. Yes, I think it is,
and then what I'm going to do is I'm going
to make it thinner, S and y. I'm also then going
to bend in these parts here. I'm going to level
these parts separately. So I'm going to grab these and hopefully
they'll bevel okay. Let's press control B, bevel them in, so I think
that's a little bit too much. I'm going to do I'm going
to turn that up one, and yeah, that looks
absolutely perfect. Now, let's bring this in. So I'm going to do is
I'm going to press control A, all transforms, right clicks the
origin to geometry, tab, and let's bring
it in a little bit. I like so, and
then let's press E and pull it back into
place. There we go. Now let's make this metal part. It's very simple metal part. I'm just going to press shift A just because I know that's
actually in the center, press the S board, so, I'm going to make
it a bit thinner, so S and y, and then S and X. Something around that thickness, I think should be
absolutely fine. Then what I'm going to do
is going to press one, bring it into place,
and then press S and Z, bring it
up a little bit. Like so and then ness
little tiny bit more. Now now I've got this part
of he matters, we'll use it, so I'm going to press Shift
S, because it's selected. Shift A. Let's bring in a cube. Let's make it smaller, and let's actually pull it out, so S and X, and then let's pull
it into place. S Y. How thick do we
actually want it? Maybe a little bit more, S
and, something like that. Let's pull it this way. Then what we'll do is
we'll pull it back now. Grab this into place like so, and then L one, Pull it up, and then let's press S and Z and just make it a
little bit thinner, and then shift D,
bring it down. L so. All right. Now we can actually join all of these
together, like so. Let's press Control J. Join them all up together. Control A all transforms, right click the
origins geometry. Add it in a modifier, which will be a bevel. Let's turn it all the
way down zero and then turn it up one. Still
too much there. Naught point naught naught five. Let's try that and that
then looks perfect. Right click, shade smooth. To move on. There we go. That looks really, really cool. Now, let's grab these parts here and I'm going to do pretty
much the same thing I think. I'm going to press control
layel, transforms right clip, origin, two geometry, a
modifier, bring in a bevel. Turn it down to zero,
bring it up one, probably too much still, so point, not five. Still too much, I think,
No point, not not one. I'm a look at that.
Let's shade it smooth. Autos move on. Yeah, and they look perfect
now. All right. So let's apply the
bevel, so control A. Let's apply the bevel on
this one, so control A. Let's join all of these
up, so Control J. Let's press control A all
transforms right clip. Set origin to geometry. And then what we'll do is we'll rename this to parking sign, so parking, sign like so, and then we're going
to right click and I'm going to mark as
asset. All right. This will have as the frame
this we've already got, and I'm not sure
about blue color. Let me just have a
look. Have we got anything with that
blue color on? No, we've not, so
we'll need to make the blue sign color, so
that's what we'll call it. So first of all, we've got a green one for the F
cost but not blue one. Let's come in and give this
first of all the frame. So we're going to come
in two materials. Frame. Then we've got the white, so let's have a look
at where's the white. I'm just going to print white
and hopefully, sign white. There we go. Yeah, I
need to do another one. So frame like so
and there we go. Now, let's grab all
of this, all of this, all of this, all of this, and
we'll click frame a sign. Now let's click blue. We'll call this blue sign. Like so. Then what
I'll do is I'll just come in, grab this face. T for press dot that I need to just press control plus one more just to
get it into there. I'm going to click a sign, and then I'm going to
change this to a blue. I'm going to press
tab. Now I can. I'm just going to make
that blue a bit darker. Maybe that's a little
bit too dark like so. Let's put it onto cycles
just so we can see what that looks like.
Then there we go. I'm happy with that. Okay. Now I want
to do is I want to move this over there
because that's all done. I also want to mark
this as asset, everything else on here, the sine it isn't
actually marked as assets, so we'll
mark that as well. Let's move it over here, seven, go over the top, let's put it into place. Let's come to our assets, and let's move them into place, like so, and there we go. You can see now we've got a load of assets already to
actually be using. Now I want to do is we
want to probably take on something a little bit more
hard than this parking sign. Let's come back to
modeling, press the tab. Let's put it on material. Then what we'll do is we'll
come to our reference. Let's open it up and see
what we've got next. Let's leave that.
Let's leave that. I'm thinking probably going
to be this lamppost next, or the, we'll get the
lamp post out the way. That's quite a hard one.
We'll do the lamppost. Few skills in there that
we can actually need. Here we go. Let's
bring the lamppost in. Let's make this first
of all, the right size. So I want to press
S. Bring it out. Making sure, I'm going to pull up with blue, as you can see. Making sure my guy on here
is perfectly the right side, you can see it's quite
a night size lamp post. Now I'm going to do is,
let's first of all, move this across now to
somewhere round about the center so I can actually start makes it a little
bit easier for me. What I'm going to do now is
I'm going to bring in a cube. Shift, let's bring in a cube and we can
base it off of that. Actually, I'm not
going to do that. I'm going to first of all, put
my cursor to world origin, and now bring in a cue a cube. Let's press S, and
now it should give me the right size to actually go with so. I'm
going to put that there. Then what I'm going
to do is just move my reference just
a little bit more, and now I can actually see
how big this lampost is. I'm going to press S,
bring it out, pull it up, and now we've pretty much got the actual right
scale for lamppost. Now we've got that there, we can actually bring
that into place. And now you can see just how big our lampost is going to be. Let's press altage, bring
about the ground plane. Now what we can do,
we can press tab. Come to this top, press one. Bring it up and then
press S and bring it in. And there we go. Now I
want to do is want to make this little square part going
all the way around here. I'm going to do that is
I'm going to come round. Grabbing all of these. Then what we're going to do is going to press the ie button. If yours is not
coming in correctly, just press the i again and then I'll make
it come in properly. Then what we're going to do
is going to press e, er, and then the S. We can see we have got a little bit of
a problem here in that, they come in like this, and I don't really want
this actually. I'm going to do is I'm
going to put it onto. Let's see if we can get away. I think it'll have to be on
individual origins actually. Let's see. Yeah, I'm not going to get
away with it like that. Sometimes that can happen. What I want to do instead is, I want to put a
medium point like so. I don't want to press test
and then bring it in. And now they all come in nice
and square for us, like so. Just make sure they're
not too far in. All right. Something like that? Is it too far? Let's probably bring it out a little bit more. All right. That looks perfect. Now, let's come in
and grab the top, so Shift S. Cursor
to selected tab, press one on the number pad. And then what we're
going to do now is, we're going to make
this bit with a cursor, sorry, a cylinder,
and then we're going to make this bit with
an actual curve. So let's do this bit
first so we'll press shift A mesh cylinder. Let's put it on
something like 16. I think that should be enough. Let's press the S button. Bring it into place,
something like that. You can see that
I didn't pull it up quite straight there. Then what I'm going to
do is I'm going to pull this up all the way
to the top now so I'm going to grab the
top of this one and pull it all the way up. Then what I'm going
to do as well is, I'm thinking now probably
going to press Z, going to wide frame, and now you can see exactly where
it needs to pull it in. Control, bring it down to here, and then it needs to be
straight going all the way up. I'm thinking
probably going to be easier actually not to do it the way I was
going to do it. I'm going to do is
I'm going to press S, bring it in, to there. Then instead of
doing it that way, I'm going to come to the top because it's
going to be easier. Press Control plus,
press delete and faces, and then come back to it
now, grab the top of it. Lt shift and click one, and let's press E
this time and pull it straight up on the
Z axis like so, and that's going to make it
just a little bit easier. Press the dot one, and
now let's bring it in. I'm going to press E to S, bring it in, one, and then E, bring it up on the Z again, like so, and then E, bring it up on the Z again, and then S, just to round
that little bit off. Now you can see this
is a bit too big, so I'm going to shift
click Control plus, old S, bring it in like so now you can see that's much,
much more fitting. Z, solid, and Let's
put the top on here. Can see we've got an
extra loop in here, I think we have, or is that
actually behind there? No it's behind there, so
it's absolutely fine. Let's now shift and click. Right click. Just mark a scene just in case
some one tool to the top and then
lt F fill it in. Actually, I'll show you
one more way to do this. You don't actually have
to press that as well I'm going to press
controls, go back. I'm going to grab
it shifting click, and then what we're
going to do to really make this nice and clean. I'm just going to delete both of these sides, right click, and then we're going to
com and bridge edge loops. And there you go. You can see
how clean that actually is. All right, so another
little tip there of how to actually fill
in holes. All right. So on the next one,
then, what we'll do is we'll actually start
work on this part. And by the end of that lesson, we should have this lamb
actually completed. Not sure about the textures, but the actual lamb
should be completed. All right, everyone. I
hope you enjoyed that, and I'll see in the next
one. Thanks a lot. Bye bye.
28. Working With Curves In Blender: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where
we left it off. All right. So now let's start
with this actual really, really nice bit that
comes around here. So what I'm going to
do, first of all, I need to make sure
that my cursor is right in the
center, which it is. And then what I'm
going to do is, I'm just going to
bring in a curve. I'm going to press shift a
curve, and let's bring in. I think probably a bezier
curve we can do this with, so I'm just going to
bring my bezier curve in. I'm just going to be
careful that I don't move it along the other axis. So I definitely don't want
to move it on this way. And what I want to do now is turn it rounds to its
face in the right way. So if I press Y, 90 and then Z, 90 and then A Z, 180, and then that's going to
put at least the right way round to where I'm trying to work with, as you can see. All right. So now we need
to do is we need to bring it up into place like so. Now what we want to
do is start it around where this actually starts,
somewhere around there. Then what we can
do is press tab, and now we can start to
move these into line. If I press shift space bar, bring in the move
tool, and now I can bring it over like so. You can already see that we're going to have a lot
of problems here, but the first thing
I'm going to do is I'm just going to bring
it all the way over. Moving this handle, this is what it's called handle up
to where I want it, something like that, and then
bring it over into place. And pop it down there. Now, you can see that we
do have a problem in that. We don't seem to have enough edge loops to
actually bring this up. I'm going to do is I'm
going to grab this one. I'm going to put
it into place in the middle, and I'm
going to grab this one. Then what we're going
to do is I'm going to right click and subdivide. I'm probably going to
have to subdivide again. We'll just see, so I'm
going to bring this up now, bring it over, like so, and you can see that we've
got a problem in that we need to actually get it
round about the center, and that's not actually
happening at moment. So let's bring in
another subdivision, right click, subdivide,
grab this one, bring it over, and then let's do the same
thing on this one, so grab both of these, right click, subdivide,
bring it over. Let's bring this this handle
out a little bit, like so. Finally, let's turn
this handle round. If we pull this this way, now you can see were
actually again somewhere. Now let's grab it. Let's
put it in the center, and let's bring this
handle down a little bit. Now you can see that's
exactly as it looks. We may need to just
move this a bit because it's a ale bit
out, so let's pull it up. And let's get that nice
beautiful flow there. All right. So now what we
can do is we can come over. Let's actually bring
out our depth, so let's bring out our depth
to the size that we want it. And now we can actually
do the refining. So if I come in, I'm going to actually bring in
another subdivision. So I'm going to
grab both of these, right click subdivide. Now I'm going to do now is jaws, move that over, and now
just play around with this. I'm going to bring in another
subdivision, so subdivide, just play a making this
as smooth as possible. Just be very careful. When you're trying to
smooth it off, like so. Now you'll see that that's
what it looks like. Albeit, we can see, we do
it's not quite smooth yet. Let's press one. Then
what I tend to do is if I come in now and just
delete like a subdivision, so delete vertices, you
can see not that one. Let's delete that
one, delete vertices. Let's see if now we can
actually bring this up or bring it
over a little bit. You just smooth it
out a little bit. I think I'm going
to be happy with that because the rest of it, I can actually move now with map proportional editing to get that nice curve that we're
actually looking for. Now, the other thing is that
we didn't talk about before, but on actual curves, you do have some other options which are based of
the resolution. If I turn this all the way down, you can see that
it really really affects how actual
smooth that is, so we don't really want to mess around with
that one too much. I think something like six
should be absolutely fine. What it's basically doing
is it's giving rings going around here and that's what's
making that actual bend. The other one you
can mess around with is the other resolution,
which is this one. If I turn this all the way down, you'll see now it's
more of a square point, so you don't actually
need to turn up to four, you can probably
get away with even three and you've still
got that roundness there. Last of all, then, let's
actually now create our curve. If I go to objects, come
down to and convert to mesh. Now what I can do is I can
come in, shift and click, bring in proportionality
and bring that out, and you can see now
we can actually create that nice curve,
what we're looking for. Just with a little
bit fiddling around. Like so. Let's bring
this one down as well. Like so, and there we go. To make it even smoother, what you could do is
you could bring in some more edge loops or
something like that. I'm just going to
check and make sure. I'm going to bring in an
edge loop here, click, right, click, and bring it up. Like so, just make it
a little bit smoother. Yeah, that looks about right. All right, I'm happy
with that except. Maybe just this bit here. I'm just going to bring it down. There we go. Perfect. All
right. So now we've got that. Let's focus then on making
this bottom bit here. The first thing we're going to do is I'm going to
grab the bottom. I'm going to press S and
just to flatten it out. S, flying it out without
proportional it on S and Z, flatten it out, keep
pressing S and Z, and it's short flying it out
really, really nice for you. Then just move it to the side just to make sure it's in place, so move it to the side like so, and then let's just pull it
down a little bit like so. Now, let's see if
we can actually get the bottom of this,
actually coming out then. So one going to do is
were going to press E, Alton S, Take off proportion ends in so Alter,
that's not coming out. Let's try S. There we go. Not Altern S. Bring it out. Let's see how far we need to bring it out, that's look in. Let's press S a little bit more. Let's pull it down a little bit. Let's press E again
with Z. Like so. Now let's press E, enter, S, bring it out. Bring it down. Maybe a little bit bigger,
something like that, and then let's press
E Z, bring it down. L so that's looking pretty nice. Now we need to actually have an inside on here, so
I'm going to press e, terns, I think I need
it on medium point, and that's why the
alters isn't working. No, Let's try it on
individual origins, Ol. Nope still not working, so
I'll just press S, bring in. I I'm going to bring
it into there first. And then what I'll do is
I'll press E again, S, and now we'll ramp it up into where we want
it, something like that. Now, I don't need to fill
in actually this because we're going to actually
put a bulb on here. So what I'm going to do now,
I'm just going to press sift S. Cursors selected, and then shift A, and let's
bring in a UV sphere. We've already got
this on 16 and eight, which should be absolutely fine. Let's press S, bring
it into place. I'm looking, actually,
if I press Z, let's see how big
the other one is. I can see it's round
about that big, something like that, and
let's press sed, solid. Let's have a look at that. Yeah, that looks
absolutely fine. Now we just need
these parts on here. I'm going to actually
press Shift S. Cursor to selected, that should put it right bang in the middle. If not, just use this to
actually bring your part in. Shift A now, let's
bring in a cylinder. Let's spin it around, so net, Let's make it smaller. So, let's press one,
and we'll get it to be the right side,
let's put it in here. Pull it over S and X into place. There we go. Now, is that
a little bit too thick? Let's have a look? Maybe it is. Let's make it a little
bit smaller S and x. That looks spare. Let's
have a look at that. Let's bring it down
then, so shift D. Like so and then
shift D, like so. Then I'm just going to grab
the edges of here, of course, pull this into place, then I'll grab this one,
pull it into place, like so. All right. That's that. Now, let's join all
of these up together. Sorry, let's press Control G, and then let's shade smooth and let's put on auto smooth on. Like so. Now what
I'm worried about is just this bit here needs to
turn up is way way too low. Let's just turn it up like that and that looks to tons better. So. Let's level these off now because we don't really need to level a lot of this off, so we might as well
do it manually. If I come in now,
grab both of these, like so and probably
this one here, press Control B. Bevel it off. There you can see it
looks just a ton there, and we might as well as well. See as we've got
this, grab this one, Control B, Bevel that one
off as well. There we go. Think Pot from this one. Let's fill this in first. O shifting click, F, while I've grabbed
it, control B, and then I'll fill
this face in now, right click and we're going to triangulate pass
and tries to quads. Finally, let's join
it to this one. This one here, this
one here, Control J. And that looks
really, really nice. All right, then,
what we'll do now is control A transforms, right clicks origin to geometry, and then we'll go over to
the right side and call it street street lamp. And then little dot sorry, right click mark as I said. Now on the next lesson,
then what we'll start doing is bringing in some
of the materials. But you can see, we've ramped
up the difficulty ale bit. It's going ale bit harder now, and the next one should be a little bit hard
than where it is. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
29. Creating Shaders With Transparency: Welcome back, everyone
to blend the three, the ultimate stylized sen guard in this is where we left off. Now, pretty much, the actual all of the lamppost can be
actually one material. So that's no problem.
Let's bring that one in. So we've got painted metal dog. Let's use that and
we'll actually put it onto our actual cycles render. Then what we'll do
is we'll come in and we'll make one that's street. New street light. And then what we'll do is
we'll come in and grab all of this and assign it the
street light like so. Then we can press
tab, and now we can head over to our shading panel. Let's do that a little bit. Now, if this was a night scene, I'd be very tempted to add in something like a
emission as well. You can actually make it so that you've
got a mission where it actually sees
through it as well. Depends how bright
the emission is. By the moment, because
it's a day scene, I don't really see a
lot of point in that. But what you can do as well is, we could give it
some noise as well, in case when you've
learned a bit more, you actually want to do that. Here's what I'm going to
do. I'm going to come in first and bring
in a noise texture. Shift A. Let's bring in a noise. Texture so I I plug this in, you'll see exactly
what this does. If I plug this into here, and then you can see already that's actually what it's doing. What we'll do is we'll
just set some of these up. First of all, we'll
put this on four D, not three D, four
D. There we go. Then what we'll do is we'll set this scale up to
something like 208th, something like that,
and there you go. Now, I can see, we've got that actual detail in that
we're actually looking for. Let's set the roughness also to one and set the
detail down to zero. Now we'll do is we'll bring in two color ramps and
a transparency. First color ramp, I'll
bring in and stick in here, like so, and then
the next color ramp, I'll bring in here. Search color ramp, like so, and then we'll bring
in a transparency. So shift date,
search transparent. Like so, and then we
also need a add shader. I'm just going to move my
material output over there. I'm going to bring
in a add shader. Again, we don't
want to mix these. I want to add them together, so I'm going to bring this
in and drop this in here. I want this to go down to
the bottom going in there. I you go. There we go. Okay, now you can already see that because we've added
this transparency in, we've got some parts of this, which are transparent and
some parts which are. Now we need to do is
basically mix in the color, so mix in the color, and then mix in the actual
transparency as well. So I'm going to So I'm
going to grab the color, I'm going to drop it
into my color ramp here, and I'm also going to drop it
into the transparency here, and that just brings out
a little bit of darkness. Now what I'm going
to do is I'm just going to move this
darkness up like so, and then we're going
to bring this one up. So now you can see it's
still see through, but it's actually got a glow to it or
something like that. Finally, now, what
I'm going to do is, I'm going to come
to this color ram, and I'm going to put
these both onto white. If I bring this up and
I bring this down, As I drop this one down, we should see that
starting to go to a white color like so. One thing I do need to do
is I need to make sure that bringing this down enough so that I've got
my transparency, I need my transparency in there. So, is that enough
let's have a look? I think it's a little bit. It's not see through enough let's try and get
it more C through. I'm not very happy about
this at the moment, the transparency isn't going enough to what I
actually needed to. What I'm going to do instead is I'm probably going to change this out for a mixed shade. Let's just delete
that other way. Let's press shift a
bring in a mixed shader. Let's see if we can mix
these instead and have a little bit more control
over the actual colors. Let's bring that in
to here like so. Now for bring this down, we can see that we've
got a lot more control over how see through it is. That's actually
looking a bit better. Now let's just bring that down. Just a little bit. There you go, now you can see it's looking
a little bit better. Let's bring that
that hit in as well. Like so. Now you can
see we've still got those little bits on in case
you want to take a close up, but it is a little bit too
transparent the moment. I'm going to do is I'm
going to bring this up just a little bit just to
make it just transparent, so I'm going to bring it
up a little bit more. And that will do. That looks really
nice. There we go. Now we can see it's transparent. And that's perfect. All
right. There you go. That is the set up that I
have used and should give you an idea in case you want to do any types of glass
and things like that, really, really easy way of actually doing lights
and things like that. All right. Now we've got
actually street lights. Let's actually right
click Mark as assets. Let's see. I think I've already marked that as an
asset as press dot. Yes, it is. Now it
can come to assets, and then what we
can do is on assign and just drop these into place. Assets and materials. Now finally, let's
just move it over. Let's move it over to
the rest of our assets. Over here, like so. Now, fin, let's take a look
at our next actual reference. Let's open this up so
we can see we've got some really difficult
ones coming up. I'm thinking that probably
we should make a start on our windows or
our parking barrier. Let's make a start on
some of these windows. We'll make a start
on this window here, the small hotel windows, and then at least
you get the idea of how to create these windows. Let's double click
it. Let's bring it in. L et's press one. In comparison to other things, this one is actually going
to be quite easy, actually. So we'll make a start
on this window. Then move to this window,
and finally to this one. This one is actually,
we're going to use a Boolean just to bring our window back and you're
going to be using a Boolean a lot to actually build
these hotels out. Let's go to modeling,
and then what we'll do is we'll make sure that
our cursors in the center. We'll also make
sure raw material. Shift S cursor to world origin, press one on the number pad, and then what you're going to do is you're going to
bring in a plane. Shift A, let's bring
in a plane, so mesh. Plane, and let's spin it around, so r x 90, let's bring it up. Let's make it the right side,
so I'm going to press S. So we can make these bigger if we need to once we've
actually got them in place. Don't worry too much
about the scaling. It might be a little bit bigger. That's absolutely fine.
SN x, pull it out. Z, just to see whereabouts
we are with it, so we can see it's a
little bit too much. Let's press SN x, bring it back a little bit. Then what we'll do
is now we'll press, we'll press control
A. Tab A transforms, right clicks origin to
geometry, tab again. Make sure you in face select
and this is selected, press the eye button,
and bring it in like so. That's that part. Now,
what I tend to do, to make this part
easier for myself is, I will basically bring
all of this out. I'm going to come in and
grab the outside of it. Then what I'll do is, I'll
also grab the middle of it, I'll press e, pull it out. I'm going to press Z, go back to solid just so I can
see what I'm doing. Then what I'm going
to do now is I'm going to pull this back. I'm going to press,
pull it back. Then I'm going to
delete this back one. Delete faces, and there we go. Let's pull it all out
as well so you can see. Now you should end up with the glass basically in the middle. The reason I got rid of the
back is because I don't want actually two
pieces of glass, so I only want one
piece of glass. You can see that we do
have a problem in that. This now is not joined. Let's join that up to make
sure this is done properly. So Old shift and click, Old shift click
and just go round now to all the sides like so. Then what you're going to do is going to right click and you're going to come to where it
says bridge edge loops, and that then is going to
bridge the edge loops. But it's actually got rid of our glass. I don't
know why it does that. Sometimes it does, press F
and just bring it back in, and now that should be fine. Just to make sure as well, just in case you're worried about it, just come to mesh, come down to clean up, and let's just go to merge by distance. Not vertices removed, so that should
actually be fine now. Now what we're going to do is
we're going to do this one pretty much exactly the
same as we've done this. A I'm going to do is
I'm going to press shift S. Cursor selected, Shift A, let's bring in a plane. Let's spin it around so R x 90, and let's then bring
it into place. Let's press S, bring
it all the way down. So S, and then S and X. Pull it over, like so. S and, like that. And then what we'll do is again, we'll press Control
A, all transforms, clicks the origin to geometry. And then what we'll do then
on the next lesson is, we'll actually create this one, and then we'll get this
a little bit harder one created because this one is just basically the same as this. Let's come up and save our file, so save and I'll see on
the next one everyone. Thanks a lot. Bye bye.
30. Fast Workflow for Window Creation: Welcome back everyone
blend the three, the ultimate stylized
scene guide, and this is where
we left off now. Let's come to this. I want to make a bit of
shortwork of this. What I'm going to
do is press tab. I'm going to press I
then, bring it in. I'm also going to press Z, going into y frame just
so I can see where it brought it in
and you can see it brought in a little
bit too much. So I'm just going
to press S just to bring it out a little bit. You can see actually that It's coming out in the
wrong actual scale. So sometimes that happens. If I press S though,
let's see if that works. That's not going to
do it. So I'm going to do, I'm going to press S, and then I'm going
to press S and's and pull it up like so. Let's do the same thing then what we did
for the other one. So I'm going to press
L to grab everything. Let's grab it with L. Grab it. There we go. Then I'm going
to press E, pull it out. So. And then what
I'm going to do, I'm going to grab
the middle bit. Again, go back to solid, and I'm hoping that I can just grab this one, press the e bon, pull it back, and then
we'll get rid of this face, so delete faces, and then just join this
face up with this. Lt shift and click, again, you won't to go all the way
around for whatever reason. I'm not sure why that is. Right click, bridge faces, and of course, you know
it's going to disappear. So all you need
to do now is just join this one up,
F, and there we go. Let's bring it out so we
can see What it looks like. Yeah, that's absolutely perfect. All right. Let's make a
start now on this one here. What we need to think about when we're actually
creating this one is this one's a part that's
actually stuck out of the wall. It needs to be far enough
out that someone could actually put actual ornaments
or something like that on. That is what I'm
basically going so. That's what you need to actually
think about when you're actually designing
this one here. So it's thin, but it's big enough to
actually put ornaments on. That's basically what
you're looking for. Let's Press one on
the number pad, and then what we'll do
is we'll press Shift A, and I think, we'll
start with the plane. I think it's just going
to make it easier. So R X 90, let's bring it down
into place then. We'll press S, get it
to be the round about the right scale. Like so. Then again, what I'm
going to press now is going to wire frame, and now I'm going to bring
it out to these sides. I'm going to press S
and x, bring it out, something like that, I'm
going to put it more central. Then we're going to do is I'm going to press two edge loops. Control Tab, Control, two, left click, right click,
and then bring those out. S and x, if they don't come out, just make sure that
you're on medium point, S and x, pull them out. Like so. And you can see here what
I mean by it's a bit out. And the reason it's a bit out is because when you get
different references, they might not be straight on. So the hotel, I'll actually
show you what I means. The hotel, like I'm saying, this one here is straight on. If I double click this, you can see it's absolutely straight on, but the windows are not straight on just to make it a
little bit harder for you. Let's now put that down,
and then what we'll do is we'll bring all of
this out like so, and then I'm going to
grab both of these, and I'm going to pull
them back. Like so. Again, it wants to be so that you can put
ornaments on here. Then what I'm going
to do is I'm going to press e and y and pull those back to have
a straight bear as well, and there we go. That's the start of our
actual window ledge. Now, let's actually make
this a full piece of mesh, and then what we
can do is we can actually create this
window because we're going to create this window
separately from it and actually
put it into place. I'm going to do is, I'm
going to first of all, join the back parts
of this, so F, and then I'll join
both of these up, so F. Now can see
one, two, three, four, four sides
going around here, so I'm going to press
F. I'm going to press Z to go into solid
and there you go, now, you can see that's
what it's looking like, and then we're going to
do exactly the same. I'm going to actually get
rid of my ground plane, so just hide it out of the way. Come in again and
let's join this one, this one with F, and then shift and click F
and there we go. Simple as that. All right. So the next thing we want to do then is make this actual window. So what I'm going to
do is I'm going to come in with Face select, press Shift S cursor to selected, then I'm
going to press one. I'm going to press Shift A, bring in a plane. But the thing is,
I want to bring in my plane realistically, not part of this object. If I press tab and then
bring in my plane, so shift A plane, spin it around, so R X 90. Let's make it a
little bit smaller, so we can see where we
need to bring it back to. So probably somewhere
around here, then press S and z
and bring it up. Something like that, I think it's going to look
really, really nice. Now let's pull this out. Then what I'm going
to do is, I'm going to use this as a boolean. I'm going to press tab, E, pull it out, and there you go. You've got
your block there. Now, being as we've got this, we might as well also create this into a window.
What do I mean by that? I mean, come in, grab
the front of it, shift D, pull it out, and then separate away. P, selection, tab,
grab it again, and now it's completely
separated from that pot. This is the window,
this is the Boolean, and this is the outcropping
of the actual wall. So now let's come to this part, press Control A or transoms, clicks at origins geometry. Let's press one now. What I'm going to do
is I'm going to bring these parts in and
create the window, exactly the way I've been
creating the windows before. Let's create the window like so. And then what we're going
to do grab the whole thing. Press E, pull it out. Let's grab this part now, press E, pull it back, and now let's come
round the back. Delete, faces, and let's come in and actually
join all of these up now. Again, it will get rid of
this window, right click, bridge edge loops, and now
let's bring in our window, so F, and there
we go. All right. Now what I need to
do is I need to actually create my hole now. I'm going to do is I'm
going to bring this into this part of the wall here. I'm going to make
sure that it's far enough back to actually
have a window. It doesn't really matter
how far back you really go as long as you don't go
all the way back to here, because you're going to get some light going
through the window. That's the most important thing. But we know it's the right
size because we actually took the plane from here and that's what we created our window
with. That's great. Now you want to do is you want
to again press Control A, all transforms right
click origin geometry. Again, come to this pit
as well, Control A, A transforms right, set
origin to geometry, and now let's bring in boolean. Little spanner, add
modifier, bring in boolean. You're going to
come down now and click this little pipette here, and the one you're
going to click is this one here. Click on that. Now, if for any reason that
your boolean is not working, you basically want
to put it onto fast, and then it
definitely will work. Then all you need to do is
you want it on difference. Press Control A, come in
and you can move this out now because you should have your little holder. All right. Do we need this
anymore? Not really. Now we need to do is just grab our window and put
it into place? And you can see now by actually
creating that boolean, this window looks more realistic than just stuck
on the outside of this, and you can see how good
that actually looks. Now what we want
to do is want to join both of these
together, so Control J. Control lay all transforms, right, clicks Origins geometry. Again, we'll do the
same with this now. All transforms right clicks a Origins geometry, and
again with this one. You could I guess, have
done them all together, but I've done them separate now. Let's come to this one first. Again, we need to
bring in a bevel, the two actual
straight these edges, so add Bevel, bring it down, and sometimes, sometimes
it will happen. Where the bevel is not working correctly,
let's have a look. Yes, you can see the bevel
is not working correctly, and this sometimes can happen because of the actual boolean. If our press controls Ed, let's go and check the mesh out. You can see this is what the mesh looks like
at the moment. It's probably a bit broken. Let's have a look and hide
this window out the way. Let's press H. Actually, the mesh looks really nice, except you can see
that we've got piece missing and a piece missing.
Let's come in and fix those. I'm going to grab both of these, press the J, grab both
of these, press J. And now hopefully, I've actually fixed that
some Looking at one, two, three, four sides here. Everything should be
fixed on there now, there shouldn't be any
problems with that. Now, let's give the
Boolean a try again. Again, control A all transforms, right clicks origins geometry, add modifier, and let's
bring in the Bevel modifier. Again, we're having
some problems. So let's just check and make sure that it's not
our face orientation. There we go. That's what's actually causing
this. Let's come in. Press altage, press A
to grab everything, press shift n, and let's
spin it all around, and hopefully now that
should have fixed it. If I bring this down now
and turn it up just one, Let's press tab,
and now you can see it's looking tons, tons better. Albeit it's a little bit
too much I'm feeling, so I'm actually going
to turn it down to not point or not five. Just turn it down a
little bit like so but now you can see
that looks really nice. You can also see
though that we've got these both on
the wrong side. I'm going to grab both of these. I'm going to press
tab. Make sure I'm in face grab this face and
this phase press shift. Spin that one round,
I'm going to have to spin this one round
separate, so shift n, come down, click on the inside and spin that one round
as well. All right. So let's turn our
face orientation off, so I'm just looking in
face orientation off, and let's come to
this one first, I'm going to do exactly
the same thing. I'm going to come in.
Add modifier Bevel, and then let's turn
it down to zero, and let's put a naught point
naught five. There we go. Let's do the same
thing on this one. Bevel. No point, No five, like so, and there they go. They look absolutely
fantastic. All right. So now let's apply the
bevel, so control, control, control A, and
there we go. All right. So what we'll do then
on the next lesson is, we'll actually get the
materials on these, we'll get the glass on these, and we should end up
with these finished, our first windows of our hotel. Alright, everyone, so I
hope you enjoyed that, and I'll see you on the
next one. Thanks a lot. Bye bye.
31. Creating our First glass Shader in Blender: Uh, Welcome back, everyone
to Blender three, the ultimate stylized
scene guide and. This is where we left off. Now, if we come in and we
come to this one first, pretty much the first
material we're going to bring in let's put it actually
onto our cycles, so we can actually see, and the first material
we're going to bring in is going to be
our frames, of course. Let's look for frames, and this is what we
made this material for. Then what I'm going
to do is I'm going to grab now just this one here. I don't think I need to grab the inside or
anything like that. Then what I'm going to do is I'm going to click the plus new, I'm going to call
this blue glass. Like so. Now let's go and
create our actual blue glass. Again, I'm going to
give you exactly the right colors and
things like that. So you'll end up with exactly
the same color I have. And then once you're
actually happy with it if you want to change
it, you're free to do so. Let's come over to Shading. And what we're going to do is
we're not actually going to use our principle
because with glass, you really don't need a
principle, just complicates it. All you need is a glass
and a transparency. So one of them is kind of
how shiny the glass is, and the other one is
how C through it is. So let's delete the principle, and let's bring in, well, first of all, let's assign that. There we go, and then we
can see exactly what we do. Now, let's bring
in our glass BSDF. So shift Dave,
search, glass, BSDF. Let's put that there, and then let's bring in our transparency, so shift A, and you can use this for water and things
like that as well. So transparency, and I'll tell
you exactly what this is. This IOR, this is
normally what water is. Normally, if you
bring that in it's basically to do with
the refraction, I'll put something on the
right hand side that. Just explains a
little bit more what I'm want about with refraction. But just bear in mind
that if you turn this up, you're going to make
it less see through, or more cloudy or
something like that. Let's get add shader. Search, add Shader. Let's plug in this BSDF to here. Let's plug this one into
here and let's plug finally, everything into the
surface like so, and you can see what
that looks like. It's reflecting the sky, but it isn't see through
at all at the moment. Now if I come in and I turn
up my roughness, 0.38. Now what you want to do,
if you want to see our C through is just pull it out a little bit and there you go. You can see just how
see through that is. Now, if you want to make
this more transparent, the one that you need
to mess around with is this color here if I turn
this all the way down, you can see it's perfectly transparent and
never turn it up. You can see we get more and
more cloudy as we go along. We don't actually
want that though. I'm going to actually
put this on a color. I'm just going to go over
to the left hand side, grab the color of it, so I'm going to press
control C. Come over, bring in the color, I'm
going to press control V. Enter, and there you go.
This nice blue color. Now, the other thing
is this transparency, what you can do with this is it makes it either completely transparent or very cloudy
and somewhere in between. So it's up to you how far you
want to actually push this. Maybe you want this window
somewhere else in a scene. So just remember that that is how you control how
C through it is. What I'm going to do
actually, I'm going to come. I'm going to press
the end button, and then what I'm going to do is I'm going to
actually frame this. So if I come down to
my node wrangler, you can see that I I come down, I can frame selected,
and there we go. So now I can actually
do is come to this, and you can see it's got frame, and let's call it transparency. Like so, and there you go. Now you've actually
named that and now you know if I
bring this down, that will control how
transparent that is. You can see now as
well, how we can actually put frames
around things. You can actually put
frames around two things, come to the node rangular, come down and you've
got a frame selected, and there you go. It's just really easy
to actually do that. You can also change
the color as well. If I come to this
frame, come to my node, you've got a color
here, so I can change it to red or
something like that. There is that. Now, let's
come also to the transparent. And what I'm going to do is I'm going to actually copy it. I'm going to come over
then and rename it. Contro v, enter. And then what I'm
going to do now is, I'm actually going to have
a look at that, make sure. I'm happy with it,
and I think I'm a thing that looks
really, really nice. All right, so what
we're going to do now is we've got this one, so let's do the next one. So all I'm going to do is, I'll come to this one,
come down, bring in frame, so frames, and then I'll
come to my glass now, so plus down arrow glass. So blue glass. Let's
come in, press tab, grab this, click a
sign on my glass, like so, and there we go. All right, Let's come
to the next one, which is my building pt. Let's first of
all, do this part. I'm going to come
in. L. We're going to click the down arrow frame. Then let's come to the glass. Plus down arrow glass. It's the blue glass, click
a sign. There we go. You can see how
different it looks once it's actually in the
actual building. You can see it's pretty shiny. It's reflective
slightly see through so that if you want to put
something behind here, you'd probably be able to
see it vaguely through there depending on how low
or high you've got this. All right. So now what we
need is a building material. So I'm going to click new, and I'm going to call it building. This is the main material
for the building. So this is quite an
important actual shade. I'm going to do is it's still a simple shade where
it's important in that We actually create it
for the rest of our hotel. So what I'm going to do is
I'm going to click on here. I'm going to press
tab. So click on here. I'm going to grab all of this, and I'm going to click a sign, and then I'm going to press tab, and now I'm going to do is
I'm just going to zoom out. So make sure you're on the
building, let's zoom out, and let's bring in a
ambient occlusion again, just to give our actual
scene some depth. So I'm going to
actually zoom in. And then one want to do is going to bring in a color ramp, so shift a color. This one is similar to the other one we made
with the other building. What we do is put
this on constant, and then we're
going to plug my AO into my actual color ramp. Next one word to do is I'm
going to bring in an overlay. I'm going to press shift
A. Remember the overlay is the mix RGB, like so. Put it onto overlay, plug it in and then plug in my color to the bottom
of this color here. Now I'm going to do
is I'm going to bring in just a little bit
of color for this. The first one, I'm
going to go over again and grab the color of it. Control C, let's grab
the hex color of this. And let's then come
over this side. Grab this control V. This
one position is on zero, which it is, now let's come
over to the white one. I'm going to grab it. Control C, and then let's come to this one. Let's put control V. It is y, and all we need to do
is change the position, which is not 0.905,
0.905, like so. Now we can see if we
mess around with these, let's see if we can actually get seeing something in there. So if I bring this
down. There you go. You can see you've got your
ambient occlusion on there. So that's exactly what
we're looking for. All right, that's
looking really nice. The building color is
looking real nice. You might want to change that a bit later on, and we
could change that. I think this white is the kind of white that
I'm actually going for. Now what we need to do is we
need to just come over and make sure that these
are marked as asset, like so, and then we also need to make sure
that these are names. So let's come in and we'll call them window Rectangle, large. Then I'll go to the next one. Well, I'm going to
press dot first, and what I'll do is all right
click and markers asset. Then I'll come to the small one. Again, I'll rename this window. Rectangle, s like so. Again, dot on the number pad, right click markers asset. Now we'll come to this one here. We'll go to this one now,
so I'm going to press dot, and we're going to call
this, where is it dot? Is it on this one? L. There
it is. We'll call it Window. And we'll call it Bay, because I think it's
the only bay window. And we'll also call it large, just in case we've
got another window. I don't think there is one
what just in case so large, dot, and then right
click and marks asset. All right. So now let's
go to our actual assets, and let's put these
three into place. So assets, and let's put this and this into
our materials. And let's finally move
over our windows. No our sun. We need
our windows, like so. And put those into place. I'm going to try and put the
windows in a separate place, so a little bit away from the
rest of my build like so. All right, so our
first actual windows, let's put this on material. So what we'll do
on the next one? Then I think we're
going to start with the actual parking barrier. Let's last of all, I'll go out, save out our work, and I'll
see on the next and everyone. Thanks a lot, and I hope you're enjoying it, and I'll
see on the next one.
32. Creating our First Hotel Balcony: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, what I think we'll
do on the next one is, we'll create a couple of the balconies before moving on soon as we're
doing our windows. And basically, we'll
do the large hotel, and we have a large
and small balcony within that actual piece. So let's come first of
all to this reference. And what we'll do is, we'll
change the reference and we'll make this bigger and
we'll go as you can see here, that's the corner one, not
that one. This is the one. Large hotel balcony, are, large hotel balcony small. I'm just going to open
them up and then I'll show you what the
differences between them. First of all, though, let's make sure that the scale
is okay on this one, so I'm going to
bring my man up. So. Then what I'm going to
do is I'm going to make this a little bit smaller. So, it fits into place. Round about something like that. As I say, once we've
actually got these in place, we can actually scale them a little bit to
actually make them fit. Don't be ever scared
about scaling things up, once you bring them
into the scene. I'm going to do with
this now, I'm going to press shift and duplicate it and bring in mail
the one because I might as well do them
both at the same time. I'm going to click
the open button. And let's find that
large balcony, small, and here it is, and I think the guy is actually
the right size there. We can see that the balcony here is a little bit
smaller than the other one, although the doors are
a little bit bigger. So I think what I might
actually do on this one, is just bring this balcony up actually to be the
right size as this one. Sometimes when you build in on the fly and I've
been building along, sometimes you lose a bit
of perspective on scale. So I think with this, we'll actually bring it
up a little bit. I'm just going to zoom in. And then what I'm
going to do is, I'm just going to make sure that this one is around
about the same. So we can see along here. I'm going to bring it
up a little bit more. I think I actually move that
one to the back somehow. So. Let's press one again, and I can see it bright
up a little bit too much. I'm just going to drop it down. So there we go. And now I've got a nice start in place
to actually create it. Let's actually have a
look at these balconis. What you can see is this one
actually goes into the wall. In other words, it's not
actually any bend here. These are parts that go
into the wall on the sides, and then we've got this one for putt my
guy in the middle, that go into the
wall on the back. The need to be realistically
the same actual depth, is just that the size
of the actual balcony and also the way they
go back as well. We'll get into that and they'll discuss exactly what it means. So first of all, let's put
our cursor to the center, so shift cursor to wild
shift. Let's bring in a cube. I think we'll start with a cube, I think it's going to be
easier on this occasion. Let's press S. We could
start with an actual plane. There's many ways
of doing things, and then what we could
do is use a solidify. But I think on this
occasion, what I'll do is, I'll start with a cube and we'll just do it a little
bit different. I'm going to do is,
first of all, I'm going to make sure that
it's the right size. I'm going to press S and just
bring it out very slowly. We're talking about
millimeters here, so it's not worth
worrying about if it is not exactly the right size. Let's press S and X.
Let's pull it out. And then I'm going
to pull it across. I'm going to try
and get it as close as I can to the actual width, so I'm going to just pull
it out each side, presssx, and just bring it
out a little bit, and something like that
looks like a good start. Then what I'm looking to do is make this the right thickness. In other words, if I come
in and grab this back face, pull it back then in front, what I want to do is
make sure that this looks really not chunky, but strong enough to actually
hold this guy in place. It's very important
that we actually create measures that
look realistic. Even if they're stylized,
they still need to look realistic as though they're actually going to
hold something. So you can see here that this is a fairly chunky size wall, but not actually chunky enough. So let's come in. And
bring it out jaws to tab, and now you can see it looks actually a little bit
better. All right. So now let's press control. Two left click, right click, so brought in a
couple of edge loops, S and X, let's pull them out. What I want to do is basically create these parts here to be of the same thickness as
this one here because these are going to be the
parts that actually go back. Now, I have made a mistake
here because this one here, It's not going to be going back, but I'm going to
use this piece over this side so I might as well actually leave
them in place. Now what I'm going to do is, I'm going to create a
bottom piece as well. So I'm going to press control. Left click, bring it down, and I'm going to
bring it down to something like that,
fairly chunky again. All right, so that's that piece. Now, we can come in now
and bring out this part. I'm going to bring it out, so
I'm going to press E and y, pull it out, like so, and then I'm going to
stand my guy up on this. Like this. Now what I'm looking for is where his hands
are going to rest. If he has this barrier here, then he can't actually
really lean over. There's no danger
of him falling. What we're also looking at with the depth is, if
I spin him round, so Z 90, you can see that that's the sort of depth that
has actually got on here. Is there enough to put a
table in chairs? Probably so. Maybe put out,
something like that, and then he can get a
table in chairs in there, and then it'll look great. All right. So now, let's
actually bring this over. So if I press sift,
we'll bring this over, as I said, we'll do
this at the same time. I'm going to bring
it over to here. Then what I'm going
to do is I'm going to I'm going to put
one edge there, and I'm going to
grab this edge now. I'm going to come in. I'm going to press
lt shift and click, and then I'm just going
to grab this edge here, and hopefully, I
should be able to move all of that now into place. If I come in now, and move
this into place like so. Now you can see that I've kept the actual thickness there. Now, what I want to do is I
want to actually create this separately because I
actually want sides on here. If I bring this out, I could
press E, pull it along, but I'm still going to struggle to get these to
line up perfectly, and I really want the mesh to be a little bit nice on that. The easiest way is to come
in and simply delete faces, grab this fit, L,
delete vertices. Now what I can do is
I can fill this in. With F, fill in this one, with F, fill in this
one with not g, F. Then what we can do is we
can come in now and grab all of these and we
can pull them out. If I press three now, you can see that I know where
to pull them to. If I press E, pull them along
and drop them into place. There you go. That's the easiest way
of actually doing that. We've got one that's going to go into the walls either side, this one here, and
then one that's actually a balcony that's
going to go back there. All right. Great stuff. Now, let's think about actually
creating our actual mesh. Probably going to
start with this one because this just goes
straight into the wall, and this one actually
has a actual turn. I'm going to do is I'm
going to grab it here. I'm going to press shift
S. Cursor selected, and then what I'm going
to do, I'm going to bring in a pipe joint. Shift A, let's come down
and bring in a pipe. Let's bring in a pipe elbow. Let's put it on 90 degrees. Let's also turn
down the number of divisions to something
like 16, like so. Now I think we can actually
start working with this, just a very, very
simple pipe oint. If I press S now, it's sh if I rotate it round, so, 90, let's have a look. Then, y 90, and then
R x 90 wrong way, so x -90, and there we go. Now, let's bring it up a little bit and see
the thickness of this and we can see that it's
way way too thick still, so I'm going to make
it smaller, like so. What I'm looking for
on this actually is to make sure that the
thickness is actually right. So I have to bring
my man over again. He wants to be able to
put his hands on it. He doesn't want to
be able to actually put his hands all
the way over it. You can see here that if I
compare that to his hands, that actually looks pretty good. I think I'm actually
happy with that. All right what I'm
going to do now is I'm going to grab my balcony. I'm going to press control A, all transforms, right click, set origin to geometry. And then what I'm going to
do is I'm going to base this onto where this geometry
is of this part. I'm going to press shift
S, cursor selected, and of course, I'm doing that so I can actually
bring in a mirror. So I'm going to grab it.
I'm going to come over now. In fact, no, not, I'm going
to write plt set origin, two, three D cursor. I'm going to add in
a mirror modifier, so mirror, put it over the
other side, and there we go. All right, let's actually
see if first of all, I need to bring it
back, and then I need to bring it this
way, M them touch. And then finally, I'm
going to put some of these parts in just to
make it look realistic. All right, so let's come in
and we'll grab this edge. So l shift and click and then
pull it back into the wall. Go back slightly further. It doesn't matter
because this is going to be in the wall anyway. And then finally, let's
come to this part. Ol shifting click. Let's
make sure clippings on. Bring it to the center, let go, and then it shouldn't
go anywhere. Now you can press tab and actually have a
look at your work. All right, so I'm
happy with that. Now, let's make these ends. What I'm going to do is
I'm going to come in. Lt shift and click. And what I'm going
to do, I think the easiest way to do this
is just to press shift. So let's shift. There we go. Let's pull it this
way a little bit. Let's press E and pull it along the y axis,
something like that. Now finally, let's
actually extrude it out, so lt shift and click, E, enter lt NS and
pull it out. Like so. Now let's have a look at the
actual thickness of that, so I'm going to grab it all with L and then pull it into place. Press seven on the number
pad to go over the top. What I want to do
is I just want this then just fitting in
the wall like so. I've done it separately away from here just in case
I need to move them. The other thing
I'm looking at is, I'm I happy with
how big this is? Is it a little bit too small? Probably. Let's come in, shift and click,
and then lt and S, and going to pull it out. Just a little bit more, and I
think that looks fantastic. All right, so what we'll do
then on the next lesson is, we'll get the actual corners in. We'll probably put maybe one or two in here just to
make it look realistic. And then we'll actually
bring those over to the other side and use
these actual parts. Alright, everyone, so I
hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
33. Working with the Bisect Tool in Blender: Welcome back everyone
to Blender three, the ultimate stylized scene guide and this is
where we left it off. Let's think now about bring
in these parts in here. What I'm going to do is I'm going to use this
actually in the center. I'm going to also press tab so that when I
bring another part in, it's going to come
in with the Mr, that'll be great.
Let's press shift. Let's bring in a cylinder. Let's make the cylinder smaller. S, let's bring it
over this side, and you can see because
I've got clipping on, it's actually joined
them together. I really don't want
that. I'm going to do is just take clipping
off for a minute. Them over now and now
you've got two pieces, and that's exactly
what you want. Albeit, we've actually messed up a little bit because this is 32, I think, and we don't
actually want that. So let's go back in. Let's delete those,
so delete vertices, and now let's do it again. Shift A cylinder. Let's put it on 16. L so, make sure
you clippings off, bring it to the side, press
the S button, like so. Now we want to do is make
sure that it's going over the top on,
going to pull it up. I'm going to press S. Like so, I want to press seven
to go over the top, and I'm going to fit it
into this corner now. So you can see that it's
still a little bit thick because it's going out of
either of these sides, so I'm going to press
S. Bring it in and then let's put it into
the corner like so. Now, if you really want to get it right bang in the corner, all you need to do is press
Shift click on this corner. Shift S, cursor to selected, grab the actual cylinder with L, and then shift S selection
to Cursor keep offset, and that's going to put it
bang in the center for you. You can do it that way as well. I'm going to bring it down.
And put it into place. And then I'm just looking
how thick this actually is. Is it too thick? I think
it's a little bit too thick. You can see it's
hanging out on there. I could pull it back, but
I'm going to first of all make it a little
bit thinner like so. Then I'm just looking now
at how that is sitting, and I think that looks
much much better. Is it still hanging over? I think actually it's
not hanging over. I think what it needs
to be is just pulled up a little bit so Yeah, and I'm still not happy with how that's actually
sating there. I think I'm going
to make it just a little bit smaller just
to get past those pieces. Then what I'm going
to do is grab the bottom and pull
it down like so. Before we carry on though, let's actually
grab our banister, let's hide it out of the way. Then what we'll do is we'll also grab our balcony and
hide it out the way, come back to our banister, and now I can do I can first
of all, control, mark seams. Always do that, just in case you need to do
something with this, delete it, right click,
triangulate faces. You can see now
because I actually mark the seam, when I press L, it just gets it all the
way up to the seams and then I can actually
delete it as simple as that. Let's come to the bottom now, press delete and come to faces, so delete the faces out the way. Now I'm free to use this
over and over again. Let's press l tag, bring
back our small balcony, now let's come to our
balcony once more. Lag, bring everything
back, and let's come in. And grab this part like so. Now, I've actually
kept the top just in case you want to bring
it up for anything, any reasons, but I haven't kept the bottom because obviously
that's actually in the wall. All right let's press shift, bring it over, and there we go. Simple as that, so you can see how easy that
actually was to do. Now, let's bring the banister over to this side, so
we might as well do. That's what I'm going
to do is I think what I'll do is I'll grab all of it. I'm going to press tab to
go into object mode, shift. And now what I'm
going to do is I'm going to bring it
over to this balcony. So if I grab this
balcony, press Control A, all transforms right clicks the origin to geometry, Shift S, cursor to selected, grab this balcony then and
then press Shift S, selection to cursor keep offset. There we go. Now we grew
it in the right place. All right, so now
we're free to move these parts right to the
end and put it into place. Let's first of all,
just put it into place. I'm just going to
pull it this way, and basically, I want it
in the halfway point. If I press seven, I can't
really see over it, where if I press ad,
going to wire frame, now I can actually see over it. I'm going to put it
halfway, like so. And then what I'm going to do
now is I'm going to try and move these parts over here
because at the end of the day, as I said, these aren't right, so I might as well get
rid of these parts. If I press tab now, L et's come in with
old shift and click. Delete those, so delete
fases, and there we go. I'm going to keep these parts because I'm going to
need them to actually put into the actual wall here because this is where it's actually going to go up to. How am I going to cut this?
Well, I'm going to do it I'm going to show you an easy technique to
actually cut this. First of all, I'm going to
press L to grab it all. And then what I'm going to do is I'm going to come to mesh. I'm going to come down
to where it says bst. Basically, what this tool does, is it actually cuts straight lines and gets rid
of the other part of you. It's very nice if
you want to create pillars that have been broken or you want to create rocks
and things like that. Now, I'll show you once
you've clicked it, you won't really see
anything happening. Unfortunately, there's no
shortcut for this either. All we do now is just drag And drop. Now, don't
worry as well about it being even or anything like that because you can see
this lines a little bit out. If you come down to
left hand side now, just open this menu
if it's not open, and you'll see along the y axis, you'll always see a minus or plus zero, zero point something. All you need to do
wherever you see that, leave the one, by the
way, just the zero, zero point something, is
just click zero on it, and that straightens that alpha. You can also as well, move this along once
you've actually done it. The best thing is you can
actually clear the inner, or you can clear both, which I don't know why
you'd want to do that, but either way, or you
can just clear the outer. It's up to you whichever
one you want to do. We want to clear the
inner on this occasion, and now we can see that we've
got this perfectly flat, and it's done on the other side, of course, because we've
got our mirror on. Now we just to move this along to where we
actually need it. There we go as actually
simple as that. All right. So now let's
press Zed, go back to solid. And then what I'm going to
do now is grab this part. I'm going to pull it over,
I'm going to spin it around, so I'll Zed 90, I then I need to put it
really in the center of here. You can see also I
need to bring this up. So let's put it in
the center first. What I'll do is we'll
come in with edge select. Shift click Shift S,
cursor to selected. Grab this part, L. Shift,
selections cursor. Keep offset, and that's
perfectly in the middle. Now let's grab the whole
banister, press one, and let's pull it up to
where we actually need it, so let's pull it
up to something. Like that. Now let's come
back to this part here. I think, actually, did we
bring them over or not? I don't actually think we
did. Look, you can see that. I've either messed up
and kept the tops. I think I've actually just
kept the tops. Well, look. No, I haven't. I've actually got them all, so let's pull them up. There we go. You can see though
that I do have a problem. I think I I've not. I just need to make them a
bit bigger. So Let's presses. Make them a little bit
bigger, pull them into place. And there we go. Simple as that, and that's actually
looking pretty nice. All right. So now we're onto our actual windows. Let's
press one and have a look. I think the windows, actually, these are bigger these windows, so not sure why I
made them bigger, but either weight, let's
actually do our windows. How we're going to
do our windows is, again, Well, we've
done windows before. These are a little
bit different. The one thing I can see
as though on these is looking at this is these
aren't actually wide enough, I'm actually going
to come in, and make them just a
little bit wider. At shift and click,
pull them out a bit. Yeah, that looks much
chunkier like that. I'm also going to
actually look at these. I think I'll do the same
thing on this one as well. So lt shift and click, pull them out, and there we go, Yeah, they just look tons bare. All right. Let's press one. Et's come to this part here. Let's press Shift S.
We might as well make a start from here.
Curses selected. And then what we're going to do is we're going to bring in, I think we'll bring in a plane, so shift A plane, and then let's spin it around. So R X 90 and let's
bring it up into place. Now, one thing you can see is that I've put this in
the center of here, but it's not quite
in the center. What I need to do is
I just need to have an idea of how actually
big I actually want it, so I'm going to press S
and X and bring it in. Now I can see that I've got this side this much space and I've got this
side this much space. I know it's roughly about right. They don't have to be perfect. The one thing I do want to make sure though is the
height is correct. I I bring my man over, let's bring our man
over and we'll put him on there and you can see that this is not tall enough. Let's pull it up. To the
height that we want it. There you go, that
looks much better. Now what I can do is I
can actually have a look at the bottom because one
thing you don't want, you don't want the bottom to
be floating this high up. You want it just
to be a little bit because we're going to
bring a boleion in, and the needs to look
like there's actually a step there because
normally on these things, there's actually a step or
it's actually in the ground. But I think for
us, we're going to make it a little bit of a step. Let's come in, grab the bottom, and let's just pull it down, jaws to tab like so, and that should be
absolutely fine now. All right, so now we just
need a halfway point. Let's press control,
left click, right click, and now find that we can
come in on each of these, press the eye button
and bring them in. Now, again, if they're
not coming in together, press the eye button again, and then they should come
in together like that. Now, I should mention, again,
before we actually do that, let's press tab,
press control A, all transforms, clicks
the origin to geometry. And now when we press I, we shouldn't actually
have any problems. So we press I again, like so. And bring those in
holding the shift button. Something like that, I
think, absolutely perfect. All right. Now what we want to do is want to
create these windows. What I'm going to do is, I'm just going to pull
it back a little bit. I'm going to grab it with L, and then what I'm
going to do is, I'm going to pull
these all the way out. Now there's a number of
ways that we could do this, but I'm pretty much going to do the same technique as what
I've done with the other. I'm going to press
E, pull it out, then what we're going
to do is I'm going to get rid of the backs of these, get rid of the
backs, delete faces, and then what we're
going to do now, I'm going to grab both of these. I'm going to press E, pull
it back just a tiny bit, like so, and then grab this one and pull it
back even further. You can see there we've got
that kind of window look, and that's exactly what
we're looking for. Now I want to do
is want to bridge these like we've done
many times before. O shift and click. Let's see
if I can actually grab it. No, you can't do it like that. So we're going to grab
lt shift and click, and then grab each
one of these like so, like so, right click and where
is it Bridge edge loops, and then we'll do the
same for this one now. We'll do them both together. So Alt Shift and click,
and then let's come in, grab in each one of these, like so, right click
bridge edge loops. Now finally, let's grab this one and this one,
press the F button, and then this one and this one, and press the Fon, like so. There we go. Simple as that, you can see how
easy it is to do, and you can see they
look pretty realistic just with that little
technique of moving one back. All right, everyone, so
I hope you enjoyed that, and we're going to create
the next one over here. I think on that one,
we will actually create just another
window because it is a little bit wider and I do want a bit of difference
between them. I'm going to actually
save it out as well. Don't forget to
save out your work after each of the lessons, and I'll see on the next one, everyone. Thanks a lot. Bye bye.
34. Linking Object Data in Blender: Welcome back, everyone
to Blend three, the ultimate stylized scene guide and this is
where we left off. Now. Let's create
a another window. Can I actually use this
one? Let's have a look. Let's press 50.
We'll bring it over. I'm just actually
making sure as well that I need to pull
this back a little bit. I'm going to pull
this back like so, and then I'm going to press sn, pull this back. Like. I'm going to press one then and actually look at the
difference in scale. First of all, let's bring
our guy over to this one. I think I'm going to keep
the same scale on here, I'm just going to
make them wider. Can I actually do that without actually altering these parts. Basically I want to bring
these two parts out. I'm going to do is
I'm going to come in and see if I can
actually do that. I'm going to grab this one and press control click on this one, and you can see that
go the other way, would go around the other way. I can actually use
that actually, so I'm just going to grab it going all the way around there. I'm going to then do
the same on here. So like so. I want to basically
pull these apart without increasing the size.
Can I actually do that? Let's have a look. Let's
press S and X There we go. You can see that I
can actually do that. Now, the one thing
is, is this in the center? That's the
other thing, of course. Let's grab this part.
Let's press control ate all transform click. Set origin geometry,
Shift S selected. Let's now grab this bit, Shift S and selections cursor, now let's pull it up and you can see now it's pretty
much centered. Now, let's pull it up again
just so it's above that, as you can see now, this one's
above it, this one's not. So a press three
on the number pad, P Z, going to wireframe, and now we can see exactly where we need to pull it up to, something like that,
and let's pull it back. Interplace, and there you go, you can see nope pretty
much in the right place. Let's go back into solid mold, and this is what we
should end up with. I think I'm really happy
with how these are. I don't think I really
need to change anything. I could make these a
little bit different, so make them oblong or
something like that. But I think for me, I'm
going to leave them as is. I'm just looking to make sure I'm happy with these
parts as well. Do you want them more central or are you happy
with them like that? I think actually I'm happy with them like that. All right then. Let's now come in and
apply our actual mirrors. Come over. Control
late, apply a mirror. Let's see if this
one's got a mirror, it has, control, apply a mirror. Now let's join all of these up together with
control J, like so. In fact, in fact, we're not Should we do that? Yes, we'll give it a trier
on this one, first of all. So let's join them all.
Let's press control A. Let's press control A
again, O transforms, right clicks origin to geometry, and now let's bring
in our bevel. Let's see if I can bevel it even though these are rounded. I don't really want to bevel these off base is
what I'm saying. Right click Shade Smooth. Auto smooth on.
Modifier, add modifier, bevel, and there we go. You can see actually because
these are around it, it's beveled them off
very, very lightly, and that's exactly what we want. That's absolutely perfect. Always do it by y, have a look, and make sure that you're
actually happy with it. You can see it's not got this raise a sharp look to it
or anything like that, and it's got that stylized look. Let's hover over here
and come by the way, if you do want to bevel off
anytime, the cylinders, just change this
from angle to non, and then you'll see it
actually bevel those off. On the older
versions of blender, this will be set to non. You just need to say
it to angle just to make sure you're not
beveling those off. All right, so let's apply
that with Control A. Let's press tab, and you
can see now that there is no bevels on the
actual cylinders, so that's really, really nice. Now, let's come
to the other one. So we're going to
join all of these together with Control A, right click, shades Move, Automo press Control A, all transforms, right click, set origin, to geometry. Now let's again come in, add modifier Bevel, and I'm hoping it's done exactly the
same things, which it has. Yeah, that looks
absolutely fine. Let's come over, Control
A, and there we go. All right. Both of those done. Now, let's come over
and rename them, so we've got look, large hotel balcony, small. Let's come over,
press the dot one. Large Let's take my caps off. Large hotel balcony. Small. Press the dot
again, right click. Mark as I set. Let's
come to the next one. Here it is. It's
large hotel balcony. Large dot again, right click. Mark as I set. That's that. Now, let's think about
our actual materials. Let's go and make
some materials. I think we will have to
make material for the hand painted this grip
hand grip here. Being as I'm from Cyprus, which is a lot of
Greeks here, basically, they love the color
of that blue, which they have in all
their villages and on their churches and
things like that. I think I'm actually
going to go with that color just to represent
where I'm actually from. Will do is, I'll
come in and we'll put this onto Cycles render. Then what we'll do is
we'll first of all, give this the actual
building color. If I come down to my materials, click the down arrow, I'm
going to click building. Like so. There we go. There's the building color, and you can see straight away, what's happened here is that the ambient cclusion is kicked in, which is really nice because
that's exactly what we want. Now I'm going to do is I'm
going to actually come in. I'm going to grab all of this
and put this to the frame. Down frame. L so, I'm going to click a sign. Then what I'm going to do
now is I'm going to grab my glass plus dowrow, glass. We are going to make a
different color glass as well, like so. Then we need this hand
grip. Let's grab it all. Like so, and we'll call it new painted metal blue. Like so. Then I'm going to do is I'm just going to make it that
kind of blue color. If I put it onto something, I'm going to click
a sign as well, so I can have a look at
it and there you go, you can say, that's actually
that kind of blue color. Sometimes they
have a bit darker, sometimes it's a bit lighter, but most of the places I go, it's actually this kind of blue. Now, the one thing is
that at the moment, it's looking perhaps, it's
probably about right, but you can put the
metallic up like so and then just turn
down the roughness. I think it's going to be a
little bit too much actually. I'm going to put up the
roughness like so and then just turn the metallic
down just a little bit. Just to get the
right shan. I think that actually looks pretty nice. One thing now you can
do is you can actually grab this balcony and
grab this balcony. With shift click.
Then what you can do is a little trick where
you can press Control L, and what you can do is
you can link materials. You just need to make sure
that the last one you actually selecting is the one with the materials
that you want to link to. You'll notice that
this one is yellow, and this one is orange. Even if I select this,
this, and then this, it will always go to
yellow because it tells you that this is the
last one you've selected. I'm going to select this one. I'm going to select this one. I'm going to then
press Control L, and you can see here
we've got link materials. Now you can see straightaway
that that changes, and we've got all
of those materials in place rather than
bringing them in separate. That's a little trick
there that you can actually do. Now, let's come in. And do pretty much the same
thing that we did before. So I'm going to come to frames, a sign, then come to my glass. You can see how quick
it is now and then come to finally my balcony,
grab them all. So, and then click
my painted blue. There we go. Done. Now,
let's put it on material, and let's just make sure that this painted blue actually
is marked as asset. I'm just going to check the
rest of them, which are, and then I'm going to put these in place now with
my other windows. So let's grab this one first. Let's press seven. Let's
put it into place. Let's press one just to make sure it's in
the right place, so something like that, and
now let's grab this one. And let's press seven and bring
it back, and there we go. So all my windows in
place. All right. So lastly, then let's
come to our assets. Let's come to our painted metal and put that in our materials, and let's come to our balconies and put those in our assets. There you go. You
can see really, really building up now. And you can imagine that once you've got a lot of blend files, the amount of actual
pieces that are in here, ready for you to either
take into real engine five, just bring them in,
export them out. Really, really great to actually
see this within Blender. Again, with the materials, although you can't
actually send those out. It's just really easy
to put things together. A lot of kit Mashin and things
that have been done with this new addition to
Blender three. All right. So now we need to
do is we're just going to go back
to our modeling. Let's get rid of one of these because I don't want
both of these in, so I'm just going to grab either one. It doesn't really matter. Then let's bring in
a new reference now. I'm just going to go to
my reference, open it up. And let's actually have
a look we've got left. We can see we've got
a corner one here. We can see we've
still got I think we've done where are all
of those small windows? We've got this window here. Again, we've got a corner one. I'm thinking let's actually do something at b different
on the next one, so we've got our fish. I think what we'll do is we will look at our
parking barrier. Let's bring in the
parking barrier. That'll be a nice
little bit of something different to actually
have a go at. All right, everyone. I hope you enjoyed that and I'll
see on the next one. Thanks a bye bye. Oh.
35. Creating The Parking Barrier Base Mesh: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Let's bring on Manovi,
let's spin him round. So Os ed 90, s d, 180, spin in round, press one. Let's bring him into
place. Like so. You're probably going
to be sick of seeing this guy by the end
of it. Let's press. Let's bring it up.
Let's pull it up. Maybe a little t, bit smaller. There we go, fitting
into place like so. All right. So there's two
parts in here as you can see. We've got this part with
the kind of speaker in and an opening where
you put your ticket in, and then we've just got
the actual barrier. Pretty simple. This bits a little bit more square and this bits
a little bit round. I feel that that's just adding a little bit something to it, making it a little bit stylized. All right, Let's get
started on this. Let's start with
this part first. It seems the easy part to start. I'm looking I'm I'm going to actually put my
cursor in the middle, so shifts cursor
to world origin. Shift. Let's bring in a cube. Et's press S and
bring it up. Like so. Let's just put it into
place something like that, and then what we'll do is
we'll bring this back. Too far into place like so, and then I'm going
to grab the top. On again, bring it up. And now I'm going
to do is just look by eye to see how wide
this actually is. Actually, I think that that pretty much is
about the right size. I'm actually looking
here and you can see, that's pretty much
about the right size. The one thing I'm looking
at though as well is, it's not stood on the floor, so how big is this going to be? Let's put it on the floor,
and let's have a look. Is it a little bit
too small in the end. Do I want to make it a little bit higher than what
it actually is. I'm probably going to
make it a little bit higher even though my
reference says not to, I'm going to make it
just a tad higher, and then I'm going to
bring it across now and start my barrier
over there like so. I just think that
looks a lot better. Now, let's actually just move it over and let's
actually create this barrier. On going to do is,
I'm first of all, I'll create this part here
because that's quite easy. Let's bring in a cube. Let's make the
cube much smaller, and let's bring it up, put
it into place. Press one. Press the S b, scale it into place and let's
start it over here. Then now let's think about
the actual thickness of it, so you can see it's probably a little bit thick for a barrier. S and y, squish it in and
then grab it on this edge. O, ring it over all the way. And then what we're going
to do is tab to going to object, Control A transforms, right plates that origin to
geometry, come round again, tab, and then I'm just
going to bevel this off. Control B, bevel it off and just put it on to
something like that. A, can you see that
looks pretty nice. Now, let's press ad and
going into y frame. And we can see that
we've got one, two, three, four, five red pots. The way we create those is just by using bevel, so control. Now you will notice that we
do have a problem in that. We can't actually use
a bevel at the moment, and the reason for
that is because we've rounded these edges off. In other words,
this is an engon, and we don't really want that. So we need to fix
that. But there's no point fixing the
engong just quite yet. We need to first of all,
put a straight pot down, and then we can actually
bring these in. How do we do that? Well, we
come in and we grab it with, let's come in and
grab edge select. Try grab it. Let's have. There we go. Grab this one,
press L. Press one, mesh bisect, and I'm going
to cut it down here. Bring it down here.
It's going to get rid of the back. I
don't really want that. I want to keep the
outer and the inner, so click both of these off. Then again, I'm
looking for one now that says 0.0 something. You can see it's coors
are cut down here, and you can see
the fair bit out. Let's just put this on zero, and now we know that's halfway. Now like magic, When we come in, we can press control now and
bring those edge loops in. I'm going to bring
in five, three, four, five, so, left
click, right click. I can see the problem is that they're a little bit
out on each other. It's up to you whether you
line these up perfectly, like I've done or not. I think it will actually, so
I'm going to just come in. I'm going to press
one on this one. So grab it, put it halfway in, and then we're going to
come to the next one. Grab it halfway in. I'm pressing shifting click, just to make sure I'm
grabbing it all the way through. L shift and click. Like so, and then the last one, shift and click, and
bring it over. All right. Now again, what we're going
to do is shift click, Shift click. All of these. Then all you're going to
do is press control B and pull them out like so. What you want to do is
just put it onto one. We don't want 21 there. Now finally, what
I want to do is, I want to actually mark a seam. I'm going to come
in. Olhift click. On each of these, and that then is going
to make it really easy for me just to grab these and actually put in that color. Right click, come
down, mark scene, and then you should end up
with something like that. That's that bit. Now let's
think about this bit on here. What I'm going to do. First
of all, I'll come to the end. I'm going to press Shift
S. Cursor selected, and now let's bring
in a cylinder. Shift A, let's bring
in a cylinder. It's going to be on 16, which
should be absolutely fine. Let's put it onto solid just so we can see
what we're doing, and let's finally spin it round. R X 90, spin it round. So that looks about right. We'll have it from there because we want a little bit of a gap. We don't want this brushing up against this or
anything like that. Let's look at the
sizing now so we can see that if I
move this over, it's a bit out, let's just pull it over to
something like that. Let's then make it a
little bit bigger, a little bit bigger like so and then let's pull
this back a little bit, pull it back like so, and then grab the inner
or the top part of it, pull that back, like so. Then what we'll do is
we'll make the out of it. I'm just going to
press I and then E, and then I and then finally
E and bring it back like so. All right, that's
looking pretty nice. Now, let's bring in our box now. What we're going to do is
we'll grab the center of here. I'm going to press shift
S. Cursor selected, grab my box, Shift S,
selection two cursor. Now let's pull it back a little bit just so
that's in front. I'm going to pull it
all the way back. We've got a gap. I press seven, we can see we've got
a gap down there. That's exactly what we want,
now let's just line this up to where we want it,
something. Like that. Now, remember that this
will be pointing down here. If I grab it all, I'm going
to pull it over this way. It's basically sideways on. This one's the other side. What I want to do
is just round this off a little bit,
just these tops. I come in, grab this and
this. Press control B. And just round them
off just to tad just like that because that's how they normally are
something like that. Now let's make a start
on the other part. Can I use this part? Probably not, probably a
little bit different in scale. Shall I use them? I
think actually I will, it will make it a little bit easier. I'm going to press one. I'm going to press sift, so And you can see it's
a little bit bigger. Let's pull it out, so S and x, pull it out, make it a
little bit bigger, like so. Then what we'll do is we'll just probably get rid of this top. How we're going to
do that is we'll just make a fresh start on it. A, come in, b, bisect it across. Put this on zero, can see this one that says
minus, put it on zero. I was nearly accurate with that. Then what we'll
do is we'll clear the outer so should end up
with something like that. Put in the face with F,
press one, bring it up. Like so. Now we just need to make sure that
we've got the correct width. All I'm going to do is
because I know this is already pretty much a cube. I'm going to grab it 90, I'm going to press one,
I'm going to bring it up. And I'm going to look. It's pretty much the
right size anyway. I'm just going to
press controls, I'm going to put it down, I'm going to move it over
here because this is where it's actually going
to go on that pavement. I might need to move it a
little bit once it's there. I think actually what
I'll do is I'll make it a little bit wider,
something like that. Now we just need this hole in. Let's put that hole in. I'm going to do is
I'm going to press control transforms right
click, origin to geometry. I'm just going to
round this off, first of all, before I
actually put that hole in. Should I do that? I think
What I'll do first of all, I'll put in an
edge loop and then it's going to make
it so that I can actually create better mesh
once the actual Booleans in. I'll do is I'll come in, and I'll press Control left click, bring it up, and then I'll
come into these edges. I'm going to press Control B. Round them off and
maybe put it on three just to make it a little
bit more rounded, like so. All right, so we're
really cracking on with this now. I'm
going to click File. I'm going to click Save, and I'll see you on the
next one every on. Thanks a lot. Bye bye.
36. Adding Materials to our Parking Barrier: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we
left it off. All right. Let's now put in boolean. So I'm going to do is I'm
going to press shift. A, bring in a cube. And
where's my cube gone? It's gone over there. Don't
really want to over there. So let's grab this. Shift S. S to select to shift
A, bring in a cube. Make the cube smaller, and let's pull it out a little bit, and you can see it's
wa way too big. We don't want it that, but what we want to
do is want to make it smaller and then make
it a big like so. Something like that. I'm just doing it a
little bit by I here. I think that should
be absolutely fine. When I was building
this, I would just bring my guy across, and I'm looking at his hand. Can his hand fit in
there with a ticket basically is what
I'm looking for, or is that a little bit too big? That looks about the right size and I'm going to
pull it back then. I'm thinking that's probably
about the right depth now. Then what I can do
is I can grab this. I can come and reset the
transformation, so control A. All transom clicks
original geometry. Add a modifier, and we're
going to add in a Bolean, gramatle square, and
then we'll apply it, so control A. Delete,
and there we go. All right. One thing I do want to do though is
I want to come in, and because these
ticket machines, this bit here is
a little bit up, so we just op like that, and it's normally black and shiny on here, might
as well do that. You can also see because I put that edge loop around there, how it's actually joined here. Now the one thing is that
I need to actually come in right click and we
need to where is it. I need to be on Face
lit, right click, triangulate faces,
tries to quad, and there we go a
perfect piece of mesh. Let's actually do
that on this one. I'm going to join all
of this Control J. Control all transforms,
right click, the origin to geometry,
and now can come in. A, right click, tri glate faces, right click, tries to
quads, and there you go. It's actually done it on there
as well and on this bit. Now all of this, there's no
ngns or anything like that. All right. So now
let's come in and actually make our tiny speaker. Again, we're just going
to press Shift A, mesh, bring in a cylinder, R R Y, 90, this time,
press the S button. Bring it up, and let's bring it out and
then press S and X. Bring it together. Let's
pull it into place. Something like that. Mean
it's going to be in a car, so we'll be talking
to it like this. I think I'm happy with the size. I actually, I'm happy
with the size of that. Let's create this into
the actual speaker. Now so I'm going to
press, bring it in, and then we're going to
press E. Then I'm going to press to t just a
really small part, it looks as though the speaker is actually coming out of here. Then what you'll do
is you'll press E, pull it out, and then S. S, so I'm going to bring
it back just a little bit. I'm going to press S, like so and then E S, like so. That looks really nice.
I'm happy with that. Now what I'm going to do is,
I'm just going to level off this one just so I can have a little bit more
roundness on there. I'm not going to bevel
it off with all those. I'm going to add one in,
something like that. You can see now when I
join this all together. I I join all of this together, press control J, Control A, all transforms, right
click, origin geometry, right click, shades move, and let's then bring in Autosm. And there we go, you
can see now that's looking pretty much
like a speaker. All right. So now
we want to do is. We want to actually bring
in some color to this. So I don't actually
think we have a yellow, and we might as well join the whole thing
together as well. So I I come in now and
join this to this, it should inherit
all the smoothness, let's see, Control J. No, it didn't, so
let's shade smooth. Now as though it's inherited
the actual auto smooth, so that saved us
one job at least. I'm just looking as well. Yeah, that's in the right place. So everything's in
the right place, let's move our man
out of the way. Now let's think about, is this down far enough as
well? I'm looking. Yeah, they are the same height
as well, so that's good. Now I need to do is
bring in some color. Let's come to material, and we're going to
click the down how. Let's see if we've got a yellow. No, we have no yellow, so
let's actually create it. What we'll do is we'll come, and we'll call it yellow paint and I'm going to
cheat a little bit, so I'm going to bring
in a yellow paint. Did I actually click new? No, I didn't because I
was searching for it. Let's come in yellow paint. What I'll do is, I'll
just cheat a little bit, click the plus button, and we're going to look for the blue. So blue, painted metal, I'm going to copy
material paste material, like so, put this on material. Then I'm just going
to minus this off, minus off this like so, and we should end up
with that, and now I can grab a little bit
pet and hopefully, I should be able to
grab it like so. Now, is that too much
of a yoki yellow? I think it is, I might
need to make it a little bit more yellow and make
it a little bit brighter. There we go. I think that
actually looks better like. We've already got the shine
and everything else on it. Yeah I think I'm
happy with that. Now what we need to do
is we need to just come in and make the white
and red plus down arrow. Let's see what we've got in
white, white, sine white. I think we could use
that. We'll use that. Then what we'll do is well and we'll add in another one, plus, do arrow and frame. Like so. Now, this sign white. Let's come in and drop this on here. I'm going to grab all of
these with L like so, and let's click a
sign on this one. Let's come to this part now and click a sign on our frames. We've got that like that. Let's put it onto Cycles
render, have a quick look. Yeah. That's absolutely fine. Now let's come in
and look for a red. So I'm going to
select all of these. Like so plus down arrow. Let's look we've go
in red, red, shiny. That might do it. Let's click
a sign. Let's click tab. Yeah, that actually
looks pretty nice. Now we've got a
frame on this one, so we might as well come in and grab this and give it all frame. So. We need a shiny
metal on here, so I'm going to click plus, new. I think actually
instead of doing that, we'll make a black glass, we'll make a black
glass instead. What I'll do is, I'll actually
call this dark glass, and I might change
this on the fly. Let's come in and
grab our dog glass. Let's click on this
little bit here. This little bit
here, click a sign. On the dark glass. There we go. Then let's come over
to our shading panel and let's do that a little bit. We're not going to
need our principle because we're just
making another glass. And this other glass actually we're going to use in our hotel. That's why I just want
to quickly make it. I'm going to press
shift A search, and we'll look for
glass BS dF, this one. Then we'll do a search
for transparent, so se transparent. You should be pretty much knowledgeable on how to put
this shaded together now. We're also going to be a press shift A and bring in a gloss, make a little bit
glossy like so. A little bit more complex there. Then what we're going
to do is going to look for ad shaded. Like so, and then I'm going
to just duplicate the deader. Shift, duplicate
it, and now we'll plug this into the surface here. Plug this into the bottom, this into the top, and now
finally join these two up. We've basically added in
three shaders, if you like. That's the way we've done.
We've added these two, and then this one, let's
plug this in the bottom. Let's plug this in the top. Now, let's put, let's
alter these a little bit. So this roughness,
I'm going to put on not point not point not 38. And then I'm going
to leave the IOR. Of course, I don't ever want to really touch that
if I can help it. I'm going to grab my color from the left hand side just so
you can get the same color. Press control V, it, and then what I'm
going to do now, I'm going to come
to the transparent. And again, I'm going
to grab the color. You're going to again
pause this if you need to. There's the color of
this 17, 17, 174. Enter, and then I'm
going to come back this one just to show you because I think I was
a little bit quick. So 38, three, nine, 39. All right. Finally,
the last one. So we're going to come
to the glossy color. Control C and come in
and put it on control, and then it's 5f5f5 F. I'm just actually going to zoom in a little
bit just so you can see it. This is the number of this one. This is the number of this one, and finally, this is a
number for this one. Now let's put the roughness down to 0.115, something like that. That is the actual dark blast. Now, let's put this on two cycles and let's have
a quick look at that. Let's zoom in. Let's press the dot b so I can
zoom in. There we go. There it is you can see,
it looks glass like, and that's exactly what I want. Finally, then the
actual speaker, and we're not going to mess
around too much with this. Basically, what
all we're going to do is just give it
a black so new, and we'll just call it speaker. Black. Then what
I'm going to do. I'll probably actually
give it just a little bit of a velvet color.
Let's have a look. I'm going to grab
the middle of here, right click, and I just
want to triangulate faces, and I want to put
tries to quads, and then control plus Control plus going all the
way up to there, and I'm going to come down,
speak a black, click a sign. Then we'll just
change this principle and we'll put it onto
let's try velvet, so when you can see
it gives it that kind different kind of look. That's what
we're looking for. Let's put this then on a bit
of a darker black like so. If you turn this down now you can see exactly
where it does and how the light shines off it and makes it look a little
bit like cloth, and that's exactly what
we're looking for. All right I think
I'm happy with that. Is it a little bit too
dark? Possibly so? Let's bring you
back a little bit. Double tap the A. And
there we go. All right. So now let's come back to model in a minute. Let's press tab. Let's just have a look
round and make sure we're happy with everything on here, which I think I am. I think I'm happy
with everything. So I'm going to do now
is press Control A, all transforms, right click, set origin to geometry. Come over to the
right hand side, and we're going to put parking. Barrier. Dot again, right click, mark as asset, and now let's see as any of these
other assets. It's p material to
speed it up a little bit that have not got
so signed frames. Dark glass, markers asset, speaker, markers asset,
and that's both of those. Now finally, let's move
it over to our parts, somewhere around there
looks fantastic, and now let's come to
our assets assigned, drop it into our assets, grab both of these and drop
them into our materials. Back to modeling. File, save double tap the A. There we go. All right, everyone, so I
hope you enjoyed making that. And we now picking up the pace. We're also picking
up the complexity of the pots that we're
actually creating. So I'll think what we'll look at next is probably going to be a bit more complex
and a little bit different to what we've
actually done before. All right, everyone. I'll
see you on the next one. Thanks a lot. Bye bye.
37. Creating Organic Meshes to References: Welcome back everyone
to blend the three, the ultimate stylized
scene guide. Now let's do something
a little bit more difficult and something
a little bit different. Let's first of all come
in. Grab our reference. Press shift. What I'm going to do is going to pull
that over to this side. I'm going to come back
to this reference and let's go and open up
one of our references. This time we're going
to have a look at, one of the harder ones, which will be the actual shock. Now, a lot of times
when you gain references for shocks
and things like that, you will have a problem in that. There's not very many
references where it's straight on or it's straight over the
top or even a sideways view. You've got to of work out like get into
the actual animal. So get into it and feel
what it's actually like, take many many
references, shots, things like that,
save them all out, and then just look
through the molti, get a really good idea of
how it actually looks. Now, what we're
going to do is we're going to bring in schematic, but it's just a simple drawing that I put together,
so it's this one here. So again, this maybe in when you're creating
your own creatures, something that you have,
you have a basic drawing, and then you'll have a
reference of some kind. And then probably on
your other screen, you'll have 50 something references to
actually work with. Now, luckily for us, it's a very small part of our
scene and not only that, it's stylized, so we can actually get away
with a fair bit more. But saying that,
we're still wanted to look like this actual shock. Let's make a start on it. Now, the way we're going
to start it is we're actually going to
bring in a plane. So I'm going to press shift. A, bring in a plane. I'm going to spin
this plane around, so X 90 just to make it flat. And then what I'm going
to do is I'm actually going to split this
plane in half. So if I press tab,
press control, left click, right click, and then just come and delete the other
side of the plane. Lete faces. Now, because my cursor was here, it's made it so that the
origin is here as well. So if your origin isn't there, just grab this edge, shift
S, curs to selected, tab, control, or transforms, right click, set origin, two, three D cursor. All right. Now we're going
to bring in is a mirror. So add modifier,
bring in a mirror. Then what you want to do
is you want to turn down the opacity of this because
if we look through it, it's a bit brighter at the
moment, so let's come in. Let's turn the opacity
down, something like that. Now we can actually
see that black line, we can see straight through, so that's a really really
good way to start. Now we're going to do
is we're going to press Z going to y frame, and then I'm just
going to pull this up just to the tip
of where this is. I'm going to press one as well, and I'm just going to
move it into place. So we can see that
it's moved into place. I'm not going to
worry about the fins or anything like
that at the moment. What I actually want to
do is create the body. So I want the body to
actually look right. What I'm going to do is I'm
going to grab the bottom. I'm going to grab
the bottom of here. Remember it's on mirror, so you can just pull
one of them over. I've got proportion adit non. Just make sure you've got that is going to make it easier. Now what you want to do
is bring in some loops. Control, bring in some loops,
left click, right click. Don't worry about
this mirror too much. It does sometimes
make it a bit iffy. The reason is because you'll end up with a line down here. The best thing to do
before you start is just turn this up to
something like 0.1, something like that, and
then that's going to make sure that they merged
and that clipping is on. With that done now, let's
actually make a start. What I'm going to do
is, I'm going to make sure proportional editing is on, and I'm going to press G, and then I'm going to
move them into place. Let's start something like that. G again, and then just work
your way all the way down. Like so, creating that
outline for this body, like so, and then all the
way down to the actual tail. So, something like that. Now, of course, we've got no
depth of this at the moment, so what we need to do is we
need to grab it all with L. Then what you need to
do is you need to pull it out, E, pull it out. Like so, and then we're going to bring in a couple of geos. I'm just going to pull it out
a little bit more actually take portion of it's off
while grabbed it, like so. Now let's bring in a
couple of edge loops. Control on two left click, right click and now
just pull them apart. S and y, pull them
apart on medium point, make sure you're on medium
point. So far so good. Now, think at this stage, we can pretty much get away with putting this
into object mode. Said into solid mode like so. Now you'll see that, well, it doesn't really look like
anything at the moment, and yes, it doesn't, but that's because we need
to add in another modifier, which will be the where are always subdivision
surface modifier. Let's put it on two as well to give it a few
more subdivisions, and now we can actually
start creating something. If we come in now, bring
in another edge loop, so control, two, left click, right click, and now we want
to create that actual head. What I'm going to
do is I'm going to come to this center part here, I'm going to press E
and then just start pulling it out so I'm
going to press one again, so I'm at the top,
and then I'm going to press G and just pull it back. Like so, and there we go. Now you will see that hey, it's not very lumpy at
the moment. I know. We need to make some of
these smaller as well, so we are going to make
this a little bit smaller, so we're just going to press
S and bring it in like so. Also the thing is that now
basically it's up to you how to create it because it's all about pulling things out, pulling things in, but I'm just showing you the basics
of how to do it. If I grab this one, for
instance, press the E button, and then what I can do
is I can press G now and pull it back into the
place where I want it. You can see now we're really actually starting
to get somewhere. With the tail, I think I'm going to make it a
little bit thicker, so I'm just going to pull this
out O maybe or rotate it. I think I'll rotate it
on the x, I think it is. No, it's not, it's
the y, rotate it, pull it out, so I'm
going to press G, and pull it out, and then
I'm going to rotate it. Yeah that actually looks better. Now let's start giving
it some actual shape. We'll bring out something
like this part. Let's press G. Let's start bringing it out with
proportional editing on, like so, and let's just
work our way down now. G, and then down to the tail, which is going to
be a much thinner, so G, bring it down. At this stage as well. I think we can pretty much
get rid of this reference. I'm just going to delete
that out the way. I don't really need that. Now what I'm going to do is work on actually getting this a little bit smaller
because you can see it at the moment way way to thick. I'm also going to put on this, which means now I can
grab either one of these. It just makes it really easy for me now to actually
start shaping this. I'm going to work my way around bringing this in and
start shaping it out. Like so and all I'm
doing basically is pressing the g and
pulling it into place and trying to get
them a little bit thinner on some of the
areas like so, and maybe. So I'm actually looking at this reference as well
over here a little bit. You can see. I'm still
way way out on these. I think that they're just
poking out too much, so I'll bring them in and
then bring them down like so, and then I'll grab this
one and bring it in. How fat don't want it. Probably something like
that, bring it in. There we go. We're starting
to actually get somewhere. Now the thing is
the bottom of it. If you look, they're probably going to be going
in a little bit. That's probably going to
be more of the shape of this bit more streamlined, G and G like so. Now we can bring the
middle part out, so just the middle part. A little bit out
O G. Me. Like so. There we go that's stu
look in. Pretty nice. Let's grab this
one, bring it out. A little bit press tab.
Just keep checking. Shades move as well.
It's going to help you actually get a good idea of what it's actually
looking like. We can see we do have
some problems in that. This is folded over. We
don't really want that. I'm not going to worry too much about folding over anything. I'm just trying to as I say work on the actual shape
of it at the moment. Let's bring these in like so. T I can bring this out. It will take a bit of time as well, just to get
the hang of this. It'll also take a little bit of time just to get
the right shape. Something like that. Have a look at our reference a
little bit more. I looking below here,
and how mine looks. You can see we've got pretty much the wrong angle
at the moment, so I'm going to come in
and grab these parts here and bring it out so and
now it's starting to come. Then we'll grab this,
G, bring it in. And that's starting to look much better. Let's bring these in. Now, you can see
we've got that look where the teeth are going to be. So we'll grab this one.
G that's looking good. I think I'm actually quite
happy with this at the moment. That's looking pretty good. Except maybe that these probably need to be a
little bit thicker. I'm just going to
grab all of these, or maybe I'll grab the end
actually, I'll grab the ends, and I'll press S, and just make them a
little bit thicker, pull them up and then press S and y and bring
them in that way. Yeah and that looks better. I have another look on
this. Maybe they just want bringing out like that. All right. This is where I'm going to leave it
till the next lesson, and then what we'll do
on the next lesson is, we'll actually
carry on with this, and we'll probably bring
out the fins on the end. I think what I'll need to do is I'll have to actually apply my modifiers and then do the fins separately
because if not, we'll end up with it trying to join each other and
it just makes a mess of it. I'm going to leave
it like that for now and then on the
next lesson, as I say, we'll just make
sure it's nice and clean before we actually
do anything else with it, and then we'll actually bring out the fins and the
back fin as well. All right, everyone,
so I hope you enjoyed that and I'll
see on the next one. Thanks a lot, bye bye.
38. Working with Dense Meshes with Decimate Modifier: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide and. This is where we
left off. All right. So let's have a look then
at our actual shock, and let's make sure it's
actually looking good. So what I'm going to
do is, I'm not happy with this bit how
it's coming up. It should actually be
going the other way. So what I'm going to
do is, I'm going to grab one of these pieces here. I'm going to press
G, I'm going to make sure then I can pull it in. Maybe like so, grab
this one then, and then pull it up, and I think I'm much much happier
with that. All right. The next thing I'm
not happy with is this needs pulling
out a little more. So if I come in to my vertices
and I grab this vertice, let's press three,
and let's pull it out a little bit, bring it in. Like so, and then I'm
going to try and grab this one and this one
like so, and I think. I'm going to grab this
one and bring it in, and then this one, bring it in. Bring it in, and bring
it in and bring it in. Now that looks much, much more streamlined, much, much bar, and it's got that nice shape that I'm
actually looking for. All right. So now I'm actually looking for What else I need
to do with this. I think I'm happy with it. I think it's just that this
probably needs pulling out a little bit to make it a little bit fatter on this end, and then maybe it can come in a little bit
more on this end. So I think what I'm going
to do is I'm going to grab anything in here really and try pulling it out like
so and then grab anything on this end and try pulling it in like so, and there you go. You can see what
that's actually done. It's made much nicer
as you can see. All right. Now let's think about pulling this
bit up a little bit. Let's see if that
actually helps. I'm going to press G. Pull it in, and then grab this part. Like so and yet, I think now we're starting
to get somewhere. I think I've gone a
little bit too far, so let's come out bring
it out a little bit. It's all now just playing around with it and seeing what
you can do with it. I think also, I need to maybe bring this out a tad,
so I'm going to come in. You don't have to worry as well because you're actually
just pulling them out with the G. You're not actually going over
anything as long as you don't do that,
then you should be fine. Something like that. Yeah, that actually looks really nice. Now we really gain the shape. Now, the next thing I
want to do is of course, I want to add in
a f the main fin. I also want to add
the main fin on top. To do that, realistically, I need to really add this mirror modifier in
because if I don't do that, it's going to cause me a lot
of problems in the long run. The one thing I do
want to do though, this is going in a little bit, and I'm not happy with that, so I want to come in and grab it here and
then pull it out, G, pull it out, like so and grab this
one, pull it out. Yeah, and that looks better. It's a little bit too flat. I feel like it's still
a little bit too flat so I'm going to
grab both of these, and I'm going to pull them,
I'm going to pull them in. I'm going to bring
in my thing like so. Yeah, there we go. We've got that a little bit of a line now. Again, down here, it's still
not rounded enough, really. I don't feel, but it's
going to be rounded off when we use another
modifier anyway. So, get to something like this. I think we can be
happy with that. All right. Let's come over
then to the right hand side. Let's press Control A and
we'll apply that mirror, and now we can actually
think about bringing out our main fin. If I press control, left click, right click, and then what I'm going to do now, I'm
going to bring this out. I'm going to come
in, and I think I'm going to bring it
perhaps from here. Grab both of these, pull
them out with E, like so, and then bring
them back like so, and that's w I'm
actually looking for. You can see the still
a little bit too fat. I'm just going to bring
them out a little bit more. Pull them back like so. And there we go. And now
let's squish them in. S, X, pull them in. Now let's pull this
bit up as well. I'm thinking that I'm
just going to hide this, just for a second, not this one, this one here, and I'm
going to come in and grab this and grab this one. B remember we haven't
got a mirror on now, so just remember that
and then pull them up like so and then
put the thing back on. There you go. That's the actual shape
that we're looking for. Now, we can really pull it
in like so. There we go. That's the shape.
I'm happy with that. Now we just need the
tail fins on here. Again, I'm going to probably think about making these two, much thicker with E. What
I'll do is I'll come in. Probably again, hide the
actual subdivisions. Maybe Grab this one and
this one and then come in. You can see here, the
problem that we've got is that these are
overlapping a little bit, so I'm going to fix
those while I'm here, so I'm jaws, going
to pull them back. So now they're not overlapping. It looks much much nicer. Again, don't worry
about mesh because I'm going to show you how
to actually fix that. Now what I'm going
to do is some jaws, going to grab all of
these. Both of these. I'm going to press E enter S and y and just pull those out. You can see that's not working, so I'm going to press S and y, can I pull them out like so. There we go. Then what
I'm going to do is now, I'm going to put on back on. And there we go.
Looking really cool. Now, we need to pull them back, so I'm going to pull
them back like so, and now we can see
we're starting to get that actual fish look. I'm really really happy
with how that looks. I think the one
thing is I need to make this a little bit sharper, so I'm just thinking, that I'll probably, I'm just
wondering if I can actually grab hold of these bits
like so and spin it round, so Z. Yeah, spin
it round, like so. And then I'm thinking that. Yeah, actually, that's
not looking too bad. I'm just wondering if I
put an edge loop in here, so left click, right click. Can I actually move these a little bit closer
together now? I'm going to put one
down here as well. Left click, right
click, like so. And then one going to do is, I'm going to come in, I think. I'm just not trying
to make a mess of it, as you can see, and
then bring this in. So if I press G, can I bring that in with
proportional editing no? Let's bring it in. Like so. Yeah. There we go. That's
looking a little bit bad now. I think I'm happy with that. One thing I'm not happy with on this one is I think I
need to bring them in, so SNx, bring them in, make them a little bit thinner. All right. There we go. Now what we can do is
we can actually come in and apply our
actual subdivision. Control A, ply subdivision, and you will end up with
something like this. Now what you need to do is
you you can see the mesh. It looks actually quite nice, but just in case
your mesh isn't, what you need to do now
is you need to come over, add modifier, and you're
going to bring in a re mesh, mesh is here, and you'll end
up with something like that. Now you can see we've got a
few broken pieces down here. Just put it on smooth shading, and then what you need to
do is you just need to turn this down to where
you actually want it. So something like that,
have a look at that. Now, the thing is when you use this re measure as well,
you have to be very, very careful when
you're altering this that you actually
do it in stages. If I bring this
down very slowly, you can see that we get
in a really good shape. But if you move it too
much, you're very, very likely to crash blender, so just be very, very
careful with it. That's coming along
really nicely. I think I'm happy with that. What I'll do is I'll
apply this so control, and there you go, you can
see that's what we've got. If a press tab, you'll see that the mesh is 12,664 polygons, which is actually quite dense. Now, I don't actually want it. Probably that dense and
I'm not happy with how this has actually
been done on here. If I right click shades
move, you can see, we've got a few of
these jaggedness here. What I'm going to do
is I'm going to first of all, clean it
up a little bit. I'm going to press
A to grab f vertex, let's come down and smooth off those vertices a little bit. If you come over then
to the right hand side, you can actually repeat
this smoothing process. You can also increase how much it actually smooths
it off as you can see. If you do have problems without any jaggy pieces or
anything like that, just come in then
and actually smooth it off like I've
just showed you. The other thing is as well,
If it is really jagged, you can also come in
and come to a smooth. You can actually smooth it
off in this way as well. You can bring it up,
so if a press tab, bring this up, that I can
actually smooth it off. So, I can smooth that
off in that way. And then what I can do is
I can press control ate. Then again, now we can actually
come in and remash it. So if I come in and remesh it, and then you can see that's
actually bring this down, starting to become
really really smooth. Let's pro smooth shading
again, and there you go, you can see now just a matter
of mixing these up again, press control A, and you
can see how dense that is. Now the last thing is
I'll show you actually how to actually bring
down the polygon count. If you come to add modifier, go over to decimate. Then what you want
to do is you can see the moments at 16,000. If I put this on, let's say 0.5, And now you can see that
it's come down to 11,000. Let's try not 0.2.
And there you go. You can see now it's at 5,000, which is a lot more manageable. Now if I put
triangulate on as well, press Control A, and now
we should have a really, really nice mesh there, and it looks really,
really nice, especially on the back now
the backs actually fixed. All right. Last of all, let's spin our shot round now, so X -90. Looks like so. Let's have a look at him and he's looking really,
really nice. The last thing I
need to do really, I need to get it
to actually follow the curve and curve
along the curve. I'm happy with him. I also
need to think about actually painting him because if we
look at our actual paint here, you can see that it follows it going all the way down to here, which is going to be actually a little bit hard now because of the way that this has
been actually decimated. What I'll do is on
the next lesson, I'll show you actually
how to select the ones that we actually
won for actually painting. All right, everyone, so
I hope you enjoyed that. Let's now save out our
work so file save, and then what we'll do
then on the next lesson is finish this fish off. All right, good one,
S on the next one. Thanks a lot. Bye bye.
39. What & how to use the Curve Modifier: And Welcome back everyone
to Blending three, the ultimate style,
I scene guide. Now, I'm not entirely
happy with my shark. I've got a few
sharp bits on here, and I'm not really
happy with those. What I'm going to do is, I'm going to bring in
another modifier. I'm going to bring in
a smooth modifier. And what I'll do is
J going to turn it up just before it starts
breaking the mesh and then I'm going
to turn this up and so off my shark a little bit more like so now you can see i with how that
actually looks. Okay, what I'm going to do now, can I actually repeat it a bit? Now, I don't want to
repeat it that look. I think seven, actually. Yeah, something
like that, I think, and much, much happier with. It's got get rid of most of
those jagines on this place. And then all I'm going to do
is press control like so. Now, you'll see that we have a mesh pretty much like this. And what I want to do now is, I want to actually grab a line going straight down here
all the way around. The other thing of
course is though, I would like to mirror
it onto the other side, but that's going to be
quite actually hard. So probably going to
have to just do it the hard way and actually just select them going
all the way around. So I I actually come, I'm going to actually get rid of this bit because I
don't actually like it. I don't think it's
added into it. So I'm just going
to delete faces, and I'm going to press dot just so I can
move around this, and I'm going to get
rid of all of this, delete faces, and there we go. I'm going to fill this face in. So I shifting click, fill it in tab. Yeah, and there we go. That
looks a bit there. No quite. I need to pull this this part and it's just irritates
me a little bit. I'm going to press
G. Bring it in. And there we go. Fland
that off. There we go. Much much better
now. Okay. It was really bugging me that
part and I need to fix it. All right, if we
press tab, then, we've got 6,672 triangles. I think I'm actually
happy with that. And now what I want to
do is basically I want to grab it going all the way around to give
it some whiteness on it. I'm going to do is
I'm going to grab a piece where I want it from, and I'm going to press control, and you can see that it's got a relatively flat piece now. I'm going to try and
grab it going all the way around to where I
actually want it, like so. So something heading
maybe around here, and then going around here. And I'm thinking
probably not that one. Probably around here. I'm going to press seven to go at the top. And I can't see anything because I need to hide my ground plane. So there we go. Now I can come back into it, and
let's have a look. So now I want to do is I
want to grab it going pretty much all the way around the same place
as this one's going. So I can see on here, if I come to this side, that's probably from here, and then going up to
somewhere around here. It doesn't need to be perfect. You're never going
to see both sides at the same time anyway. So just try and get
it pretty much. And also, it's a creature. So it would never be perfect. Something
like that, I think. And now let's go straight down, so I'm going to press
shift select on this one, and then I'm going to go down
to probably here, like so, and then let's work all way
down the actual body going all the way down to here,
something like that. Then now let's come to the side. And I'm going to
work my way down probably to somewhere
around here. Yeah, that looks good. All right, I'm happy with that. Now, let's work our way all the way back up
to there like so. Let's right click and Marca sin. Hopefully, I've got them all on that and
let's have a look. We'll come in L and there we go. One thing I want to do
though before I actually finish is I basically want
to bring an edge on here, just to make it not quite so
jagged with the actual it, just to tidy up a little bit. It's really really easy to do
because all you need to do, you can just come in, grab one of these, press
the k button, and join it to here, come back, join it
to here, come back, and then just join it to there, and then to there like so. You'll also notice
because I've done that, it's actually
highlighted it for me. Now, I can right click
and where is it? Right click and mark
sm. There we go. Now, let's get rid
of these seams and let's just fix
the other side, where I don't want it so jagged, right click and clear seen. Let's have a look
at the other side. I don't think there's
actually as much work to do. I'm just going to
bring it up from here. I'm just going to press
K and bring it to there, like so, enter, and then
right click, mark seam. Clear s. We've still, for some reason, got those back. I don't know why they've
come back, but they have. I'm going to come in. Just
get rid of these ones. Right click, cle. Double t
the eight, and there we go. Now, I can see that I need to pull it out a
little bit, have a look, or do I bring this straight
back I can see there's a little bit of difference
there. Control seven. Yeah, I think what
I'm going to do, I'm going to actually fix this because I'm not
happy with this, so I'm going to bring it out. It looks pretty much
to be roundabout here, and then going to like so. Right click, mark scene,
let's have a look at that. Yeah, that looks much better. Then I'll grab this one, bring
it to here, right click. Clear scene. And now finally, I just want to round this bit
off. I'm not happy with it. You can also, as
well, by the way, come in and probably
just get away with pulling it a
little bit like so, just to make it a little bit more rounded,
as you can see, and even on as long as
you're very careful, you won't actually alter
the shape, like so. All right. There we
go. Not going to mess around with no
more happy with that. So I'm going to come
in now press and I should be able to grab it
going straight down there. Perfect. That's
exactly what I wanted. All right. Now, let's come
to the material plus new, and we'll call it shark, blue. And then we'll come plus
new and then sharp white. This one's been a
bit of a long one to get the sharp dumb boy, is quite a difficult piece
to actually do. Sharp blue. Let's come in and put it on I'll click on this first,
and then assign that, and then come, I'll
come to the main bit of the shark press L and I'll
assign the sharp blue like so. Let's do the sharp
blue first then. What we'll do is we
put first of all, the metallic on one
because believe it or not, if you want to get
the look of the fish, you really need to
bring your metallic up. Let's put the roughness on not
0.75, something like that. Now you can see actually, we've got that look that fish have. It's like a glossy
metallic look. Let's do the same thing
then on the sharp it. We'll put the metallic on one, we'll put the
roughness on not 0.75, and then we'll come
back to the blue now, and let's go for
something like this. Let's make it darker, and then let's make it a
little bit more blue. Maybe like there. Now you can see how easy that actually was. Now let's
come to the white. I think actually the
white is going to be absolutely fine as it is. Let's have a look. Do
you want it more white? Yeah, actually, that
looks pretty nice. Let's have a look round.
Double tap the A. Let's wait for it to load up. That looks really nice. Now, of course,
there is something that we haven't discussed, and that is the curve. We need to add in some curve to this to make it look
even more realistic. I'm going to do is
I'm going to grab it. I'm going to press control A, all transforms, clicks
a origin to geometry. Then what I'm going to do now is bring in a curve.
I'll press shift A. Let's come down to
curve and we'll bring in a bezier curve, and, I didn't They didn't put my cursor back.
I'm going to press shift S. Cursors selected, Shift A, and let's bring in
a bezier curve. Let's spin this curve round, so O Z 90. Let's make it much bigger so we can actually see
what we're doing. Let's spin it around
the other way. So O Z hundred 80, like so. Now we can see that if we
basically get this creature, we want it to be
turning this way, and then the back fin
going out this way. So I'm going to do
is I'm going to bring in another subdivision, so right click, subdivide, and then we're going
to grab this edge, and then I'm going
to grab this handle and then turn it like so. Then we're going to do
I'm just going to have a look what those look like. I'm going to make it
a little bit smaller, and I think something like
that looks absolutely fine. Yeah, that looks as though it's really
going to be moving. I think we'll do it, I'll
just press our head, move it this way,
grab this edge, and just y, I'll just turn this handle up
a little bit more, grab them both, like so. Yeah, I'm happy with that. Now, let's put this
into place like so. Then what we can do now
we can grab our shock. Let's put it on material mode, just to make it a
little bit easier. Grab our shock, and we're
going to do is again, come over to our modifier, and this time,
we're going to look for one that says, like so. Now the curve object is obviously going to be
this curve over here, so we click on
there, there we go. Now, if we bring our shot back, we can see if we pull him
over to the actual curve, he's actually going to
follow that curve now. There we go. So like
so and bring him up. There we go. Now if we
actually move this curve, you can see it actually
moves your actual shock. You can actually
really get him now into a way that you actually
want him to actually look. You can see something like that actually looks quite nice. Although we are bending his
eye a little bit too much, so let's have a look if we bring him out
this way instead, you can see that looks a
lot more realistic there. I think that's
looking really nice. Now let's come back.
Apply our modifier. The other thing, of course,
is as well that you can change the y or the
Z, for instance, and you get a lot
more funkier look and you can also put a minus x, and you can also
might be able to you might want to bend
him this way instead, so you can actually bend him
up as well as the other way. Just that take into account. In other words, bend
him up first and then bend him sideways,
is all I'm saying. Let's press control
the though and I'm just going to put that
back to where it was. Then what we going to do is
going to hover over here. Press control, and apply that. Then I can get rid of Mc curve, and there you go.
Sharks all finished. Now let's come over to
the right hand side and we'll come and
click on our shark, press the dot board, and
we call it Tiger Shark. Like so. Then we're going to
do is press the dot again, right click and mark asset. Let's come to the materials now. So materials, right
click, markers asset, markers asset, now
let's come two, where is it our assets? Let's drop this in our assets, and let's drop these
two into our materials. Finally, save it out. Let's go back to modeling, and let's now put
him into place. I'm just going to put
him over here like so. I'm going to drop him
down. There we go. I will say that don't worry if your shock doesn't
come out really, really well. It's actually quite hard to do these things when you've
never done it before. I've gave you loads and tips
and tricks on how to do it. But like I said, don't
beat yourself up if you haven't got yours perfect
or anything like that. Just go back and have another go when you've got a
bit more time and eventually you will
actually probably make something that
looks really nice. Just follow those basics of
basically using the mirror, the remesh, using the subdivision
surface, using the decimate. T four things really, I'll get you away with
most actual creatures. Most of the time, to be honest, if we're not actually doing something that's tiny and
something that's stylized. I'd probably take
it into Z bruh. You could use the
blender sculpting. I'd just like the
Zbrush one better and actually really sculpt it out into the way that I want it. This is just a
quick and easy way to get the shape that you're actually looking for before taking it into sculpting.
All right, everyone. I hope that's made sense and
I hope you enjoyed that, and I'll see on the next one. Thanks a lot, bye bye. Oh.
40. Working with Duplicate on a Circle Radius: Welcome back everyone
to Blender three, the ultimate style,
I scene guide. Now, let's get start getting
into the hard stuff. If you vote the fish
was hard, well, we're going to ramp it
up a little bit more, especially with the materials
and things like that. Let's first of all, actually, one thing I didn't
check about the fish, how big is this fish? Is it? Yeah, actually, my fish has actually
turned out all right. I think that's around
about the right size. Probably a bit too big, we'll see actually once
it's in the scene, at in the ballpok. I'm just going to press Control, Zed a couple of times just to get it back into
play. All right. So let's come to our reference, and let's bring in now
the new reference. I'm just going to put
it back onto this. For some reason, mines changing, I'm going to put
it also on large. Then what I'm going to
do is open this up. Now you can see we're
really starting to get down these things now. I think probably the
next one we should actually do is probably going to be the air conditioned units. I think we'll give those a try. They will give you a lot of skills as well going forward to create things like the bar and even the moped
and stuff like that. Let's double click it.
Let's actually press one. As we do, as always, let's actually bring the guy up and make sure
he's the right side, so bring him over, for me, he's absolutely the perfect
side, so that's great. Now I'm going to press S. I'm going to bring
Cursor to selected. What I'm going to do is
I'm going to first of all, create these fans.
Let's have a go though. Let's first of all
though bring in, do I create a fan on its own? Probably better off doing that. First of all, what I'm
going to do is I'm going to bring in a cylinder. Let's put the cylinder
on 16, if your isn't. Actually, I think on
this, I'll put it on 20. I'll bring it up a little
bit just to make it so that it's a little
bit more rounded. I want this to look really nice. Let's press Sen's
and bring it in. Let's turn it
around, so Ry X 90. Let's make it smaller then I'm actually going to
bring my reference down? And just bring it into place near enough in the
right place like so, and now I'm going
to work on this. I'm want to press S
and bring it down. And then what I'm going
to do is I'm going to put this into a place like so. All right. I'm happy with that. Now I want to do is actually want to create this fan blade. So I'm going to press shift
S, cursor to selected, and then we're going to
press shift A. I'm going to bring in a plane, and I'm
going to spin it around. So r 90, I'm going to make
you smaller, of course. And then what I'm going
to do is I'm going to bring it up now into place. I want it somewhere
around there like so, and then I'm going
to grab this edge, and I'm going to
pull it up. Like so. You can see at the moment, don't look anything like a
fan blade, but don't worry. We're going to actually
make into one so I'm going to press, go
into wire frame. I'm going to dull b
back a little bit, so bring down the opacity, and now I can see
exactly what I'm doing. Now let's come back to this, and then what we'll do is we'll first of all, bring
this in a little bit. So I'm going to press S and x, bring it in, like so, and then we're going
to press control, and bring a few edge loops in. Something like that, and then we're going
to grab the top, and I'm going to put it onto
proportional editing and just move all of these
over a little bit like so. Now let's start messing around and bring them
out a little bit first. I'm going to come into this one. I'm going to bring it out
a little bit like so, and this one and this one
and this one, like so. Now let's bring this one out, bring this one in a little bit, and just work your way
along like so, like so, and then probably bring this
one out and this one in. Now, let's press control. T, maybe three edge loops, so three left
click, right click, and let's bring this up and
just make it layered a bit rounded like so. That's
looking pretty good. Let's press the S button then, bring it in a little bit. Now we'll do is we'll actually press dot to actually
zoom into it. Press tab A, and let's give
it some thickness, like so. Let's press Z then, going
into solid, and there we go. Now, doesn't really look like
a fan blade at the moment, but all we want to
do now is come over and give it a
subdivision surface. Now you can see
it's looking nice. Let's grab that. Pull it back a little bit and just make
sure you're happy with it. Now what we need to
do is we need to make sure that
we've got three of these actual fan
blades going round. Basically, what you
want to do is you want to open up anytime
you want to do this, just open up your calculator. Here's my calculator. Just
do 360 because that's obviously 360 degrees divided
by how many you want, just to make sure the
actual fit because if it's like seven or
something like that, it's probably not going to fit. If I do 360/7 equals 51.42. That's not what you want because you can't
actually put it in going around here
51.42 recurring 1 million numbers or something. You don't really want that. But you can do 360/3, and it equals 120. So you know you can
actually do that. Once you've got that
amount, so it's 120, all you need to do then is grab your actual
first van and just press the little sideways V. You can see now that if I go and put this on three D cursor, so it's a little sideways V, which is next to
the question mark on your keyboard
and put that on. Now when I rotate this round, if I rotate it on the y, it rotates around
the actual cylinder. So it's important that your cursor is bang where
the actual cylinder is. Then all you can do is you
just press shift D and then Y, 120, just like that. Shift D, y, 120. There you go. It's a really, really simple way of actually getting them into
the place that you need them. Now, find that what
I need to do is, I need to actually
put my cursor back, so the little V again, go down to individual
origins and now we can join all of these press
Control J, and there we go. Now, let's come back to
this cylinder part here, and we want this to actually look as though this fans
are being held by it, but also that it's
actually coming out and looks like the proper
piece on there. A I'm going to do is
I'm going to come in. Grab this face, press
the eye button, so, press the E button, like so.
And all I'm going to do? I'll just bevel it, so I'll
press Control B like so. And you can see that I
didn't bevel properly. You might be happy with
that, but the reason is, of course, is that I need
to reset my transformation. Control A, all
transforms right click, set origin to geometry, and now let's try
beveling again. You can see that.
Bevel nicer like so. Just turn the up probably
one, and there you go. That looks really, really nice. All right. We've got
our first fanning. Let's join it together, so Control J, join
it all together. What we're going to do is,
we're actually going to create this in actual parts. You can see that we've
got a few parts here, and we're just going to
create those and then we can actually start
joining them together. Let's create now this part here where these fans
actually go into. You can see we've
got these parts that we can just shove
together basically, and then we've got the whole where the fan is
actually going to go in. Let's create the mesh. Now, this mesh here
actually isn't a mesh. It's basically a material. All you need to do is you just
need to create a box here, and then put a face on it basically. Let's
actually do that. What I'm going to do is
I'm going to press shift A. I'm going to
bring in a plane. I'm going to turn
my plane round, so R X 90. Turn it round, M it smaller or to where we actually
need it. So one, like so. Let's press dead,
go into wire frame, and then what I'm
going to do now is, I'm just going to make
sure it's the right side. I'm going to press tes
like so, bring it up, and then what I'm going
to do is I'm going to make it probably a little bit smaller now on the inside, so
grab the in there. Where's my face, there we go, press the eyeball
and bring it in, like so, something like that. Basically now I just need
to bring this part out. I'm going to grab going
all the way around. I'm thinking I'm thinking
I'll do the same technique. I'm just going to go in solid. I'm going to press Control plus, and I'm going to do the same technique I
did with the windows. I'm going to bring it
out with E. Then what I'm going to do is I'm going
to bring that part back in, so I'm going to get
rid of the back first. Let's come in, grab the
back, delete faces, and now grab this part, and let's extrude it in, so E, extrude it in like so. Now let's join that
up to this face. If I come in, shift
and click and then com to this face
going around here, you can see it here, here, here and here, right click, and bridge edge loops and now just create the actual face, so grab both of those,
F, and there we go. There's the actual part actually done. All
right. We've got this. We've got our actual fans. Let's move these then to the side, so we've
got both of those. Now let's work on
this part here. Again, we'll create
the first bit. I I'll bring my plane in where this actual
cursor is. It's fine. So let's press shift
A. Bring the plane. Let's spin it around
to our X, 90, let's press S, and
bring it over. And let's put it into place
like so, something like that. Then what we'll do is we'll
press on the face elect, press, bring it in. A little bit thicker this time. Delete faces, and then we'll
just grab all of this. Take off proportional editing, press the E button
and just pull it out. Now I'm not sure if I
pressed me button twice. I'm going to grab it, mesh, clean up, merge by
distance, and yes, I did. I press E twice by
accident. All right. Now what I need to do is I need to put my cursor in the center, so Shift S, cursor is selected, and then shift A,
and let's bring in. Actually, we'll do
it in object mode because then it'll
separate it out. Shift A, bring in A Q. Make this cube much smaller, pull it out then, S and X, pull it out to where I want it, and I'm going to
press one again, I'm just going to get
to the right side. I'm going to bring it up
to here, press S said, and there we go
something like that, and then S and y and
squish in like so. Let's now pull it out into
the place where I want it, so I want it to start there. Now I want to do is, I
want to basically use my array mesh to get
it to go down there. All I'm going to do is come
in array, put it onto. This is the x going this way. I obviously want this
on zero because I don't want to going that
way. Basic I want the z. If I pull this down here, like so and then bring in a few more to see what it's
going to look like. Now we've got that, now we can alter it on the fly. For instance, if I
want to rotate it, you'll see that if I press rx, it will rotate the whole thing and we don't really want that. But if we're going
into edit mode, make sure you've
grabbed it with L, and then rotate it, so rx, rotate it round, now you can
see just how easy that is. You can also see that we can actually bring this up
holding the shift button, to underneath each
one and now just bring in another couple
or something like that, and then just bring them just
a little bit more just so, they come right to
the bottom like so, and it's just as simple as that. Let's make sure I'm
happy with those. Going to pull them
up a little bit. I think I am. Let's double tap the A, and let's
have a look at that. Yeah, I think I'm
actually happy with that. Now let's join both
of these together. First of all, let's
apply the array, so Control A, join them both
together with Control J. And let's pull those
over to the other side. Now we can see that we've
got on the next lesson. We've got a s one
to actually create. Now it's up to you
because they are small, we might be able to get
away with just making the smaller and seeing
if that actually fits. We've got actually these
parts here to create, which are very easy, just
some plastic things. We've got this little logo, and then we've got some pipes that are actually in
the side of this. Once you break it
down like this, it's actually pretty easy. All right, everyone. I
hope you enjoyed that, and I'll see on the
next one. Bye bye.
41. Breaking the Air Conditioner into Smaller Parts: M Welcome back everyone
to blender three, the ultimate stylized
C and guiding. This is where we left it off. Now, let's think about
creating these parts. These seem to be pretty simple. Let's press shift A,
and we'll bring in, I think easier for this to
bring in an actual cube. Let's bring in a cube. Let's press one and
make it smaller, and let's bring it
into the middle of this one here,
something like that. Let's press S and X. Make it a little bit
thinner, put it into place. Where do we actually
want it, there. Let's make it thinner on the y. S and y like so, and then let's bring it up.
I'm going to press tab. Come in base, grab
the top phase, press one, and then I'm going to bring it up to the top here. Now I'm going to do is I'm
jaw going to bevel it off, so I'm going to come to each
of the edges here and here, and then I'm going
to press control B. And try and bevel it off
to the way that this is, and you can see that probably making a little
bit of a hash of that. So I'm going to do is I'm
going to do it again, so Control B and bring
it to where it goes, which is rounda there. Then I'll turn this up perhaps to four something like that, and that looks really nice. Now one thing you can see on
this is it's got an end on, Of course, if I press tab, you can see, it's got
a big fat end on then. We don't really want that,
but we're going to fix that once we actually come
to bevel these off as well. Now, let's see if we
can actually shift this and actually turn it
into one of the small events. If I press one, and if I press S and bring it down,
And there you go. You can see it's probably actually going to
work like that. Can we get away because it
is quite a small detail? Can we get away with making it smaller, bringing it up then, and then just pressing Yeah, instead of doing that will
probably ruin the form of it. So I'm going to do it. I'm just going to
put it over here. Instead of doing that,
I'm just going to probably pull it out instead. So I'm going to try
and grab all of this, so hot shifting, click
grabbing it all that way. Press one, pull it out. To here, and then
I'll just come in and grab each of these and
pull those out separately, and then that is another
piece done out of the way. One, pull it over. There we go. That's the little
tiny events done, so I can actually grab this
and pull it over there. Now, let's work on
this part here. It's basically a logo that I just created just an easy logo. Let's create the logo first. I'm just going to
press shift date, bring in a plane again, X 90, make it a little bit smaller. Bring it up, pop it into
place. Something like that. Press the S one. Let's press S and x and bring it out.
I think that's too much. Let's press Z, go
into wire frame, grab this side, and just
pull it over like so. Why do we create this simple just with the actual knife tool? I'm going to press K.
Come over to this side. Let's start it down here. Actually, we will do that, but we'll make sure that they both start from the same plate. I'm just going to
put it nice and straight press the
button and there we go. Let's make sure these are
both straight as well, so K. Nice and straight, n, and then K. A simple. Does that and then K. So. And then K for the
last part of the logo. Because all of the air
conditioning units have some kind of logo on them. All right. Like that. Now what I'll do is I'll
just grab both of these, and I'll press Shift
D, bring them out, and then press E, and just make them a little
bit thicker, like so. I'll also press control
plus all the way, P selection, and just
split them off for now. Press the solid. There we go. Now, let's just mark
a seam down there just so it's a little
easier for us to grab them, right click and mark seam. Also, again, an n gone, not going to worry
about that right now. Let's make then the rest of it. What I'm going to do is
I'm going to grab all of these, going all the way around. Press Shift D, bring it out. Grab the back of it. The back one, delete, vertices, get rid of it. Make sure then when you grab this one at the
moment you can see, we've got a lot of
subdivisions on here, pres delete, limited dissolve. Now what you can do is you can
actually fill the face in, so F, fill it in,
and then come on. Grab the center of it, which should be grabbed anyway. Press one, press the
ibonn to bring it in. You can see there, we
do have a problem in that it's not actually reset, so control eight, all transforms right clicks
the origins geometry. Tab one, press the eye button
to bring it in, like so. Now let's do let's bring it
all out so L. And then E, pull it out, and then grab
the center, E, pull it back. On this, something like this, I'm not actually going to worry about the back of
it or anything like that. Now let's pull this into place. So it sits in there, like so. Let's press one. Make it a little bit smaller, so it's actually
fitting in properly like so, and there we go. Maybe drop it down, js to tad. There we go. That's that done, maybe pull it out a little bit. Like so, Let's join
it altogether, Control J, and there we
go. Another bit down. Now, let's pull that
bit over to the side, and then what we
want to do now is work on this actual pipe. You can't really see the pipe that well here, but trust me, there's little pipes on here, and you can you can
actually see one on here. There's also pipes
on here as well. So we're just going to
actually make a little pipe. I'll do is I will, first of all, bring in let's bring
in, where is it mesh? I've not got my
actual extras on, so I'm just going to go
to edit preferences, because I reloaded blender, for some reason, it's
actually took those off. So let's come into extra. And then we'll add in the extras on the curves and on the mesh. Click refresh, close that down. Then I'll press shift A, and I'll come in and where
is it mesh and pipe joints. There we go. Pipe elbow. Let's turn the divisions down
to 16, something like that. Let's make the radius
a little bit thinner, something like that,
and then let's put it onto 90 degrees. There we go. Let's also bring this back a little bit while
we've actually got that. You can see that I can actually
bring this down like so, and then bring this back. Like so. Makes it that
little bit easier. So I think on these
pipes as well. As you can see in here the Qi, I'm not going to level those
off or anything like that. I think I'm actually
happy with those. I'm going to press S
then, bring it down. You can see because I
made this smaller now, it doesn't look as chunky. Press one, bring it
down, press the S but. Let's put it into place. S again, like so, bring it down. There we go. That is our pipe. Looking fantastic. I'm just going to actually pull the button down a little bit just to make sure
it fits in place. Old shifting click,
pull it down. Press one on the number of
pad so I can see where I am. And that looks fine now. I I press Shift S,
cursor is selected. Tab shift A. Let's bring in a Que. Like so. Let's make the cube
smaller. Let's zoom in. We can see where we need
this over here a little bit. I'm going to probably make it a little bit
thinner, so S and y. Then if we have more pipes, we can just put them
next to each other. Basically, that's what
we're going to do. Now let's make it a
little bit bigger, S and Z, pull it down. To probably there, and then what we'll do is we'll
pick up this back end, so grab the back end one, pull it up, like so. Simple as that. Let's join
these together now then, so Control J, like so. There we go. I think that is every part except
these parts on here. But I think what we'll do
is we'll actually start creating these and then we'll
put these parts in after. Let's come in and put
these all together. Then what we'll do is now, well, I need to put these
back two there. Now we'll do is, first of all,
resell the transformation. If I grab all of these, Control A, all transforms, right click origin to geometry. That's all of those reset. Now we're just
going to go in each one and just give
them a quick bevel. I'm going to come in,
add modifier bevel. That's probably a little
bit too high thing, so I'm going to sit on zero
and then put it up to one. Probably still a
little bit too high. 0.3, something like that, still too high, no point
not one. There we go. That one's fine then. I can apply that straightaway,
so control A. Then I'll come to the
next one. Same thing. Add modifier. You can see
there that this is orange. I don't know why it
was orange. I must have add something else grabbed. Add modifier, and let's
bring in a bevel. And again, probably
a bit too high. So not point not note three. So look at that. That
is perfect. Control A. Just w your way
down. This one here. So Bevel, not point
point note three. There we go. That looks
fine, so Control A. No point not three, and let's zoom in with a
little dot on the number pad, and probably still too high, not point not one. That looks fine
now, so Control A, how many more we've got we got. I think we've got a fan as well. Let's do this one first. I don't think we're going
to need it on there. I also think I
forgot to actually reset the orientation,
so control A. A transforms, clicks
origins geometry. We also need shades move, so Shades move and
then put in our Autos. Then I'm just
looking, do I need, it looks fine anywhere. Don't think I'm going to
mess around with that. The only thing is, I think I
need a hard edge along here. And then the other
thing is, yeah, I've not actually
applied my subdivision. So let's apply that
with Control eight, and then let's come
in and maybe maybe apply a hard edge going
around the center b. So right click Mark Shop. And then what we'll do is we'll just bring this down,
and there we go. Now that looks really,
really nice, actually. 25.7 And that looks really,
really good. All right. So now let's come to this bit and we'll do exactly
the same thing. So add modifier Bevel, Not point, No Noth
three. There we go. Apply that, control
A, and finally, then I've just got my pipe, which again, I'm going to
right click, Shades Move, bring on my Auto smove, and now we'll bring
in a modifier bevel, and it's affecting that, and the don't know
why it's affecting that shouldn't be
affecting that. So let's see if we p Not
point on Noth three. Now it's not affecting it apart from a little bit
rounding off on there, which is fine, actually,
that looks fine. It looks more
realistic that way. Press Control A,
and there we go. Now, let's just check our
smoothness on the rest of them. You can see here. Right
click, Shades Move. Als move on, right click, Shades move, los move
on, right click, Shades Move, los move on, and right click, Shades
move, Altos move on. Now, what we'll do on the
next lesson is then we'll fix the ngns and
things like that. And then what we can do is
we can start bringing in our materials ready for them to go actually onto our
air conditioning units. Let's save it out finally, and I'll see on the next
on. Thanks a lot. Bye bye.
42. Fitting the Fans into Place using Booleans: Welcome back everyone
to Blend the three, the ultimate stylized scene. So here's where we left it. Now, let's fix the ones
that have ngn issues. So probably we're
talking this one, this one, and this one here. All right, so let's come
into this one first. Grab it all, and
let's go to Facelt, and right click, triangle faces, and tries to quod. There we go. Let's
come to the next one. Tab, grab everything, right, triangulate faces and tries
to quads. There we go. Now, finally the last
one, I think is this one. Let's actually have
a look at that because that actually
might be fixed because of our subdivision
in surface, so we can see. Yeah, that's actually
fixed, so we don't need to worry about that one at
all either. All right. Now let's start making
the actual blocks. What I'll do is,
I'll press shift A, bring in a cube, and
I'm going to press one. I'm going to use this pretty
much to make them all with. I'm going to press
S, bring it smaller. And then put it
into place like so, I'm going to press S and Z, make it a little
bit bigger like so. Now we just need the thickness. You can see this is stuck out
way way too much a moment. I mean, that's a big
air conditioning unit. We need to actually bring
it back a little bit. I'm going to press tab, grab
this face, and there we go. That looks about the right size to me for an air
conditioning unit. Now, let's grab this press, and we don't want to
alter the depth for that. S and Z, like so, and then S and X. Again, they don't
need to be perfect, then that's press
shift D. Ring it down. I think these two
actually run about. Maybe a little bit
out so S. Like so, bring it over, and then
S and X. There we go. Now, it's important
that we reset all of our transforms on these, so
I'm going to grab them all, Control A, all
transforms right click, set origin to geometry. It's also important now
that I actually get my fan, which is this one here,
and I create a cylinder, which is slightly bigger
than the actual fan. I'm going to do is, I've
got my fan here, Shift S, is selected, and then What I'm going to
do is just zoom in. I'm going to press shift A, bring in mesh cylinder 16
or 20, it's up to you. I'll probably leave
it on, let me think. It's just a whole, so
I'm going to press on 16 that then will make sure that we've got
less actual polygons over the whole of the actual
lair conditioning unit. Let's press 90, press S. Bring it just so. It's just
bigger than those parts. S, and there we go. Now just bring it back.
To how far you want it. We know it's the right
size, lets come in. You rab this face and
pull it back like so. Now if I look that
if I pull this back, you can see whereabouts
that's going to go. I think Probably not
quite that far back. Something around there. Now I'm going to do
it. I'm going to come. Grab the back of
this and pull it up. Just so it sits
on there like so. And then what I'm
going to do now is, I'm just going to hide
this out the way just for now and grab
the back of this. Do is I'm going to actually
select all of these. C, select, like so, Shift S, curs selected, Shift A. Let's bring in another cylinder. Spin it around, so RX 90, make it a little bit smaller. So it pops out, like so. Pull it back. And there we go. Now, I just want to put
it back into place. Now, I just want to looking as though it's actually
stuck on the wall. So now, right click
Shades move. There we go. I think that's absolutely fine. Now, let's press al tage, bring back our actual cylinder, and then what I'm
going to do is put these into place
on all of these. So if I press one,
bring it over. Let's press Z, going into
wire frame, like so. We can see that our fan
is a little bit too big. I think, is it too
big? Yes, maybe it is. I'm going to grab both of these. I'm going to shrink
them down a little bit, like so and then I'm
going to make the fan. You can see that the
fans not centered then. That's probably
what's causing it. Shift S, cursor selected, grab my fan, Shift, selections cursor, and now I can actually make the fan just
a little tiny bit bigger. S like so, and that should
be absolutely fine. Now I'm going to grab both. Move them over, like so. Then what I'm going to
do is I'm going to grab my fan and my actual boolean. First of all, though,
I just want to make sure that my boolean
is in place. I'm going to get my fan and I'm going to
move it to the front, so we can see here this is the
actual box I'm working on. If I move it just to here, like so, and then
bring this part Into here. You can see now how far I need
to bring this back, so you can see it needs
to come back to there. I'm going to press S and y. In fact, I'm not going to
press control Al transforms, click the original geometry. S and y, bring it back, and then just pull it back
into place. All right. That's pretty much already
now. Now I can press one. I can grab the fan and the Bole and then
I can press shift D, bring it down, like so, and then I can press
shift D again. And bring it to this one here. You can see it needs to make
in a little bit smaller, so we're going to press
S. Put this into place, like so, and then shift D, bring it over, like so. Now let's c to this one. Shift D. Bring it down
and just to zoom in, need to make it a little
bit smaller again, so bring it up. There we go, that will do nicely there. That's
looking good. Now let's press,
go back to solid, and now we can
actually make alban. We'll join these two
together, so Control J. We'll also join
these two together, so Control J, and then
we should be left. Where's the other
one there it is. Let's hide of floor
out the way with H, and now let's create alboan. Let's come to our first
air conditioning unit. What we'll do now
is we'll come over. Add modifier, not Bevel. Boolean. There we go. Let's pick these for the B. Let's press Control
A, and let's now delete these out of the
way. And there we go. All right, Let's come to
the next one, Add modifier, Boolean, PIPA and apply,
delete them out of the way. Then the last one. Pit pair and control delete them out of the
way. Okay. There we go. Now, let's put this one here, this vent into place. We've got it in the
middle. Let's come to something like this one. Let's press shift S,
cursor to selected. Now let's grab this, shift
S and selection to cursor like I'm not going to
move them out of them on because I know
they're all going to be in the same place, so I can move out all at the same time and that's going
to make it easier for me. What I can do now is I can
press shift D, move it over. I didn't actually work
that. I don't think. Yes, it did. Move it over
with G and left click. Left click, drop it there. Come back to this one, Shift
S, cursor is selected, grab this one, Shift S, selections cursor, and we're just going to now
work our way along. Again, shift D, left
click, drop it there. Grab this one, Shift S, cursor is selected, and
just rinse some repeat. Shift D, This, just like that. Then again, shift D. Now what we have to be
careful is, of course, as you can see, is that this
one slightly stuck out, but we'll come around to fixing that, so don't
worry about that. Now the last one, grab this. Shift S. Selected, grab this, shift S, and
selection two curse. You can see again, this one
stuck out a little bit. Now we're going to do is just
grab all of these like so. Then what you want to do is
pull them all out together, and hopefully at least
the two top ones. I holding shift just
to bring them out. The two top ones, just
this one now to pull back, so I'm going to pull this one. Into place. Now
I've got those in. I just want to look. These
ones I'm happy with. This one here, I'm
not happy with, so I need to move this out, some jaws going to move
it out into place, then I'm also not happy
with this side as well. There's not enough gap there. This is a of the final, making it fit properly. I'm hoping I didn't actually check that's have
a look at the way frame. I'm just hoping I haven't pulled those out or anything like that. I don't think I have, so that's the good thing of
grabbing the actual side. If I grab the side of
this one, grab this. You can see when I pull it, it's not actually pulling out. That's the main
thing. All right. Let's press, go back to
solid and there we go. Now I'm hoping that they're
going to look good. Might be a bit
refining in the end, but apart from that, I'm
really happy with them. Let's save it out. These take a long time because
it's three of them. They're not actually
that complex. We are ramping up the
difficulty obviously, and we're going
to carry on doing that all the way through
pretty much now. All right, everyone, so I
hope you enjoyed that and I'll see you in the next
one. Thanks a lot. Bye bye.
43. Finishing our Air Conditioning Unit Meshes: Welcome back everyone
to Blender three, the ultimate stylize
scene. This way left off. Now. Let's bring in our
fan. No our fan, our vent. Let's bring in our vent.
Let's pull it over. Let's press one on
the number pad. Let's press Z to
go into y frame, and let's log where.
We need to put this. Sowhere around there. Let's come in now, we've got a bot one. Yes, we have, so
let's press shift D. Let's bring this one down. And we're going to have
to put a bit over, as you can see, they're
not quite in in there. Let's press S. So, Let's press S and Z and make it a little bit
smaller. Like so. And that should be
absolutely fine, and let's then just make sure that they are in
the correct place. I need to just put that
into place like so. That looks good. Let's make sure this one's also
in the right place, which it's not like so. Now let's bring in
our actual logo. I'm going to bring
that one over here. One. I the press said again. Of course, when you're
making your own, you won't need to actually have the references or anything
like that. There is that. Also as well, we can see that this one is a little bit low, so I need to bring this up. Let's bring it up, so I've got enough room to actually put in the things
that I actually need. Something like that. Now,
let's bring in this logo. Hopefully, shift.
Bring in this logo, and we're going to
put it a bit smaller. In this corner here. Somewhere around
there. I think that actually looks pretty nice. Do I want it that side as well? I don't think so I do
want it on here though, so I'm going to
bring it down here, so shift D. Bring it over here. Let's make it a
little bit bigger. Let's press Z, go
back into solid, and then what I'm going
to do is I'm going to adjust bring it back. It's actually stuck on
there, let's press dot. There we go onto that and
then let's come to this one. Press dot again into
place you go like so, and then on this one. And it's place. You go
as well. There we go. Now we've got left,
we've got these three, so let's bring these out. Over here, press one. Z again, wire frame. You can see that we've
put these levels anyway, so that makes it easy for D, like I think I've got
two more down here, so' to press d. Bring it down. These are a bit smaller, S and then S, like so, and then shift D, bring them over, like so. Now let's join these two
together, so control J. Let's join these three together. So control J, and then
let's put them into place, so Z again back into solid. You can see how quick
that workflow is now, like so, and then
finally this one. Like so. That's that. Now, let's think
about these pipes. Some of them we'll need more. Oh, no, we need these
two little vents. I think just for this one here, so I'm going to press
one, bring them over. Bring them up, making sure that they're
going to fit on there, so Z, wire frame, and they're going
to fit on there. I'm thinking I probably need to make this a little
bit higher actually, we'll just t one
back to these vents, and then let's pull them
and we'll pull this up a little bit
higher soon as we've got a little bit more room now. There and then we'll
do the same shifty. Put it there. L so and
then let's just grab them. I don't think I
thought I'd grab that. This one and this
one and this one, Control J, join the
above together. Z solid. Let's move them back into place. Double tap the A. There we go. Now I know they don't
look that much yet, but it's because we haven't
got any materials on them, but they are coming
together. Don't worry. Let's bring this one in first, and where's the small? I'll bring it out. A little bit. I'll press one and let's think. I think this one does have one. We've just moved
it over, though. If I grab this now because we're not
going to really need this, we can see we do have one there. We have one on each of them. I think we have
three on this big one and one and two or
something like that. I'm just going to grab
it and I'm going to basically put it into place because this is where the
first one's going to go, so it's somewhere over here. Then I think I'm
going to put one there and then one next to
it, something like that. Yeah, I think that
looks absolutely fine. Then I'm going to grab it. Shift D, bring it up
to here, press one, and I'm going to make
it a lot bigger, S because this is
a really big one. This is the one that goes
on top of the actual roof. Let's slide that into place, and we'll have three on this
one because it's a big one. Let's prom together,
like so, like so. There we go. Double tap the A. If you really want to make
it a little bit different, what you can do is you could
probably get away with, let's see if we can actually think about moving
this one down. If I press old shifting click, you can see I'm having a
beer problems because if a press control
plus it does take me up to there.
Maybe I can do that. Let's try Control minus, old shifting click, control
click and control click. So we've grown going
all the way around. Let's press G just
make sure and you can see, I think
I've got them all. Let's press Control plus, and then In fact, I'm
going to do this easy way. I'm going to press.
Go to wireframe. And then one going to do,
I'm going to press C and press the middle mouse bo
just to take those off. Now hopefully, hopefully, I should be able to
pull those down. So let's have a look Z,
solid, and there we go. Let's pull it down a little bit, just to make it that a
little bit different. I'm thinking. Does it look
any better like that? After all that, I
don't think so. I'm just going to put it back
to where it was. All right. I'm going to leave that alone. Let's come to the next one now. I think we'll probably give
this two, but we'll put them. Maybe I think maybe
actually we'll move this one a little bit closer to it, so something like that, and then I'll grab one
of them, so shifty, and I'm just going to pull it all I don't want
to overthink this? I don't want to
overthink this at all, I want to pull this
down and then put this into place like so? I think the sizing is
actually fine on this, and then what I'm
going to do is, I'm just going to press
shift d, like so. Do I need anymore? Can I get
away with another couple, let's press shift d. As I say, I don't want to
overthink this, am I happy with how that looks. Is there too many pipes
there or is it enough? Yeah, I think actually
that looks fine. I think I'm happy
with that. All right. So everything now should be
done for these conditioners. The one thing is that we need to basically
bevel these off. If I come to this
one, I'm going to come to add modifier,
go to my bevel, and then I want to put
it on nought point, Not three, like so, and that looks fantastic. Control A, let's do the
same on this one, then, Add modifier bevel,
Noah point, not three. Control A, find this
one, add modifier bevel. No 0.3 and apply that.
Now we've done that. Let's actually join
these all together. I'm just going to move
my son out of the way. I'm going to press seven
to go over the top. I'm going to press
B, and hopefully, I should be able to
grab all of that. So if I press now Control J, we can see that I need to
write click Shades Move. I need to bring in my
auto smooth on, like so. And I'm hoping if I press
G now, it's all grabbed. All right. Fantastic. Let's
come to the next one then. What we'll do is we'll hide our reference out of
the way just for now, and I'll grab it going this way instead because that'll
be a bit easy for me. So all of this, let's press Control J. I need to
grab one of them. If you control J doesn't work, just shift select another
one, press Control J, right click shades move, Autos move on, press the G, just make sure you've got it. Now, let's come to this one. B, grab it, and just wondering why that fan is sticking out there.
I don't want that. Before I do anything, just going to pull that
fan back into place. Then I'm going to press
one. Grab them all. Control J, right
click shades move, and Autos move should be on. That's looking
good. Let's now see if These you can see
here it's not 25.7. So let's bring on 25.7. It shouldn't affect the rest of it because it's pretty blocky, 25.7, and the reason I've
done that, of course, is because this one
is already on that, and this was the actual file. That's what we turn it down to. Now, all that's left
is basically to bring in the
materials for these. We're going to do that
in the next lesson, and then hopefully we should
get all of these done, which will be great
and another one down. All right, everyone. I
hope you enjoyed that. I'm going to save out my file, so file save, and I'll see on the next one.
Thanks a lot. Bye bye.
44. Working with Ambient Occlusion Within Shaders: Welcome back everyone.
Blend the three, the ultimate stylized send, and this is where we left off. All right. Let's come now and we'll make our white plastic. Sorry, white metal. Let's see if we've actually got the own material for this. Let's put it onto cycle so we can actually
see what we're doing. Then what we'll do
is I'll also press sol tage just to bring
back my ground plane, and I'm also going to pick up everything and
just pull it up here, except the ground
plane because I want my ground plane below this air conditioning
unit down here. What is why I use
the ground plane is because you get a lot of
bouncing light off of it, and it really shows up
how it actually looks. Let's move those to the side. And we've got
something like this. The other thing we can
do is we can come and just turn on transparent. So just put it on transparent, and then you're going to
get a much much better idea of what this is
going to look like. All right, so let's come
first of all, then, and we'll look for our white. I'm going to come to this one. I'm going to come
to my material. I'm going to look see what
white I've actually got. I've got a sine white, sharp, white, and white shiny. Let's call one, or
let's make a new one. That's called metal white. Metal white, like what
we'll do with that one is, we'll just put the metallic
on Where's metalico 0.268. Then we'll put our roughness
on not 0.205, not 0.205. There we go, hopefully, that should then look nice. What I'm wondering about is, should I add in a
ambient occlusion? I think I probably should. I think I'm going
to actually change this and add in an
ambient clusion. What I'm going to do this. I'm going to click plus new. I'm going to bring in my
build not new, sorry. I'm going to click Plus again. Down arrow and
look for building. The reason I've left that
one that I've just actually created is because I'm going to create another
material anyway. What we do, then I'm going
to copy this material, and then I'm going to
come to metal white, I'm going to paste
my material like so and it's just going to give
us that edge that we need. All of this is going to
really make it pop out a little bit and make it
look a little bit dirtier. I didn't do this
in the original, but I think I should do it here. Building, I'm going to
actually take that off now. And now I'm going to
come to my metal white. And we'll see that we've
still got these options here. Now we can actually come
in and put the metallic on not 0.26 8268, like so. Then I can also put my
roughness on naught 0.205. Now I'm going to this. I'm
just going to go in now and turn down that ambient occlusion a little bit. I'm
going to press dot. I'm going to come in, put
it onto cycles render, I'm going to come in now and drop down this ambient too much. So let's bring it down, so we've got our
edges like that. I think that looks
much much better. Yeah, that looks much
better. I'm happy with that. We've got some tone now around these things and
parts like that. I'm also wondering
if I press tab. Yeah. Okay. That's fine. I'm not going to mess
around with that no more. What I'm going to do
now is come back to. In fact, I'll leave it on my shading panel because I'm
probably going to need it. Now, let's come to this one. We've got it on
material at the moment. Let's make it logo
logo light blue, so logo, light, blue. And then we'll have another
one, and we'll call that one new logo dark blue. Like so. All right,
let's come to our logos. Logos, we'll just have it
a color, logo light blue. Let's first of
all, though, come. And grab all of this. I'm going to grab
all of this here, and I'm going to put
a logo light blue, sign, and then this one, logo dark blue, sign. Now, let's come to
my logo light blue. All I'm going to do, I think, I'll turn the
roughness up to 0.957, and I'm going to leave
the metallic on zero and then I'm just going
to put this on a blue. Something like that. Press tab. Something like that. Now
we'll come to the dark blue. In fact I'll copy
this. Copy material. Paste material, and then
let's just make this one a little bit darker like so. All right. That's perfect. Then what we can do is
once we've done this one, we can again copy the materials over and then just put them in. Okay, with the next one, we've got metal white, and then we need one
that's a dark white metal. Let's do that now. I don't think we have
a dark white metal, so let's have a look. Dark painted metal I
don't like that one, so we'll do another
one, so plus new Dark white metal. And what I'll do is again, I'll copy in metal white, so copy, material,
paste, material. Then what we'll do is
I'll come to this part, press L and M and do is, I'm just going to click
a sign onto that. Now all I want to
do is just make this actual metal a little bit darker.
I'm going to come in. You can see my base color here. This is the color. Can I
actually change this color? Yes, I can, that's
what I want to do. I want to just put
that on back on white, so I'm just going to put
it back onto the white. All I'm going to do then is just make this a little bit darker. Like so, and that looks really, really nice. I'm
happy with that. Now, let's come. I think we need a black plastic. Let's see if we've got
plastic first plastic. Have we got ys, we've got black plastic. Let's bring that in
because as well, we don't want to actually
make millions of materials. We don't actually
want to do that. One, it takes time and two, we don't need that
many materials. We can get away
with using a lot of the materials we've already
used, for instance. All right, what we'll
do now is, I think, we'll add in black
plastic to here, we're going to come
into this part. Like so, and then I'm going to add where is a black plastic, click a sign, and there we go. I'm wondering if I
go back to my own, this is dark metal, so I'm going to click
plus down arrow, dark, and I should have one that is dark painted metal dark. We'll use that one. What I'll
do is on these parts here, I'm going to actually
come in with L, L, and I'm going to
actually put that as where is it painted
metal dark clicker sign. I'm also going to hide
out these just for now. Then I'm also thinking that
this part here, this fan. They should also,
if I go to my own, which is this one here, I'm going to make these fans also the plastic color as well. If I grab all of these, and I'm going to come down
black plastic, click a sign. Obviously, we can't see anything
on there at the moment. The last one I need to
do is the black pipes, which I need shiny. What I'll do is I'll
click plus again, new, and I'll call these black. Pipes. I want these
actually to be fairly dark. If I come in to these, and then what I'll do is I'll come down to my black pipes, click a sign, and
then what I'll do is, I'll put these pretty dark. So even darker than
that thing, actually. Yeah, something like that. Do I want them shining
as much? Probably not. Do I want them made of metal
of some kind? Probably so. Let's bring up the
metal and let's bring down the shine a little bit. That looks a little
b apart from, maybe they're at a little
bit too dark at the moment, so let's bring it down.
I do want them though. Darker than this.
I'm happy with that. Now, let's finish. I'm going to pull
this down a little bit just so I can
see what I'm doing. Then I'm going to move because a lot of
materials on here. What I want is, you
can see this one here. This is if I click on this look, if you click on any
face, it's going to tell me dark white met. That's what I want these to be. L and L, L and L, and then dark white metal, click a sign, and there we go. They're really really
standing out now. Now we have just one
more material to me, which is going to be
the main material, which is this actual
vents that go over it. What we'll do is click
new and we'll call it vents like so what we'll
do is we'll Zoom out. And then what I'll
do is I'll actually click on this vent, so I'm going to press all tag. I'm going to grab both of these, and I'm going to click a sign on the actual vents. All right. So this is quite a
complex material. So I'll think what we'll do is we'll actually save this out, and then we'll actually create that on the actual next lesson. All right, everyone, so
I hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye.
45. Creating Complex Shaders with Transparency: Welcome back, everyone
to blend the three, the ultimate stylized scene gad, and this is where
we left it off. All right. Let's zoom in. Let's move over here, and then what we're
going to do is going to create a new material. We're going to
create the grates, and we're going to base it
again on our actual bricks. If we press shift A
and search for bricks. Let's bring our bricks in.
Why is it not come up? Let's have another
go. Search bricks, there are brick texture. All right. Let's bring that in. Let's press control T, select it, control T, and the reason Mys not
working is because I need to bring my node wrangler
in again, node. You can see mans are
not actually selected. This is why we use node wrangler because now I press Control T, actually brings a
texture and a mapping. All right The one thing about these is we're going
to base it on U V. I may need to unwrap it or it might
be already unwrapped. Let's have a look
what they look like. The other thing is now, I'm not going to alter this
actually at the moment. I am going to come in and
alter it though eventually. What I'm going to do
now is I'm going to bring in a color am. Let's bring in a color am.
Let's press shift A, search. Color. Ram. Let's put one here
and let's press shift de, bring in another
color ram like so. Now, let's plug these in. I'm going to grab the
color from this one, plug it into this one,
and then the color from this one and plug
it into this one. Now, let's bring in another
color ramp over this side. Shift D, let's drop
that over there. Then what I can do is I can
get the fat from the bras, plug into the fact
of the color ramp and then plug the color into the base color of
my actual principle, like so, and now you'll see that we're starting
to get somewhere. Now, let's also bring in a transparency because we do
want to see through this. Shift A transparency like so, and then let's plug the
color from the bricks. Into the color of
my transparency, let's move my material
output over here, and then let's bring
finally in a add shader, and then we can start
messing around with it. Let's plug that in
there. Let's plug I don't know why it
always does that. Maybe let's plug the
principle into the bottom, let's plug the transparent
into the top and there we go. Can't actually see
anything at the moment because we haven't altered
anything right now. Now, you will
notice that you can actually see through
here already. Now if I come in and
I bring this down, if I bring this one over here, the color down slightly, you will see the more
I bring this down, the more actually we
can see through it. That's exactly what
we're looking for. The next thing we're
going to do is, being as this is
based on the UV map, let's actually unwrap these, so U wrap, and there we go, now they're actually
this way round. What we need to do now is just make sure that they're going to be the right way round and
the right actual size. First of all, what
I'm going to do is, I'm going to
actually mess around with the actual
bricks a little bit. I'm going to do is I'm going
to put the off down to zero. I'm going to put the
frequency onto 15. I'm going to then put the
frequency of this one onto 12, and then what I'm
going to do now is, I'm going to change the scale. Let's change the scale
to something like 2.3. Let's then bring the
mortar size to 0.5. Let's then bring the
mortar smoothness to 0.9. And let's bring the
bias to minus one. Let's bring the brick
width to not 0.56 h, and then find the row height
to not 0.550. All right. Something like that,
and now you can see they're looking
pretty square, but we do have more problems in that clearly the
way way too big. So I I now, press tab, You can see exactly what
they're going to look like. Now if I come over
now to my scaling, and let's turn these
scales up a little bit. I now your scales won't be the same size
as minus you can see. My scales are going to be
like this and you might want to thicker piece in
here or something like that. The reason is because your UV
map might not be the same. It's important that
you try this out yourself and get them
to where you want them. It's basically turning these
up to where you want them. So you can see that's
looking pretty nice. Now, the only thing that we've
got problems here is that do you want your metal to
be a little bit darker? I think I actually do on mine. Now what you want to do
is you want to come over to these parts here and we'll
grab this one first here. Then what we'll do is
we'll turn this up. And then you'll say
that that really, really makes it much, much more se through, and if you come to
this one as well, can do exactly the
same thing with here. Now, I'm just going to put
that on white, actually. Now what we need to do is
we need to actually make these great parts
into a kind of black, dirty color just so it
doesn't look to see through. The way we're going
to do that is simply come over to this side, and you're going
to grab this one, and you're just going
to turn it down now. So if you turn it down, There we go. There is
our actual grains. Now the last thing you might
want to do is you might want to think about
bringing some metallic in, like soaps, even bringing
a little bit of metallic, maybe a little bit more rough. L so a little bit shinier. There we go. Simple as that. Now you can see, we've got
our actual grates on there, and it actually isn't going to cost in us anything. All right. The last thing then I want
to actually do with this is I want to put
something on these pipes. I'm not happy with how they are. A I'm going to do is I'm
basically going to come. I'm going to grab
this first pipe. I'm going to press tab, I'm
going to grab one of those. Press Shift S, cursor selected. Shift A. Let's bring in a cube, and let's make this cube
a little bit smaller. Like so, I'm going
to bring it out, so S and y, like so. I'm going to bring it a
little bit bigger, so Ss, and then I'm going to
press shift space, move it down into place. S, sorry, S X, thinner, and then I'm just
going to put it, so it's just like the
actual pipes are going in, something maybe pull it out a little bit more,
something like that. And then finally,
I'm just going to be level off these
edges as well. So I'm going to bevel
these edges off. I think actually
before I do that, what I'll do is I'll bring
it to the rest of them because I really want
this actual pipe add in, so I'll bring it out
to this one here. Let's put it in
place to this here, S and y, like so, S and Z, something like that. Then finally, let's put it
on where's my bottom one. Let's press shift deep.
Put it onto this one here. Press the dot on, bring it up. And then S and y. So. Let's now join
this with this one. I've got grab this one and
need to split it off first. LP selection, grab this one, grab this one, press
Control J, like so. You'll notice now I've
done that as well. It's putting all
of our materials. Actually, that's quite nice. Let's also grab this
one, so LP selection. Grab this one, grab this
one, Control J, so. Now finally, grab
all three of these, press tab, and then what I'll do is I'll come to
this one first. This this press dot. T like so, and let's
come to this one now. Just going to do all three at the same time because
then I know that the bevels will be exactly
the same on all of them. Is my bottom one all
the way over here, and I might not be
able to do them all at the same time because I'm
having trouble zooming in. If I grab one of these,
can I press the dot? If I grab just this one
here, I press the dot then? Yeah, you see that it
won't actually zoom in because it's still trying
to base it around there. I've just managed to do it. You might struggle a little
bit to do all three, but I've just managed
to get mine in. Then what I'll do is, I press
control B, pulled them out. Like so, and there we go. All
right, I'm happy with that. I'm not happy though with
how this one stuck out here, so I'm going to press L and
pull it back into place. I'm also then going to
check the rest of them because they're all either stuck out or at least the ngns, like so, and then right click and let's put
it on face leg, so right click triangle
faces and tries to qu. All right. There
we go. Now, let's finally come to this one first. Let's put this on, where is it? I think it's the white metal. Let's put a sign.
And there we go. Let's put it back
then onto our cycles, and let's have a
good look at this before we actually
finish this one off. That looks really, really nice. I'm happy with that. Now, what I'm going
to do then on the next lesson is,
I'll go through. I'll add the materials
onto these and by Well, we shouldn't finish
this quite early on the lesson anyway and we can
move on to the next thing. All right, everyone. So
I hope you enjoyed that, S on the next one.
Thanks a lot. Bye bye.
46. Tips to Really speed up Your own Workflow: Welcome back, everyone,
to Blender three, the ultimate stylized
scene guide. And this is where we
left off. All right. So now let's come to
this one. Click on it. Let's press the dot board. Now, I've already inherited all of these colors,
so that's good. And at least as well, I think that this is the metal white,
which we want it anyway. So that's great. All right, so let's come in,
and first of all, I'm going to select both of these and I'm
going to put it on ves. I'm going to hide those
out of the way now, and then what I'm
going to do is I should now be able
to I'll do this on material mode. I think
it's going to make easy. So I'm just going to
grab all of those in edge legs just to make sure
I'm grabbing them like so. And then what I'm going to do is I'm going to put these on black plastic and then
hide them out the way. And then what I'm going
to do is I'm going to come to these are the frames. So dog painted metal doc.
I think that's that. And then I'll come
to these ones. And unfortunately, I've got
to grab these all separately, and they're really tiny. And we'll do them
on these as well. I think these are also going to be black plastic, click a sign. Then let's come to
this one. I think this is black plastic as well. Black plastic, click a sign, let's have a look. No, it's not. It should be the dark metal, so dark white metal, click a sign. Yeah,
that's better. Now, let's come
round to this side, and we'll grab these and this and put it on
dark white metal as well. Then we'll come to our pipes. And we'll put those
on black pipes, click a sign, and now
let's come to our logo. Face the this time
just so I can split them off and it's
this one first, and then this one,
second, like so. That is how it should
look. Now, I'm looking to make sure that
it's all the same, which it looks like it is. Let's grab then the last one, and we'll bring it up
just so I can see it. Like that. Now let's do the
same thing on this one. First of all, let's come in. Grab all of this,
and let's put it on which one is it now? I think it's the painted mel
dot. Let's click a sign. Let's put this one onto
vents, let's click a sign. Let's press tab. Yeah,
and there we go. Now you can see that's
the way it should be. Now let's come onto edge, Grab in each of these, black plastic, click a sign. Et's grab these, and we'll put those on black
plastic, click a sign. Now, this is the white metal, so I'm going to
grab all of this. Dark white metal, click a sign, and I also think that dot w metals these
parts here as well. I'm going to come in. Grab in each of these and
click in a sign. Now let's come in and just
grab each one of these, and then we'll do the pipes. This one here, This one here, and then come round
this one and this one. Lack pipes assign.
Let's press all tag, bring everything back,
double tap the eight, and just have a look round at your work and
you should be very happy if you've got this far because these are
quite technical. Let's put it onto cycles render. Let's have a look at those
and just make sure that you're actually happy
with what you've created. I think they look fantastic. Finally, now, let's come
in and rename them. I'm going to actually look on my own to see what I've actually called bye. Let's look at these. This one we'll call air
conditioner unit large. Just makes it a
little bit easier from looking what
the name is of them. So a condition
condition, conditioner. Unit, large, like so. Okay. Let's name them all
first. That'll be easier. This second one then,
I'm just going to again look what I've
actually called it. I'll do the actual small one
first and the small one. So air conditioner unit double is what I've
called this one, so I'll do that one first,
so let's press dot. Click on it, press dot. So air conditioner. Unit double. Then
finally this one, and we'll just call
this one single. Conditioner Unit single. So. Now let's come
to this pig one, right click and we
can see that we can just these as our sets because they're all next
to each other, which is. Now we can actually come to our materials and mark the ones Which are not marked as assets, so that one is, that one is. The n one is pre handy material, even if you're
just copying it to a looking to see
how it was done. It's a good reference
basical is what I'm saying. All right. Let's put these. I think we'll put these somewhere around here,
somewhere around there. Then what we'll do is we'll
just go to our assets, and let's just grab
all three of these, put them into our assets, grab all of our materials, and let's put them
into our materials. Let's look at our materials now, and you can see
we've got a ton of materials that we've
just built out and made, and now that you're
free to use these in any of the other scenes
and things like that. We've also got a ton
of assets already made ready to be
brought straight in, but when we actually
create the scene. All right, so let's now move on to something a
little bit harder, so I'm going to put
this on modeling. I'm going to come back now to
my actual actual reference. I'm going to come over,
and let's click on it. Now, let's look what
we've got left. Now, we've still got some of the simple things left
like these actual windows. We might do those and actually
get those out of the way. We've got the bins, the ball. I'm going to say
that the bins b, the palm trees and the moped
and the hot dog stand. Yeah, they're
probably the hardest ones actually to create. I'm thinking that we should. We've got a large balcony done. We've got both of these
done, if you can see. We've got this one, this one, this one, and this
one left to do. So I think that we
might as well make a start on these actual
windows actually. So let's bring that one in. Do something a
little bit easier. Just have a little
bit of a break from making something
pretty difficult. So let's actually
make this window. So you can see here that what I've done is, this window here, if I turn up my capacity, is exactly the same window,
so these two are the same. It's just that I'm
showing how big it is before it actually goes
around the corner. All right. So with that said,
let's then come in. I'm going to move this over. I'm going to make sure my man is the right height
that needs to be. Let's move it down and he's looking Probably a little
bit too big there, so we'll make them a little
bit smaller and pull them into place like so and
that looks about right. Let's make this
actual one first. The way I'll do it is I'll
simply just bring in a cube, mesh cube, and I'll just bring
it over to the right size. You can see it's near enough
to the right size anyway. Let's press S. Let's
press SNS. There we go. Now what we can do is we can simply get rid of all of these. If I come in, we can get rid of this back and this
bottom delete faces, and there we go. Easy is that. That's not it though.
We're not actually done, so let's actually do a little
bit more work on there. I'm just actually thinking
how I'm going to do it. I think I'm going
to press Control. Left click right clip.
Come round, control, left click right clip, and
then what I'm going to do then is I'm going to
come grab each of these. I'm going to press I
and just bring them in. I'm going to press I again
as well when I bring them in because They're quite thick
this windows as well. Something like that, I think,
that looks really nice. You can see a mine, it's a little bit thinner
on this window, but actually, I think
I prefer it like this. Now, what we can
do, On this one is, I want to make sure that this is all coming
out correctly. I can do it compress
Control A all transforms, set origin to geometry. And then what I can do
is I can bring it out. I'm hoping with my
actual solidify. Let's bring it out
with solidify. Let's give that try then, so we'll bring it out this way. Let's put even thickness on just to make sure
it's nice and even. I think this is going to be a much easier way
actually to do this. I think it's a
little bit too thick at the moment, so I'm
going to bring it back. Just a little bit like so, and now I'm going to do is I'm actually going to apply that, so control, and I should be left with
something like this. Now I'm going to do is I'm
going to grab not the fronts. I'm going to grab the backs, like so pressed lete and faces, and now I'm going to
come to these sides. Now I need to extrude them. Along a certain axis. If I press E now, you'll see that I
pull them all the way back in the actual
way that I want to because blend automatically works out exactly what
you're trying to do. So I can actually pull
them back like so. I want to press
controls that though, and I want to make
sure I grab them. I'm going to press E, and
I'm just going to pull them back halfway to where
they need to go, something like that looks absolutely fine and might have
pulled them back too far. I'm going to press
controls that again, controls that again because I don't want to get
that double extrude, you don't want that, just
make sure you don't get that. Press E, pull them back. Hold the shift,
something like that, I think is fine. Now let's come in and
actually fix these. All I'm going to do again, what we've done
many times before. I think this time though I'll just see if I can do
them all in one go. I'm going to grab all those,
then come to edgeleg, and grab each of these edges, right click and
bridge edge loops. You can see it's
not going to work. But one thing we did find out there is that we can
come in, grab this, then come to Edge leg, right click, and
bridge edge loops. You can see that is
actually a much easier way. Face sg, shift click,
bridge edge loops. Face slick, shift click, right click and
bridge edge loops. Yeah, it's much quicker. It's all about finding
quicker work flows. Bridge edge loops,
and there we go. Now, let's come in
add in the face, shift click, adding the face. And there we go. Simple as that, really, really fast way
of actually doing that. All right, so what we'll do
now is on the next lesson is, we'll create these
two small windows, we'll get the materials on. And I think then we'll
actually probably create one of the other balconies
or something like that. All right, everyone. I
hope you enjoyed that. See you on the next one.
Thanks a lot. Bye bye.
47. Creating More Complex Balconies & Glass: Welcome back everyone
to blend the three. The ultimate stylized
scene guide, and this is where
we left it off. Let's create now these
two small windows. What I'm going to do is. I'm going to press
shift S. Cursor to selected. There we go. Shift A, let's bring in Shift A. Let's bring in a plane. Let's spin it around so R X 90. Let's bring it to this one. Let's press Z as well just so we can actually
see what're doing. I'm bring the y frame in, and then we're going to
press S and X, bring it in. So S and x, bring it in. Make it a tad digger then, so S like so and that'll
do with that size, and then shift d, bring it up. And then let's bring this
one in, bring it up to here, and then bring this
one out to here, and then bring this one into
here like so. All right. Let's press sed
now, go into solid. Let's grab this one, control A, all transforms, clicks
origins geometry. The reason now we're
doing this obviously is because we're going to be
using the insert again. I'm going to I wonder if I'm doing both at the same
time. Let's have a look. Can I grab this
face in this face? I might be able to do them
both at the same time. If I press, yes, we can, that's always
handy to know. Something like that.
Looks absolutely great. Now, let's grab them both. Let's pull them out with
E. Let's grab each of these and then press E and
pull them back like so. Then finally, let's
grab these gleat, faces, grab this face, right click, ridge edge loops, grab the middle, press F, and then the same on this one. We're going to face
select edge select. Click bridge edges,
F. There we go. Now, let's reset them again now, so I'm going to
grab all of them. Control A all transforms, clicks the origin to geometry. Now let's bring in
a bevel modifier. You'll have to bring
them in separate. Unfortunately, that's
just the way it is. No 0.3, so have a look at that. Still too much there. No 0.3. And that looks
absolutely fine. Let's press control onto the
next one, Bevel. No 0.3. Control A. No 0.03. Control eight. Now I'll
do is we'll actually come in and give
our glass first. Can I actually do them
all the same time? Probably not. I could join them all up, then split them up. That's probably going
to be the best way, so I'll do it that way. What I'll do now is I'll come in and bring in the first one, which will be glass and frames. Blue glass, and then we'll
p plus down and frame. Frames then we'll do
is I'll grab them all. And I'll click assign to frames, and then I'm just going to grab each one of these
pieces of glass. Click, a sign on the
glass, and there you go. Simple as that. All right. Now let's split them
up, so we're going to grab them LP selection, LP selection, and that
one slope anyway. So now I can do is I
can grab all three, control all transforms, right
click origin to geometry. And now we can
actually name these. Let's come to let's
come to this one first, and we'll call it large Window. L. I'm not sure if I've
already got a large window. So if I pressed dot, it should
show me the other ones, and there's no
window there large, so I can actually call
this small window. Small window. Again, let's
call this corner window. Corner window like so. A Let's right click and
mark as a set. Right click. Once we've found it with the
little dot, markers I set, and again, dot, right
click, markers Iset. The windows done really fast. Let's put those into place
where we actually need them. It's going to be somewhere
around there, like so. They look absolutely fine, and then let's just
move them into place. Three, put in two materials. You can imagine as well, I
put those in the wrong one, so let's just regrab them.
You can imagine as well. That once you've got tons
and tons of assets in here, it's better off then
separating them out. It's also a good idea as well to make a new collection
once you've got a scene, which we'll discuss later on. But I think for now, what we'll do is we'll
click on the plus assets, and what we'll do is we'll
call one windows like so. Then we'll have another one for balconies, for instance, balcony And we'll just split those out. If I now come to my assets, and I'm just going to grab
all of just my windows, for instance, like this, you can see I've got a lot
of windows here. I'm going to drop
these in my windows, and then I'm going
to come to balcony. Sorry, then I'm going to
come to my balconies. I've got one, two. I
think that's all of them. And then I'm just going to
drop those into my balconies, and now you can see
really, really easy. But you will still
have access to all of the assets in one go if you
want to see them like that. You can see I miss one here, so I'm just going to put that into. I think I'll put that
into windows as well. All right. There you go. You can see I've got
there. All right. So that's looking really good. Now, let's make might as well make another probably
balcony on this one. Let's have a look
what we've got left. If I open this up, we've
done our large balcony. I'm just working my way down. We've done these for,
we've done this one. This one's a corner one, we've done this one, it might be. I'm thinking probably let's
make a different one. So something a little
bit different, probably small hotel
balcony partition. Let's have a go
that because that actual glass looks really, really nice, and if
I was making this, I'd want to know
how to create that. So that's what we're
going to do now. Let's go back then to modeling. L et's press dot to zoom in. Let's make sure once again
that our guy is the right size and actually y is the perfect size already,
so that's great. Let's make this partition then, and you can see on this one that we haven't actually got an
actual balcony as such. A is like a those really
modern sleek hotels, they have those glass held
in with these things, so that's what we're going
to actually attempt to make. Let's say press shift. Krista selected shift A. Let's bring in a cube. Let's make the cube smaller. To the right size
that I'm hoping it's going to roughly be,
something like this. Again, we are going
to use it though to create this partition is going to be a little bit out
and we're going to use it to see how far back the doors
actually need to be, because we want our guy again to be stored and be able to
actually do something out here, maybe put some tables and
chairs and things like that. Let's pull this back to where we imagine
this is going to go. I imagine that this It's probably going to be
the actual length of it. Something like that. Let's
grab the top, then press one, and then what I'm going to do is I'm going to pull it up to here, and then we're going
to press extrude and pull it up to here. Then finally, what I'm
going to do is I'm just going to push this
back a little bit. We might have to change
this a little bit once we actually get
into the actual scene. All I'm happy with that bit. Now what we need to do
is need to actually make these parts
here or the glass. Let's make the glass first. It's more exciting.
Let's press one. Let's press shift S
cursor to selected. Let's press shift A, and let's bring in a cube again. Let's move the cube
up into place. S make it a little bit smaller, like so when we can see his feet are going to be just under there and it's going to be
quite a high tight barrier. Let's press S S and x, bring it out probably. You can see I have
grew up to here, but I need to bring this out separately. I'm
going to come in. Grab this space, press one. Pull it out to
here. Then what I'm going to do now is I'm
going to pull this back. I'm going to pull it
back near enough just to probably the front of there, and then I'll pull this
one back to make it nice and glass,
something like that. Now what we want to do
is we just want to grab these corners and we
want to level them off. But before we level them off, of course, like normal, we should reset our
transformations. Let's grab all of
those. Let's press tab control A or transforms,
plates origins geometry. Let's press one and
press Control B and pull those out like so. Something like that
looks fantastic. All right. Now, let's think about our little grippers that
are going to be in there. Press Shift S, Cursor selected. And then what you want to do is you want to press shift A. Bring in a ue. Make it smaller, and then press tab this
time and move it over, because the reason
you're doing that is, then you're going to leave the actual orientation
in the center, which means that now
you can actually come over add modify it,
bring in a mirror. That then is going to
make it much quicker to actually do this.
Let's press one now. Let's bring this up. Now what I'm going to do is in edit mode, I'm going
to bring it up. I'm going to bring it
into place then like so, something like that. Then we're going to
press this and y. And bring it in, like so. Then what I can do is
now I can press shift D and bring it down to the other one, which is this one here. Then I can press L, Shift S, cursor to selected, and now I can bring
in another cube, so Shift A, cube,
make it smaller. Press S and x just
to bring it in, pull it back, and then S and Z, pull it up, and there you go. You can see just how easy
it was to create that. Now let's press S
and y, bring it in, and then let's bevel the top of these and the
bottom of these. Let's press Control B. There you go.
Really, really fast, as you can see. All right. Are they hanging out
too much? I'm not sure. I think they are a little bit. I'm just going to squish them in a little bit more so S and X. So, I'm going to put
them to the actual wall, and then I'm going
to grab each one of these and pull them into
place like so. All right. So now, the one thing that I really need to do is
I need to level these off, I need to also level this
off and on the next one, we need to actually
create this door as well. All right, everyone.
So you can see how quick the work
flow is getting now, and I'll see on the next one. Thanks a lot. Bye bye.
48. Trouble Shooting Problematic Meshes: Welcome back everyone
to Blender three, the ultimate stylized sen guard, and this is where we left off. Now, let's think about these. Do we want them so chunky? I don't think so, actually. So I'm going to do is,
I'm going to have a look, first of all, I think I'll have a look at
beveling these off. Let's have a look what
they'll actually look like. If I just press Control
B and bevel them off, are they going to
look be like that? I think the answer is yes, what I'm going to
do is I'm going to grab All of these now, and press control B
and bevel them off, like so, and they look
a ton better now. Now we need to do is we need to actually press A, C in face leg, right click and
triangulate faces, right click and tries to
quad, something like that. They're looking pretty cool, and now I can just
actually apply that, so apply my mirror. Now let's come to this part
and this part and this part, press Control J, join
them all together. Now, again, we can
see here that this obviously needs right clicking, triangulate faces
and tries to quads, and that's that one sorted, and now everything is no en
guns and things like that. Now we can basically move on to press Control A, transforms, right clicks the
origin to geometry, and now we can actually come in and use our bevel modifier. Now, I knew this would happen, but the bevel modifier if I put an object is not really going
to work that well on these. Now, it might be okay for you now to start that happening, and you can see here and we
need to move it off as well, so shades move, to move on. You can see that we haven't really got a lot of bevel there. If I turn this st, you can see it really
doesn't do anything. If you ever come
across this problem, just go down to geometry and
click off the Clamp overlap. Then what you do is
you bring it down. Now you're going
to have a lot of ability to actually
bevel it off. Now, it does come with its
own problems, of course, in that it does make
a mess of the mesh, but it is a way around
to get rid of that. While we're going to do is
just going to close that off a modifier bevel, and I'm going to
be happy with this anyway because it only
needs a slight bevel on it. Let's press control
A and apply that, and now let's think
about our actual window. I'm going to do is I'm
in the center of here. Shift S, cursor to
selected, and then Shift A. Let's bring in a plane like
we've done many times before. Or X 90, let's spin it around. You can see my windows, not in the center of here, but I'm going to put
mine probably in the center of what I'm
actually building. Then what I'll do is as
if I need to move it, once it's actually in the
scene, then we'll do. Again, I'm not going
to put my window all the way down to the
bottom or anything like that. I'm going to grab the top of it. In edge leg, pull it down let's see where
the guy's head is, so something around there
looks absolutely fine. Now let's bring in an
edge loop, so control. Left click, right click. Let's come in now
and make the door. Something like that should be absolutely fine. Grab
the whole thing. A, and then let's pull it out. Well, let's pull it back first
to where it's going to go. It's going to go right at
the back of this one here. Somewhere around here, let's
pull it out a little bit. Let's press E then
to pull it out now. I'm going to make it quite
the because I want to give myself a fair bit of room to
pull it back if I need to. Then finally what
I'm going to do. Again, say there's
always gleat faces, grab both of these faces, E to pull them back. I'm going to pull
back quite far, somewhere like that, and then grab this one and
pull it forward. So there you go, it looks
like an actual door. Now what we can do is again, we can grab just this one here. Grab the back one old
shift click, not that one. O shift click and
Bridge edge loops, and then we can
make the face here. F, and then we can actually come to the back of
this with face select, and then edge
select, right click. Bridge edge loops, and
then F add that face on. Now you're free to move those
further back. That's that. Now, let's come in and
devel this one off. Let's put it on not point. No point not three. There we go, that
looks absolutely fine. Control A, join, Control J. Control A, all transforms right
clip, origin to geometry. Now, with the build
in this part, let's first of all, Bring
in a few materials. Let's bring in,
first of all, gray, if I bring in gray, I've got concrete gray and that's the first
one I want to do. I'm going to put this
onto cycles rent. What I'm also going to do is
I'm just going to look to see if what building colors
have actually got because, I've only got building building. I really need another one. I'm going to do is I'm going
to actually minus that off. I'm going to create a new one. I'm going to call it building gray like so and then we have the plus one,
down narrow building. Like so. Then what we going
to do is going to copy this, so copy material, and then
we can paste material. Copy, and then paste
material like so. Now, let's minus this off. Let's come to my building gray. What I want to do now is
just quickly come in. Press the db, put it on cycles, and I want to change
the color of this. If I come to this, I'm
going to make it like so. Then I look at this. If I want to make it
more or less shiny. I think for now, it's a
little bit too shiny, so I'm going to do is just
increase that roughness, just a little bit
like so. There we go. I'm happy with that. Now, let's bring in our other materials. The first one I'm going to
bring in is frames, so frames. The next one I'm going to bring
in is my glass, so glass. Blue this one here. And now let's start
bringing them in. So, let's come to face
select and grab this face. Shift select, shift select
blue glass click a sign. Now let's come to this one, and we're going to
click this as frame. So I'm going to
click all of these like so I'm going
to click frames, and then I'm going
to grab both of these and click blue glass. Then we're going to press
tap, double tap the A, and there's what you
should be left with. All right, really, really cool. All right, so that's that one. We can put this one as a sleep balcony or
something like that. No, in fact, we'll call
it if I press dot. I can see it's what is it
actually clasts, Cubo or one? Let's put it small hotel, modern balcony. There we go. So. Now, let's come
to our assets, and I'm just going to press
do again just to find it. All right click Markers asset, and then it will
be in unassigned, so I'm going to put
it in assets first. Then what I'm going to
do is I'm also going to put it into where is it? This one here,
into my balconies. You can see I've got a couple
of stars on there as well, and all that means is it's the blend file has just
not been saved out, so I've come to file, save, and give a B T and
they'll disappear. All right. Let's come
to modeling now. Let's press tab, put
it back on material, and now we can actually
move them over. What I'm wondering is with this, is it beveled off enough? I don't think it is, and I think what I need to do is bevel it off
a little bit more. If you ever come across
a problem like that, just grab the whole thing, press delete, limited dissolve. That then, it's not
really worked, has it. Yeah. If that happens, then,
what we're going to do? Is I'm thinking, where
does the bevel start? I'm going to actually see if you see there would be a problem if I come in now and
dissolve edges, you can see what happens there. I'm going to do with
this is I'm going to just single this one out. I'm going to split it. P, selection, split it out. Grab it again with
control ayol transforms, clicks the origin to geometry, and then what I'm
going to do is add in another bevel modifier. I'm going to bring it up using my clamp overlap.
Let's turn that down. Like so, and there we go. All right, I'm going
to do it that way because I think that
looks a lot better. We could actually
rebuild this as well, because what's going to
happen is we're going to end up with double
levels on there. What I think I'm going to
do, I'm going to just press Shift S. In fact, I'm going to, press Shift S, sa selected tab
and then shift A, bring in a cube, and I'm just going to have
done it that way just so I can actually inherit
the actual material, so S, and then what I'm going to
do is I'm going to bring it down because it's
such an easy piece, might as well just make it look a little bit
better than what it does. So I'm going to bring
it all the way back to the past my window. Like so, and then
we're going to is, I'm going to grab the
top of it face select. This one, in fact, yeah, I still need to keep it, so
I'm just going to press Z, wire frame, grab the top of it, pull it up, on the Z. Let's pull it up, like so. Let's press E, pull it up, and then let's get rid
of the other one now. So if I come into the other one, in fact, no, won't
I'll actually come in. You can see have still go
that bevel on, take that off, pull it back to there, and then grab the other one. L G, just to make
sure it is that one, which is you can see because
we eng bevel on there elete, versus tab let's go now back
into this mode control, I'll transforms clicks
Origins geometry, and let's now add in a bevel, and you can see to tons bear. Sometimes it's just worth
doing that. All right. Now I'll do is I'll just apply my bevel and now I'm going
to apply this to this. I want to do it that way around because I've already
named everything and I don't want it to not
be part of my asset. In other words, if you
go to your assets now, so if you come to assets, you'll see that if
I save this out, hopefully, it should update. In other words, if I
bring this out now, Yeah, you can see what I mean. It's not actually got this on there because we've
not updated it. If I come and join
this with this, press Control J,
it's still updated, but if I bring it out now. Yeah, there we go. It's updated. I'm good enough, good enough. All right. Now let's
see that it's on there. Yeah, there we go, small asset. Balcony. All right. There we go. Let's put it into place,
and I'm happier with that. And if you ever come across
like that, just fix it. You might be using this
over and over again, and you might as well just
fix it and not leave it. All right. Let's go to file. Let's come to save.
Let's go to modeling, and I hope you enjoyed that. Sorry, a little bit
of a mess up there, and I'll see on the next one. Thanks a lot. Bye bye.
49. Learning how to Create Palm Leaves: Welcome back if you
want to Blender three, the ultimate slezed scene gain and this where
we left it off. Let's do something a
little bit different now. Let's do some of the
foliage within the scene, and that would be the palm tree. We do have some of the leaves and flowers and
things like that, but let's get the palm tree
out of the way. All right. What I'm going to do is,
I'm going to come in and I'm going to change
my reference. I'm also going to
duplicate this. I'm going to press because I have supplied you
with two references. The first one, we'll find it, which is the actual palm tree. So I click this, open it up. And you can see here we've
also got these palm leaves. So I'm just going to
find my palm tree, first of all, on my
palm trees here. I'm going to bring
that in. And I'm going to come to
my next reference. I'm going to bring in
then those leaves. And this then is going
to make it really, really easy for you to actually create this actual palm tree. So what we're going to do
first is we're going to actually press shift S
while we're on this one. Cursor is selected
and then shift A, and we're going to
bring in a plane. Let's spin it around so R X 90, press one, so we're
looking straight onto it, and then what we're going
to do is withdraws going to pull it to the
beginning of the palm, and then I'm going
to pull this edge to the end of the palm. And we're going to
actually use this. The size it is at them, we're just going to squish it
in to create our palm tree. Let's press Z going
to wire frame, and then what we're
going to do now is going to bring
in some edge loop. First of all, bring in
the side edge loop, so let's press control. Bring in a few like so, left click, right click. You could mirror this, so you've got it same on both sides, or you could just pull
them all in together. So I'm just thinking, I want to pull them
all in together. I'm going to grab these
two here, for instance. I want to press S and y and bring them in
with medium point. S and y bring them in, and
they're not coming in. So let me just put it on here and see if I do it this way. So S and y. And the reason
it's not coming in, of course, is because it's SNS. So let's bring it in with SN
so Let's bring this one in, so SSD actually on this, the less actual polygons you use because it is
a stylized palm, the better it's going to be. I'm just going to grab mine
and actually put it on there. And it's a little bit even
the actual language took it. So SSD, start bringing it in, and then S and Z don't
worry if it's perfect. I just needs to kind resemble
a palm tree as you can see. So SN is not going to
be exactly the same. So something like that looks
absolutely fine. All right. So now what you want to do is You want to actually
grab this one, and you want to spin it around. So R x 90 doesn't matter
which way around you spin it. And then what we're going to do is we're going to press one, and we're going to bend it now. So I'm going to bend this down, bend it in the middle, and then bend it down to this side. So I'll do this one
first, I'll grab this. Sorry, before I forget also, we actually need a
one in the middle. So I'm just going to press control, left
click, right click. And then what I'm going to
do is I'm just going to bend that in slightly like so. So you can see now that's
what it's going to look like. And we can probably
as well get away with just going in
solid mode now as well. All right. So that's what it should
look like at the beginning. Now, let's come to these edges. First of all, let's press
one on the number pad, and let's bend it down like so. Let's come to the next one
then, lt shift and click. Let's put proportional
editing on, that's going to help
us out a little bit, and let's pull this out then
and just bend it up like so, and then let's come to this one. So lt shift and
click, bend it up. Like so, and then let's come to the front. Shift and click. Just make sure you've got
both of those, press one, and then let's bend
this one down like so, and you should end up
with something like that. All right. Then one
I'm going to do now, I'm going to make three
different versions of this. I'm going to press
shift D. Bring it over. Shift D, bring it over. Then what I'm going to do is I'm going to come to this one first, so this middle one, and we're going to pick it
up just a little bit. We're going to grab
both of these. Maybe pull those up a bit, like so, to make them a
little bit different, and then finally
come to this one. And we'll bend this down.
Like so and there you go. They're looking
pretty different. The other thing is we could make them one a little bit smaller. I I grab this one first, right clicks the
origin to geometry, S, and then let's grab this one, right click the
origin to geometry, S, make it a little bit bigger. Then finally with this one. Let's squish it in a little bit, so S y, so. Now I am actually looking at
how actual wide they are. Are they too wide? I'm
not happy with them. I think I'm going
to squish them in a little bit, so I'll
squish this one in. And then I'll leave
this one as it is. So far so good.
Now we need to do, as you can see on
our actual palms, they've got little
cuts going down them, and you can see that
the little cuts really come just past
the halfway point. I'm going to do is I'm going to press seven to go over the top. We'll come to this one first. In fact, I might as well
join them together now. It's just going to make it
that little bit easier. I'm going to press control
J, join them together, and then I'm going to do is
I'm going to come in now with my actual n tool. What you need to do
is just press K, and you're just going to Cut them down a little bit. Now, try and point them going backwards towards where the
actual root is of these. So make sure that
they're going this way. As they generally get down here, they will get probably figured, so you want one each side. Three, this side, and
maybe two this side. I'm going to go K, generally, they don't come from
the same point, generally they will come from a little bit of a different
point, as you can see, like so, and then K.
L so, there we go. Let's right click. Let's mark Seams. Just to get in the
habit of that, you can see the mats seem there. Don't really want
that or this one, so right click and clear seam. Now let's come. Yeah, we'll get rid of this one as
well, so clear seam. Now let's come and do this one. Exactly the same
thing. Just try and make them a little
bit different though. I'm going to go probably
something like that. I'll do this side first, so I'll make these ones a
little bit different like so, and then K. Like so, and let's do this side. And maybe like this and so maybe we'll have
three on this side as well. Like so. Now, let's right
click and mark same. Again, let's clear this see. Don't know why it why I keep actually selecting
it, but there we go. I think it's because I'm
actually just selecting it. I'm just going to
double tap the in and I'll clear that
for me. All right. Now on this one, let's start with right up
here on this one, right up on the tip so making it look a
little bit different. Try not to go past the
midway point, of course, because that would not be
realistic, something like that. And then let's come
to the other side. K. You can see just how
easy it is to actually make these leaves and
then K, like so. All right click, Mc sm. Now, let's come in with L, and what we're going
to do is we're just going to grab each of these like so. And you guessed it. We're just going to delete them. So, like so and so. Let's press delete and faces. There you go. You
can see already how good they actually look. The last thing we
need to do now is we actually need to solidify these. You can press E
and bring it down, but the thing is if you do
that and extrude them down, you're going to end
up with them coming in this way and we
don't really want that. What we're going to do
instead is, first of all, we'll actually add in some actual polygons just so they're not gons
and things like that. I'm just going to
make some come down, triangulate faces,
and then of co, we tries to quads
and there we go. Now, let's press control. All transforms, right
click origins geometry. Let's then come in and
bring in a solidify. Bring in your solidify. Let's probably bring it down, holding the shift button. Something like that thickness
should be absolutely fine. You can see they're looking
really, really nice, and then let's come over
to the right hand side, press Control A, and finally, then we just want to
smooth these off. We're going to smooth them
off, click on Auto smooth, and you should be left
with something like that. If they are a little bit
too smoothed off like this, just make sure you turn it up, Jos a tad just to get rid
of those so the smoothed off nice and clean because
we don't actually want that. You could also be level them as well instead of doing that, by think I' going be happy
with them like that. All right. We've got
our three leaves. Now we actually need the
actual trunk of our palm. Instead of what I'm going to do and we're just
going to bring them over. I know that these are probably going to be a little bit
too big, as you can see. Let's just shrink them down. In fact, no, not. I'm actually going to make this a
little bit bigger because I can see that my guy
here is way way too big. Let's shrink them
down and then we'll have a good size and see. Actually if that's going
to be the right size. I'm just going to
get him into place, like so, and there you go. It's around about
the right size, and now let's have a look at these palms and see
how big they are. They're still probably way
too big as you can see. I'm just going to shrink them down just a little bit,
something like that. And I think they're going
to look a bit better. I'm not going to work
on the reference. Now I'm actually going
to work it back. I once have actually got
this actual trunk in. I'm going to do then
on the next lesson is we're going to
start on the trunk. We'll start on the
bottom and then we'll ray the top going up. Then we'll use a curve modifier to actually bend it and finally, we'll put these actual palms on. All right, everyone. I
hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
50. Working with Curves to Create Palm Trees: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. All right. So what we're going to do is
we're going to press one. I'm going to shift right click just to
put my cursor there, and then I'm going to do
is going to press Shift A, and I'm going to
bring in a cylinder. Let I think we can get
away with something on 16. I think that should
be absolutely fine. And then what I'm
going to do is I'm just going to shrink it down, like so, and then I
want to bring it out. So I'm going to press Control. I'm going to bring in two
left click, right click. And then what I'm going to do is I'm going to grab
the bottom of this. So Alt Shift and click. Press the SP, bring it in. So I want to bring
it in like so. And then what I'm going
to do, I'm going to make that actual actual root
on the bottom of it, press the S bond,
bring it in now, like so, and then S again, and bring this one in like so. Now finally, just make it
all bigger, so press S, bring it all out,
and I think that should be fine for
the start. All right. So now what I want to do is I want to bring the next part in, which will be these
little things here. They are facing a weird angle, so you can't really see too much what they
actually look like. But what I'm going to do
is I'm going to bring in another cylinder now, I'm going to shrink it down, and then I'm going to bring
it up like so into place, and then all I'm going to
do to press dot to zoom in. I'm going to come in and
press Control left click. And I think I'm just going to, I'm going to put
it in the middle. I think that should
be fine, and then I'll grab the top of this and then press the S button
like so, and there you go. You can see that's looking
pretty nice. All right. On Mine, I've actually
leveled this off as well, so I probably will
actually do that. Let's come in and level
this off, so Control B. Not with that many, though.
We don't want four on there. We just want probably one. Yeah, and that's
going to look good. Let's come in and
also bevel this off. Control B, like so. And finally, let's
also vel this off, so we've got it done, so
Control B, and there we go. All right. So now
we just need to add get rid of these ngns
before we do anything. So I'm just going
to grab them both. Press tab, press A. Make sure I'm in face
select, right click, triangulate faces
and tries to quads, and that then should
have fixed that. Now for the press tab, I can just basically grab
the top of here. Press Control A or transforms, right click, set
origin, two geometry. And now let's bring this up
to where I actually need it. So what I'm going to do is
I'm going to press one. I'm going to come over
to my actual modifiers and then come to the array. Set this to zero.
We don't need it on the x, we only
need it on the Z. And I think if I
pull this up then, I should be able to
bring it up like so. Let's then click on the array and just bring it up and you can see already how that
actually looks. Pretty nice. Now what we can do when we've
actually created this is, we can make it a
little bit smaller once we've done
that near the top. So first of all, let's come in and actually apply our array. Then what we'll do
is we'll join it all together now, so control J. Now finally, what
we'll do is we'll just make this top a
little bit smaller. So if I come in, grab
the top of here and I press S. We can see if we
bring this all the way out, and you can see it's coming
in just on that one. We don't actually want
that, so we need to take off connected only. And now I press S, we're sure be able to
bring it in like so, and now you can see we're
actually getting somewhere. I think I'm also going to
bring this one in as well. So I want to bring
it in. There we go. That's actually looking a
little bit better because they do get a little bit
bigger going towards the top. All right, so I'm
happy with that. What I want to do now is
right click Shade Smooth, and then what I want
to do is bring in my Auto smooth and just make
sure I'm happy with those, which, I actually like them better than the actual original. Now, let's think about
actually bending our actual palm tree. So how do we do that? Well, we use the curve modifier. If I bring in a curve two here, so if I press shift A, going to bring in a curve, so bezier curve, let's spin it around to make sure
it's facing the right way, so R y 90, and there we go, and let's
bring it up like so. Make it a little
bit bigger like so. Let's put it into place. Something from there. Then I think actually I can
break it and bring it up. I think it's
actually up to here. What I'll do is I'll press A, and I'll bring in another
actual subdivision. Subdivide it. Now what we can do is we
can come back to our palm. We can column two,
our actual modifier, add modifier, bring in a curve, and then obviously going to make the curve object is going
to be on this here. This one here, you can
see it didn't click that, so I'm going to do it
again, curve object. Bezier curve. There you go. Now you can see. Now, if
I bring this down now, you can see how that
actually curves, let's actually just move
the reference out the way. There you go, there is your actual beautiful curve
that we've got there. Of course, now If you come to your actual let me find
my curve. There it is. If I press tab, now
we can see the curve, and I can actually move
it now in real time. So if I move this
as you can see, I can actually turn that
curve wherever I want. Now good thing is about this. Now I've grabbed
the actual curve. I can press shift, click and click the palm, and then I can move it over. And then what we can do is we
can now make another palm. So I can make it a little
bit smaller, like so. And then what I
can do is come to this curve if I can find it, so this curve in here, and then I can actually
move this over this way. Let's turn this off a minute
the proportion editing, and let's just move
it over there. Like so, and let's make it
a little bit different. I'm going to bend it on here, like so, and that one looks pretty different
to this one, as you can see. A tab, let's bring it over. Let's have four of these, so I'm going to bring
it over to here. Exactly the same
thing. I'm going to try and grab my curve tab. There we go. Let's press G, just to move this over
a little bit, like so. There we go. I'm
just trying to make them look very different
from each other. This one, I'm going
to make it a little bit straighter, as you can see. Now what I'll do is
I'll grab this again, shift g for the last one. And there we go. Now let's
grab the curve in here, tab, G. Let's move this
one over like so, and let's move this one over so. Does that look good, though, because it's like maybe
this is two wavy, so I'll grab it again and
I'll move this like so, and that looks a little bit more realistic, bit too wavy there. All right let's grab both of
these. Let's move them over. Now what we can do is
now we've got these, we can actually start
putting our leaves in. What I'm going to do is
I'm going to first of all, I think I'll put all
the leaves together and then we'll move them
around a set point. I think that's what we'll
do. What I'll do is, first of all, I'll come in. I'll grab both of
these. Like so. Both of these shift as selected, and then let's press shift A, and let's just bring
in a cylinder. Let's make it smaller, seven on the number pattern, we're just going to move
it out now, like so. Now, the other thing
I'm going to do is I'm just going to shrink
these ends in as well. So I'm going to come to these
ends while I've got them, I'm going to grab
each of these ends. I feel like they're a
little bit too fast, going to make it a little
bit harder for me to actually put them on the
end of my palm trees. And then what I'm
going to do now is, I'm just going to press
S and shrink them in, but I want to shrink them in on individual origins like so. All right. That's
look in much better. Now I can actually come and fit them on here.
Let's grab the first one. So I'm going to press L. I'm going to press seven
to go over the top, and then I'm going to fit
it into place like so. Then I'm going to
grab the next one. I'm going to press L, and
I'm going to bring it. In fact, I need to bring
them all together. That was a little
bit silly on my pot, so I'm just going to grab
them all together like so, and then I'm going to pull
them back into place like so. And then I'm going
to grab this one. I'm going to bring it up to just about where this
one is, like so. And then what I'm going to
do is I'm going to come back to my cylinder. Little sideways V again, put it on three D curs, now come back to the other
one, and then grab it. So you've grabbed it like that, and now press zed and now you should be able
to spin it round. Unfortunately, that's
not where I want it, so I need to come back
to this, shift S, cursor two selected,
and now I should be able to come in and rotate
it round where I need it. There we go. That's exactly
what I want. All right. Let's come now to this one, so L, bring it up. Like so, and then
let's rotate it round. Z like so. Then what you need to do is you need to put a few
more of these in. If I press shift D, let's put
one in the halfway point, Z like so, and then let's
come to this one, L, shift D, T Z, like so, and then another one, which will be this one,
we'll grab this one, shift D, and then R Z, pull it around here, and shift
D Z, pull it around here. Then finally, this one, I
think, we'll use over here. Shift D, and then R Z like so. There you go. It's
as simple as that. Now you want to
do is you want to pull some of these
up, of course, because we don't want them
all in the actual same place. I'm just going to
grab these and pull them up and just split
them up a little bit. So now you can see it's
realistin, to come together. You could put some coconuts and things like that on here as Now, what I'm going to do finally is, I'm they're already joined
up, so that's really great. I'm going to press
that little V sign, come back to individual origins, and then what we'll do then
on the next lesson is, we'll actually start separating these out a little bit more, making them a
little bit smaller, and just making them a little
bit different actually. All right, everyone, so I
hope you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
51. Creating Shaders with the Gradient Node: Welcome back everyone.
Blender three, the ultimate stylized
scene guard, and this is where
we left it off. Now, let's come in and
grab some of these. I'm going to grab
this one first. I'm going to press S, Ma
it a little bit smaller, press the G and just
put it into place. I think I'm going to lift
it up a little bit as well. Let's grab this one, press L, make it a little bit bigger.
Let's grab this one. W L, make it a little
bit smaller like so. Pull that one back into place. Now what we need to do is
bend them a little bit. I'm going to do is
I'm going to put my proportional editing on. I'm going to make sure
that connected only is on because I don't want to move them all at the same time. In fact, maybe it's actually better putting
connected only off. Then what I can do
is I can come in, press the G b, bring it out, and then just give them a
little bit of movement like so, just make them a
little bit different. Then what I can do is I can actually put connected only on, and now I can come in and move them separately
as you can see. Just bring it in
though because you don't want to pull
them from that part. I'm just going to
go around now and just make them a
little bit different. Just take your time with
this because you might as well just make them look
as nice as possible, so I'm just going
to make them look. Different from each
other like so. They're looking
really, really good. Now the last thing is we need to obviously put them on there and we need to also scale them up to make sure
that the right side. I'm just looking now
at the size of them. These are quite small,
these palms or this one is, what I can do is first
of all put this on. I just need to make sure that this is scaled to
my actual palm. I also want to make sure that none of these are actually going through each other,
which they're not. I also need to make
sure that they're all coming to the middle. I'm going to get rid
of this cylinder and now we can see, there's
where they're coming to. Let's grab them. Let's probably make them a little bit smaller. Let's before we do that, control A or transforms,
right click, set origin to geometry, and now we can make them
a little bit smaller. Now let's go over the top and put them into place
where they need to go. You can see that realistically, I want them fit in into here, and you can just follow the where the actual
palm is going. You can see on this one that the palm is rotated this way. If I press and x. You can see that now I can fit that in near
enough perfectly, and just to move
it a little bit, just press G like so. Now what you need to do
is grab both of these. You can see we've still got
our mirror modifier on, so we might as well apply that. We're not going to
need that anymore. Let's press control
A on this one, and we can also then grab our actual curve
and press delete. We don't need that.
Now what we can do is we can bring this one
over here like so. I don't want to
join them together yet because I'm still
going to need this one. I'm going to do now is
I'm going to press shift D. I'm going to spin it around. So A Z, spin it around, like so, and then what I'm going to do now is
fit it onto this one. The reason I'm spin
it around, of course, is because I want the
leaves to look different. I'm also going to
make this one a little bit smaller on
the leaves like so. And there we go. That
one's actually fitted in, I think, not perfect. It needs to be spun
on the Y like so, and then G free movement, and then G L so, and there we go. All right. Let's try and grab our curve. I'll actually apply our
curve modifier as well, so control A, and
there's our curve there, press delete, and there we go. That's the next one down. Let's pull this
one over, like so. And now let's bring
this one over, so shift D. Over to here, let's make here a
little bit bigger. Let's try and fit
this one into place. G, and let's spin it around. So Z. Let's see if you can get this one
going into place like so, and just slowly get it
in and there we go. Now, let's rotate it, so x this time, rotate it a little bit. G, and maybe rotate it on
the x again, bit more. And there we go. All right,
I'm happy with that one. Let's get rid. Let's apply our
curve again, so Control A. Let's get rid then of
our curve now, delete, and let's move both of
these over here like so. Double tap the e, and I'm
just looking to make sure I'm happy with those and y
they're looking pretty nice. All right. So now let's
come in and the final one, so I'm just going to press
D. I'm going to press S and just to make this one
a little bit longer like so. Then what I'm going to do
is I'm going to press G, bring it now into place. So, like so and then
r y, let's rotate it. G, and maybe maybe rotate it on the x a little bit more
so r X rotate it round, and then r and said, and then let's just put it
back in place now because I forgot to actually just rotate
it round that little bit. That looks fine. Now, let's get rid of the
curve and app curve again, Control A, delete the curve, and now we should be able
to join them together. In fact, do we join them
together or do we do that once we've actually created
our actual material. Probably better off actually creating our materials first. Let's delete this
out of the way. We're not going to
need that. Let's also hide this out the way, we're
not going to need that. I'm also going to put my sun just over here so it's
not going anyway. The thing is about the sun is as it's an infinite light sauce, it doesn't matter where
it's placed on the scene. If it's closer to something, it doesn't make it brighter
because it is a sun. It could be way over here, and it'd be exactly the same light, exactly the same shadows
as if it was close ups? You could actually
just grab it and put it way way over there, and then it might make it a
little bit easier for you. All right, so I'm happy
with that. I'm just going to hide this one
out the way as well, and then what' going to do
now I'm going to come over. Grab my palms, plus, new, and we'll call this
palm leaves like so. All right. Now, we'll be honest that I
actually went a little bit overboard with palm
leaves because I just enjoyed actually creating the
palm leaves actual texture. Let's actually replicate that now and see what
you think of it. Let's come over to shading, and let's actually on the
obviously my left hand screen, I have got exactly what I did. This one is a
fairly complex one. I'm just going to pull
this up a little bit. I'm going to press dot
and just set myself up in my cycles mode ready
to actually do this. Let's pull my
material output over here and let's
finally go over here. The first one we're
going to bring in is going to be a gradient. Shift a search and
search for gradient, gradient texture
and bring that in. Right. The next thing you
want to do is just bring in a mapping and texture. So if you grab it,
press Control T, and there you go, you
can bring those in. And what I did was, I generated it on
basically the normal. Basically whichever way it's
facing towards the light, that is where this is
going to be based on. All right, so let's
move the gradient just over here a little bit, and what we're going to
do is we're going to put this gradient on spherical. Basically, this is the gradient. We can go down and get
darker as it comes down, or it can get lighter and
darker as it comes out. That is what the vehicle does. Now I'm going to do
is we're going to alter a few of our mapping. I'm going to do is I'm going
to put the Z on not 0.3. I'm going to put the
scales now on not 0.1, not 0.4 and not 0.6 like so. Again, if once I've done this, go into your own and you
can mess around with these and you can also frame them because you have to do that now, so just go and do
that if you want to. Next of all, we're going
to bring in a color ramp, so color Ramp, drop
that in there, and I'm going to
plug the color from the gradient into the
fact of my color ramp. The position on the left
one is going to be 0.155. So just grab this 1.155. And then the position on the right one is
going to be 0.51. This one here, naught 0.541. Now, let's bring in the colors. We do want to keep it
on linear as well, I might add, so let's
bring in the colors. Again, I'm going to
grab you the color. So Control C, grab this
color where the xs, so on x, and then control V.
So it's A 79900, should be a nice yellow color, and then we'll come
to the next one now, which should be, I think, it's near enough the same. It's a little bit different, but it's just a little
bit brighter of a yellow. So I'm going to grab
this one. And again, x value, and there's
the next one. So just put that number in. Or get it as close as you
can to my actual color, so you can see it's a little
bit brighter on the yellow. All right, so the next
one we're going to bring in is a overlay. So if I come over,
I'm going to bring in an overlay to kind of
bring these all together. So I'm going to
press shift date. Remember, overlay, we
don't actually have one, so it's a mix RGV. Put it down there to overlay,
which is this one here, and then bring the color from the color ramp into the
color of the actual overlay. Now, the last one
I did on here is I brought in an RGB curves
because I wanted to control how bright or
dark I actually wanted my palms and RGB curves is the perfect way
to actually do that. So I'm going to do is I'm
going to press shift A. Just pry in RGB, and you will see one that
says RGB curves. It's just like photos In
photoshop, you have this one, which is some curves where
you can actually mess around. Just going to click on it and just pull it down a little bit. And once I've done, I'm going to show you what that
actually does. Now, let's plug the color into the color of our GP curves, and finally then
let's plug the color into our base color of our palm. You should see
something happening. You can see a very, very
sophisticated gradient on here. It's very, very subtle, and that's exactly what
I'm going for. All right. So what we'll do then
on the next lesson is, we'll actually get
this finished off. Hopefully, we should
be able to get both of the actual
materials done, and then we can
actually bring them and put them into our assets, and that's another asset
done out of the way. This one again is a little bit harder than things
we've been doing before, but you can see how
we've ramped that up the difficulty and
we'll carry on doing that. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
52. Finishing our Complex Foliage Shader: Welcome back, everyone,
to Blend three, the ultimate stylized
scene guide. Now, let's come in and
bring in a Veroni texture. If I press shift A
search and look for VOR, you'll see one that says a Veroni texture, and
just bring that in. Zoom into it a little bit, and we're just going to
change it to four D, and we're going to change
where it says F one to n sphere, di like so. Now we want to change
is just a scale. We're going to put on 3.1, and then we're going
to put the randomness. We're going to leave
that on actual one. Now, if I grab this and
press Control T again, then you're going to get
your actual mapping, and we want it again to
be based on the normal, not generated, and then I'm just going to
put that over there. Don't need to change
anything else on there. All right, so the next
thing we want to do then is we want to bring
in a math node. So if you press shift A, do a search and bring in a math, drop that in, and
you want to change the math to divide.
Put this on divide. Then what you're going
to do is you're going to plug this then into that W on our Veroni texture. All right moving across
now, not too many left. Let's grab our math node, press shift D, and
just duplicate it, and then what we'll do
with the next one is, we'll put this on to subtract. Then what I'm going
to do is now, I'm going to plug the value into the bottom value of
my divide. All right. So now we want our
noise texture in, just to give it a
tiny bit of noise. So what I'll do is I'll
press shift d again, search, and I'm looking
for noise texture. This one here, noise texture. All right. Now, let's bring in. I don't think I need
a mapping on this. I think all I'll do
is I'll just bring in a texture
coordinates instead. I'll think I'll just steal
this texture coordinates here. I'm going to press shift
D, bring it over like so. Then what I'll do is I'll just pull this
down a little bit, and I'm going to put
this time on generated, and I'll plug that into the
vector of the axle noise. I'm also going to have to
plug it into the divide. So I'm going to pull it over to the divide and drop
that in there. Let's move this
down a little bit. All right. Now,
let's join the color up to the top value
of our subtract, and then let's put
this value on one. Let's put it on one, like so. Now finally, we need to turn up the scale of our noise textures, Let's turn you up to something
like let's think a 10,000, ten, one, two, three, 10,000, something like that. Let's put the detail on zero. Let's put the roughness on one, and let's leave the
distortion on zero. Now, finally, let's use that Veroni texture
now with a color ramp. If I come over to
where my Veroni is, let's bring in a color amp. I'm going to make
a new color ramp rather than duplicate this one. I'm going to press shift
A and bring in a color. Ramp like so. I'm also going to turn
the linear to B spline. Of course, this alters how these colors actually
get mixed together. Now let's plug the radius into
the fact of my color ramp, and what I'm going to do
then is I'm going to plug the color into the
color of my overlay. My overlays over here. I'm just going to move these over
just so you can see. Let's bring the overlay here, and then what we'll
do is we'll plug the color into this
overlay like so. Now what we'll do is
we'll plug the Alpha. Into the fact of the
actual overlay like so. Now, let's come in and actually start messing
around with some of these. As you can see, now, this
is what's happening. Now we obviously need
some greens in here, so some really,
really nice greens. Let's come to the first
point and we'll put it on position, not 0.405, and we'll get the color, which is going to be a x
value of this color here, not 0.55 206, like so, and you can see already exactly
what that's doing there. All right. So now let's
come over to the next one. This one here, and it's
going to be on not 0.791. And then we're going
to have a color value of this x number, which will be this number here. Just put that number in, press
center, and there you go. Now, why have we got the curve, which is
what we was talking about? Let that load up and
you can see really, really how subtle this is. That's exactly what
we're going for. Now, this curve, as you can see, if I bring this out now, it makes it darker or it makes it lighter, really,
really easily. You can also bring it down
here, put in another one, so Control click Then
bring in another one and bring out some more of those
actual leaves like so. You can see really how easy
it is to actually do that. You can also as well change the colors to be much
brighter if you want to. You can make it more yellow. You could have add
another color in here probably. I'm thinking as well, We can also make these colors
a little bit brighter. To do that, all you would
do is you press shift date, and you bring in a gamma, gamma, bring that in,
drop that in here. Then if I turn this up now, you can see we can
really start to bring out that actual
yellow in as well. So the higher turn this up look, the more yellow we actually get. So it might be worth as well, bringing that yellow
up a little bit, just to actually bring
it in a little bit more. I think I'm really
really happy with that. I'm going to do now
is I'm going to click on each of my palms, click the down arrow
and look for palms, so palm leaves, and then come to the next
one and same thing. Palm leaves. Like so,
and then finally, this one, Palm leaves
like so. All right. Double tap the
eight. There we go. Now, we've done the palm leaves. Now we need the actual Well, this pretty similar to coconuts, but the actual trunk of
the actual palm tree. Let's come over
then to the trunk. The trunk again is a
fairly complex trunk. I wanted to actually do it so that if you had
a close up of it, if you look on the reference, you'll see that you've got
tiny not hairs, so much, but the tiny little
indentations in it, and that's what I was
actually going for. I probably overdid it
on the complexity. But let's actually
give it a try. So I'm going to do is I'm
going to come to my trunk. Plus new and we'll
call it palm trunk. There's also the
fact that I did want to make these materials more and more complicated as
we actually work along this. All right, so that's
the palm trunk. Let's come in then,
find our principle, move our material
output over here. Like so, and then what
we're going to do is I'm going to zoom into mine
on my left hand side. The first one I'm going to bring in is going to be
another gradient. So let's bring in
over here a gradient. So shift a search, gradient, and I really really
like that actual note. It's one of my favorite nodes
because it's really easy to actually gradient
things up and down it. I also use it a
lot in things like a photo shop and in
substance painter as well. It's just such a
nice actual note. All right, let's grab it. Let's press control
t and bring in a mapping and
texture coordinates. Now, I've based this
on mine on UVs, and I'm not sure if I
should base it on UVs, I think for now,
I'm just thinking, I'll leave it generated for now because we haven't
unwrapped any of these, so I don't know if I actually unwrapped them on my original, but I'm going to show you
anyway if that's the case. Let's first of all
come in though. In fact, we're going to have to leave the rotation
and everything. We're going to have a.
We're going to plug it in. We're going to plug this
in to our base color. I'm just going to look now. I I spin this round, so you can see if
I spin this round, what's actually
happening, there you go. Let's put this on 90,
also there you go. This is what's
actually happening. Let's put this on 90, like so, and then let's move this -0.8
and actually have a look. Now, let's put this on
UV and actually see. There you go. Yeah,
that's actually worked. We didn't actually have
to unwrap it and you can see now that gradient
is what I'm looking for. I actually gets lighter as it
goes up each one of these. That is what I'm
looking for, and actually that worked
out pretty fine for us. Now, let's come back.
To our gradient and actually give it some color. You can see now that we've
got the gradient in. Now what we want to do is
work on giving it color. When you make materials,
just break them down into how you actually
want them to work. The first thing you should do is maybe look at the color and then look at the noise on top of that and then look
at the ambient occlusion. And then finally maybe
look at something like adding little bumps and things like that with displacement. Let's come in to our color ramp. So I'm going to do is going
to press shift A, search, color, ramp, drop that in there. Then what I'm going to do is
now, I'm going to zoom in. I'm going to come
to my first node, this little pointer, which
is on point naught 64. Then we're going to
come to the next one. I'm going to add in another
one with control click, and this one is going
to be on 0.277, 0.277. Then finally, the last one, which is going to be on 0.836. This one here, not
0.836, like so. Now let's grab the color. So the first color on the hex. Is going to be this one here, so control v44c2, c0e, enter, and then what we'll do is the next one, so 1 second. Let me grab the
next one. Which is going to be this color here, so Control V, like so. Then finally, the last one, which will be a yellowish color, so Control C, grab this one, Control V, and there we go. You can see already now
what's actually happening. Now, the thing is
on my actual palms, I think I didn't actually
change the roughness. Let's come over actually
and fix that while on it. Let's bring the roughness just down a little bit because they have got a
bit shine to them, but not that actually much, so I can see it shining off here, so I just
want to fix that. Now, let's come
back to the palms, and what I'm going to do now is, I'm going to actually bring up the roughness
a little bit. So let's come over
to my roughness. And I'm going to put it on
0.7 for something like that. You can see it's looking
better already. All right. Now let's go back and what
we're going to do is again, we'll bring in an RGB curves to give us some control over this. Let's press shift A. Let's bring in RGB
curves like so, and let's drop that in there. Let's put a pointer in
there and there we go. So that's that bit done. Of course, now we need
an overlay for this. Let's press shift A, mix RGB. You can see most of
the time most of these actual materials are
made up exactly the same way. Mix RGB and we need it
onto overlay like so. Okay, now, We've done that. Let's now focus on our
ambient occlusion. So let's come out, and
let's come over here, and what we'll do
is, we'll bring in, first of all a ambient oclusion. So I'm just going
to press shift day search ambient
occlusion like so. And now what I'm
going to do is on the next lesson is start building up that
ambient occlusion, just to give this some
darkness down each of these. I thought it was important
on this tree trunk to make parts of it darker and
lighter 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.
53. Working With Bump & Displacement: Welcome back everyone
to Blender three, the ultimate stylized s guide, and this is where we left off. Now, let's come in and do something with this
ambient occlusion. First of all, I'm going to
bring in geometry node. Just tell Blender where to
put my ambient occlusion. Let's press shift A, go on
to geometry, Geometry node, and let's put it on random per island and drop this into
your actual distance. All right. Let's move in on
and we need to obviously give it a color or there
won't be anything there. Shift A, color ram. Like so. Let's drop that in,
and we'll basically plug the color then into
the fact of my color ram. Now let's plug the AO,
so that didn't work. Let's plug it in. There we go. Now let's plug the AO into the fact of
the actual overlay. Finally, then let's
plug the color from the color ram into
our actual overlay. Then you'll see something
actually happen. Now, if I zoom into here, and I turn this up, you can
see that it gets darker. I bring it down very slowly. Let's zoom in very slowly. You can see the more
I bring this up, the darker it gets
in between there. It is very, very subtle, but still we're actually
getting some darkness in there. That's basically what
I actually wanted to achieve with this
ambient inclusion, just to give it a little bit of darkness going down there. The next thing I want to do is I actually wanted to give
this a little bit of displacement to show
you how displacement works just in case you
actually want to use it. Let's actually crack
on with that now. The first one I'm
going to bring in is I'm going to bring
in a wave texture. Five press shift A come in
to wave and wave texture. Drop that in there.
Let's zoom in a little bit and just make sure some of these are correct. So I don't want it on x. I actually want it on the Z axis, so let's put it on the Z axis. Let so we'll keep
it on sine for now. We'll put the scale.
We'll leave that on five. We'll put the distortion on
14.7, something like that. We'll put the detail on 2.7, and we'll put the
detail scale on 224. And then we'll leave
the detail roughness at no 0.5 and leave
this at zero. Let's press Control
T and bring in a mapping and a
texture coordinate. We're going to leave
it actually generated, and then what we'll bring
in is a color ramp. Shift a search, color ramp. Like so, drop that in there, and let's plug from the actual wave texture into the fac of the
actual color ram. Now finally, to plug
this into here, we can't directly plug this
in to our displacement. We actually need a
displacement node. So if you come to
displacement, like so, drop that in there
and then bring the color from the color ram to the normal of
the displacement, and now plug this
displacement in there. And nothing happens. And
the reason nothing happens is because we have a sf to come over to the
right hand side, so this is where the
actual material is. Come down, and you'll see one under settings where
it says displacement, turn that to
displacement and bump. And now turn my high
top to no 0.17 h, and then turn this up now, you'll see that we start to get something
actually happening. So you can see now that what
I want to do is just crease out these edges a little bit
on this actual tree trunk, just to make it look
a little bit more realistic based on
an actual palm tree. So if you come to this side now, you can see we've got some little folds and
things like that. And it's just a really,
really easy technique to use. Now, as I say, you
can bring this down if you don't actually
want them like this, so you can turn them down
with your actual height. So if you bring your
height down to zero, you can see that's
exactly what we've done. So you can bring
them up very, very slightly just to bend them out. So something like
that, for instance, I'm going to set mine on
0.17. I think that's enough. You can also see that if we bring this down, we
can increase that, bring it right up if we want to, or just put it in the middle somewhere and just
have a little bit of it. All right, I'm happy with that. And you can see
now how that looks when we look back from here. Because again, remember
that these are little tiny details
within our actual scene, so it will stand out
a little bit and just make it look a little
bit more realistic. All right, that is basically the actual palm actually done. All we need to do now is
come over to modeling, and need to put it onto
material. Press the tab button. Let everything load
up because we've got a few more things in the scene
now to actually load up, and then what we
want to do now is actually put this on palm. Palm Palm trunk. Let's
do the same for this, and then we'll just check
to see what they look like. Palm trunk, and then
finally this one, palm trunk, like so. Now let's join all of
these up, so Control J. Let's join this
one with this one. And this one with
this one, Control J. Then what we'll do is we'll
grab them all, Control A, all transforms, right click, set origin to geometry. Now, fine, let's double
tap the A and bring in our reference and our floor and things that
double tap the eight, and let's put it on cycles. Let's just have a quick look, make sure that we're
actually happy with them. You can see now that this is probably a little bit too much. So that's something
that I thought actually would happen
when we joined them up. All we need to do now
is go back to shading, go back to your palms, make
sure you're on your palm, palm chunk and then
just turn down this ether this darkness here, so turn that down just so we've
got nowhere near as much. I'm just going to
I'm going to turn it up a little bit
like so and then what I'm going to do
now is put this down to point not one, something like that,
or point not five. Yeah, something like that,
I think actually is fine. Let me just have a
look around this side. Yeah, something
like that. N 0.5. Maybe that's even
too high on there. What I'm going to do is
to actually fix that. I'm going to bring
in a multiplier. Let's press shift
date search, mix RGB. Let's drop that in there, and then we'll turn
this to where is it multiply M multiply
something like that. Then let's turn
this down and also turn this down to
0.5. Turn that down. And now we should have
some control over how this actually goes
something like that. Let's have let load
up and there we go. We can see that's
looking much much better like so. All right. So we can see now that if we actually come in
and we unplug this, this is what it was before. This is what it was now, and that's what the actual
displacement is doing. And you can also see
that can bring down the actual scale all the
way down and bring it up a tiny bit just to give you a little bit of
variations on there, and now you can see how it's
making it kind of wobbly, and that's exactly what
we're looking for. All right, so that's
that done now. So what we need to do now is we need to come
back to modeling. Let's name our palm, so you can see now they're
looking pretty nice. So what we'll do is we'll
come to this palm first. And then what I'll
do is, I'll come and I'll call it palm. Tree, one, like so, and then I'll come
to the next one. Palm Tree two, and
then this one, and then palm tree three. And then finally, the last
one, which is this one. Palm Tree four. All right. So now let's go on
final our palms. I I press dot they should all be together,
which they are. So now I can simply right
click and mark each as asset. So let's put it on
materials, well, because it's making
it very, very hard to actually see what I'm doing. So, and then we'll come to the palm leaves,
mark as asset, palm trunk, markers asset, come to our assets, and now
let's put for unassigned. So we'll grab all four of these, put them into our asset, grab these two, put them
into our materials, and there we go. All right, so this is everything we've built so far.
Let's go to file. Let's save it out, and
now let's just move our palms over to
the other side. Of course, these palms are
great if you want to use them in any of
your other scenes, and probably maybe work
a little bit more. It going to have one last look on my actual lighting on here. Yeah, Okay. Now they look much better. A,
I'm happy with those. Let's double tap the
A. Yeah, there we go. I just think those
little bumpiness really really adds to
the actual feel of them. All right, let's put it
onto material again. And then what we'll do
on the next lesson is, we'll move on to something like our balconies now
because this has been a bit of a long one
just done palm tree. So we'll probably move
on to our balconies and see if we can
actually get those done. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
54. Creating the Complex Corner Balcony: Welcome back everyone
to Blender three, the ultimate stylized scene guide and this is
where we left it off. Let's go back to modeling, and then what we'll
do is first of all, I'll just make sure that
I've actually got just this. I'm just going to press state, see if I bring anything back. It looks like I've just
got this reference in a moment, so I use that one. Let's open it up, what
I'm going to do now is, I think I'm going
to work my way down the actual balconies because we actually only got a few
of these left to do. You can see we've
got this balcony. We're looking at the
small hotel balconies, so there's this one. Is this one, so that's
three balconies so far. I'm just working my way down, and it looks like that's
all we've got left. We're actually really
getting down them now, and we're really coming
to the difficult part, so we might as well get
those balconies out the way. Then once we've
done that, we can actually move on to
the harder things. But you can see here we've
got most of them done. Let's first of all, bring in this corner balcony, like so. Then what I'll do
is I'll press one. Again, we'll scale this
up just to make sure it's the right size or I'll
manage the right size. We don't want to be
in a giant look, so let's bring him
over, bring him down. Like so and then bring it
over to the left hand side. All right. I'm
hoping, by the way, that you guys find these actual
references really useful. Before we used to do it where we just used to work off, Hey, build this, make it this size, or roughly around this size. But now I'm pointing
these references in. I'm hoping that you
like this way that we're going with this rather
than just winging it. So let me know in the
comments if you do, or send me an e mail or
something like that. Let me know what it can be
improved and things like that. All right what we'll do is
we'll press shift eight. We'll bring first of all, actually, I'll
shift right click. I'll drop my actual
curse it into there, I'll press shift day and
then I'm going to bring in, I think we'll bring
in a cube like so. Then what we'll do is
we'll press S and just get this cube to be round
about the right side. What I'm going to do is I'm
going to pull it over here. I'm looking at my
man, here's my man. This is the height of
this at the moment. Is that a little bit too high? Remember it's going
to be stood up probably on top of this,
something like that. I think if I move that over, that is the perfect height. I think I'm happy with that. I'm going to make it probably a little bit thinner,
something like that. Then what I'm going
to do now is, I really need to bring it out all of it at the same scale. I'm going to move
it into the middle, and the reason I need to do
that is because of course, I need this corner bit doing. If I press S and
bring it out like so, and then I can press
S and's and bring it back to the size that
I actually want it, which is rounda there,
something like that. Now what I can do
because I've actually done that is I've got a much better idea of how this corner actually works because this is basically where the
corner is from, and then I can actually
build around that corner. That's why I've
actually done this. At the moment, I can
get rid of this, this back piece,
this back piece. One thing I'm going to
check though before, I just want to make
sure that if I press S and bring it in, that have not gone too far out, which I have. So
you can see here. I'm a little bit too far out. I'm going to bring it
back because I could see with this corner that
it didn't quite look right. Sens bring it up. There we go. Now, if I put my guy in here, you can see that he's
going to be stud on there. Let's get rid of some of these now just to make it a
little bit easier for us. I'm going to basically get
rid of all of these and this. I'm going to press
delete and faces, and you should be left
with something like that, and now you've got
a good idea of where this actual
corner is going to be. Now what we need to do is we should actually solidify this and then put a actual
flow onto this. Now, when I actually
created this initially, I probably created
it all in one go. So you can see that it probably is a square actually
going there, and I was thinking of
doing that on this one, but I'm thinking I need
a floor on this still. Do I put my floor in after? Sometimes these things are just some of the complexities of working
with things like this. I think what I'll do is
before, I'll press control, left click and
bring in my floor, something like that so the
guy can actually stand on it, and then what we'll do is now, we'll actually solidify it. If I press tab, And then what I'm going
to do is control, all transforms, right click. Set origin to geometry,
and let's come over, and what we'll do is we'll
add in a modifier, solidify, modifier, and I'm going
to bring it out then, so not that way,
bring it maybe in, or do we want to bring it out? I'm thinking if I bring it in, it's probably going to
be better actually, so I'm going to bring it in. I'm going to put
even thickness on, and then I'll bring
it back a little bit and make it the
right thickness. So something like that
looks about right to me. All right, so let's
actually apply that. So if I press control late, let's apply that, and now we can actually
put our floor in. So if I come in, Grab
the bottom of here, bottom of here,
press the F button, grab the bottom of here, bottom of here, press the F button, and now let's actually
create our actual floor, so F, and there we go. This now should be
able to be used to create our door as well,
which is this door here. Now, let's actually think about
that door. Let's come in. I'll grab this part
here, press shift S, cursor to selected, and
then what I'm going to do is I'll probably
actually bring in a plane. Or I could use this
part here to create Create my actual door. Yeah, I think actually I'm
going to do it from there. What I'll do is I'll
grab the bottom of here. I'm going to press one, and
then I'm going to do is, I'm going to press E and Z just to make sure it's following that along
and there we go. We can pull that up into place, and now we know it's exactly the right angle
that I actually need. There you go. You can see
that's where it looks like. Now I'm going to do is, I'm
going to separate this. I'm going to grab this,
I'm going to press y, and then it's going to be
separated when I press G, you can see it moving along. Let me just take
that off press G, and there we go
it's separated out. Now what I want to do is
I want to shrink this. On this actual angle here. What I want to do is I want
to put it on normal like so, and then I want
to press S and y, and now you can see I
can actually shrink it in to the size that
I actually want it, which is probably going to be
something around this size. You need to be able
to walk through it. Obviously, as well,
I need to pull up the bottom of this
because at the moment, as you can see, it's touching the floor and I don't
really want that, just pull it up
very, very slightly. We're really getting
somewhere with this. Now, let's press control. Left click, right click, just to put it bang in the middle, and then what we want to
do is you want to come in. Grab both of these, press the
eye button, bring them in, press I again if
they're not coming in properly and bring them in to make your actual
windows. All right. There we go. Now, let's do exactly what we've done
all the way through. Let's press E, pull it out, like so to get that frame. Then what we're going
to do now is we're going to bring these back. I'm going to press
E, pull them back, like so, come round the
back, delete these. Grab one face, edge select, shift click, right click,
bridge edge loops. Same thing again,
grab this face. Shift click, right click
bridge edge loops. Now let's bring in the
face so I'm going to grab. You can grab the sides as
well, you can do it that way. F, and then let's do
the same one on here. F. Now let's come round
to the front bring this one out a little
bit like so and bring this one back a little bit, like so, and there we go. Hey, presto. That's
really, really nice. Now, on the actual balcony, we can see this should be
coming into the wall here, and this one should be
coming into the wall here. That's what I'm hoping anyway. M building comes straight down here and then
these should be going. I'm not sure actually on this if they actually turn around the corner and
they going in here. I'm not actually
sure about that. We could make them like that, so they've actually got two bends around and
then they're going into the wall like
that because it might be a little
bit further out, as you can see, or they can go directly into the wall
on each of these. Either way, we can
actually create that by using this and
bringing this then out. But I don't think I'm going
to do that actually, I think, what we'll do is instead, we'll just pump going directly into wall and put it
on a corner piece. Let's actually make a building just to see how it's
actually going to go. We're going to do is
going to press shift a cube. Let's make it bigger. If a press seven, let's
pull it out like so, and let's then pull it
back and just bend this. Let's level this off and
then make it bigger. I'm going to come in, level
this off, so control B. Control B, there we
go, level it off. Now let's make it, much bigger. S S in object mode, like so. There we go that actually how it's actually going to work. Which actually I don't think
I'm actually happy with. So what I'm going to do is
I'm going to delete that out the way and then I'm going to actually fix these parts now. Let's come in. Let's put it in object motor we can really
really see what we're doing. Now what we want to do is want
to bring this out and then bring it in and the same for this one. So we're
going to do that. Let's come over,
and then what we'll do is we'll grab this one, and yeah, we'll have
to do them separate, so I'll grab this one
and bring it out. I'm going to press E, pull it out to the size
that I want it. So probably something
that scale, and then you can see this is
where we bring it out to. Control C, enter, and then we'll do the
same thing on this one. So I'm going to grab
it, bring it out, E. And then what you'll do is you'll come where this is
and just press control V, enter, and now you've gone
exactly the same size. Now you want to do is
you want to bring them in to where the actual
wall is going to go. Now because we're not sure
where the wall's going to go, let's always err on caution. So if I pull this out so far, and then I'll pull
it out this far. Like so. Now I want to do is I actually want to create this floor in between
two of those. And you can see how
easy it actually is for us to actually do that.
So that's no problem. So I I grab both of these, press the F button, and then come and grab it here as well. Press the F button, like so, and now let's actually join
these two together as well. All right. That's
looking pretty nice. If I press tab now, we can see
that's what it looks like. We should have enough
room now to make that, and if we do need to, we can pull these
out further as well. We've got a door in where
we want it roughly. When we come to put
this in place then, it's very, very
adaptable, for instance. You can see that
this is a little bit out because this one's pulled
further than this one. But as I say, they're really adaptable because
we can pull that back in place really easily. Let's put this back on global, and then what we'll do then
on the next lesson is, we'll actually create
this actual blue bar here. I'm not actually sure. Let's actually have a L S
if we've already got one. Yeah, we have. We've
got this blue bar here. The one that we haven't
got is the small hotel, so we haven't got the
kind of sleep look, which will build out on the next balcony,
I think that is. All right, everyone,
so let's save it out, and I'll actually see here on
the next one. Thanks a lot. Bye bye.
55. Working with Pivot Points: Welcome back, everyone
to Blend the three, the ultimate stylized scene guide and this is
where we left it off. Let's work now on
these parts here. I'm just wondering if I could
just steal part of this. I think I can, I
think what I'll do is because I know that these
are the right size. I'm also going to
steal these as well, and I'm also going to
steal these parts as well. Basically I going to
steal the whole thing. Let's grab these. Then what I'll do
is I press sift, move it over here, P, selection, split it off, con transform, T clicks Origin geometry,
and let's bring it over. I think I can actually use
that. For what I need. I'm going to put on
object mode so I can see, press, going to wire frame, and yes, here it is over here. Let's get these into place. I'm going to put it
right around the center, so the center is a little bit over as you can see,
something like that. Then hopefully, I'm hoping that I can come in and actually grab all of these with old shift and click.
Can I grab them all? No, I don't think
I can so instead, I'm going to press C like so, and then I'm going to press
C and grab all those. Now I should be able
to move this over like so into place. All right. That's looking pretty good, except I need another bend
on this one going over here. So Let's think how we're actually going to do
that because it's not so easy as just spinning this around or
something like that. I think what I'm Basic
going to have to do is create another one of these. If I grab, let's
think about this. Can I grab all of these? I'm going to press
C on this one. I'm going to grab all
of this on this one. Then what I'm going to do is
I'm going to press shift D, like so, did I split
that? Yes, I did. Now, basically want it to
spin from this corner. Because if I spin this
round, if I press our Z, is it going to spin from
that corner perfectly well. That's the problem I've got. I really need to
spin from there. You can see, the
other thing is I've actually duplicated
those as well. Let's actually do this again. What we're going to
do is we're going to actually split these off first. I'm going to press Zed,
go into a solid mode, and then what I'm going to do is I'm going to split these off, so I'm going to press
L and L. Actually, I'll just come in
with edge select because I can see there's
actually a top on those, L, L, and then hide
them out the way. Like so. Now I'll do is I'll come to this center point here. Basically, I think I
can move it from here. You can see that it's
not quite centered. What I'm going to do is grab all of these because we've
leveled it off as well. Press the dot bone, I
can come underneath it, and then shift and click. Then what I'm going to do is
shift S, cursor to select. I'm hoping that's going
to be in the center. Now what I'm going to
do is I'm going to come in over the top,
press the Zed button, going to wi frame, press tab, and hopefully now, if I'm
going to face select, I should be able to
grab all of this. C to grab it all, C, to grab it all and C to
grab all those as well. And then what I'm going to do
is I'm going to press sift. Press my little V on the
next to the question, Mark, three D cursor, and then Z 90, and now I shall be able to
turn that exactly correctly, which is actually
what it's done. Now I shall be able to move this if I press a
little v again. Not that one, that little V. Individual origins, move
this then up into place, which is the halfway point here, and now I shall be able to join these together
quite easily. Let's see if that's works. I'm going to go into solid. I'm going to press
the tab button and I'm going to
move this up now, move it up into place. Stick it on top of there. You see I've got
to move this one out as well. That
one's no problem. You can see that this one
is near enough in the wall, so that's actually pretty good, and you can see where I've
got to get rid of this one. I'm going to come
to this one first, so L delete rts, and now let's actually
join these together. So Alt Shift and click, l shift click, and then right
click bridge edge loops. Now what we can do is we can
actually get rid of these. Alt shift and click,
l shift click, delete and dissolve edges
like so. All right. Let's have a look though and make sure that's
actually correct. Yeah, and that actually
looks really, really good. Now, let's come and
move this one over. If I grab this, again, we'll go over the top, we'll
press to go into wireframe. We'll put it on face elect, and then we'll click on one, press C, and just grab those, grab all of those, and
then let's pull it over like so into the halfway point. Now finally, let's grab all of this. I'm
going to press C. Grabbing all of that,
I'm going to pull it over then into the
place into the wall, basically, and then I'm going to grab the edge of
here, hopefully. Shift and click. Seven again, pull it over into the wall. Make sure this one's
into the wall. I'll actually put it back
a little bit, shift click. You can see moving there a bit wrong, and when to do that, I need to move it on that
red and there we go. The last thing, now oltge, bring back these two, and now I need to place these
in the correct place. Now, we can as well do
this easy because again, we can move it from this part and basically bend
it over that side. Let's first of all, see if
they're in the right place. If we go to Z, solid, and now what we need
to do is just look, are we happy with the way
that these things are placed? I don't think so because
I think I need to move one over here
to the center, we move it to more
of the center, making sure that I'm happy. With how it stuck out.
Maybe it stuck out, actually, that looks
fine actually. That one's there,
that one's there. Let's press one and
just have a look. I'm just looking where this is. I I I think I need to move just these
two over just a little bit. You can see the distance here
from this one to this one. If I move these over, more level like that, I
think that's fine. Now let's grab these And
then what we'll do is again, we'll put our cursor two here. The little sideways
V, three D cursor, then what we'll do is
we'll press shift D, and then R Z and we should be able to spin
them round that way. R z -90, z -90, like so, and they should
be in the correct place, except this one, of course. I can also see as well that I need to, I think fill that in. They're round about
the right place. T's actually let's have a look. Are they in the right place,
though. Just look in. It's just this corner one
that I need to deal with. Let's bring the corner one back. L little sideways V, individual origins,
pull it back. Now let's fill this part in, so I'm going to grab all of
this and press tf like so and just fill that in so then what I'll also
do is space select, right click and tries to quod That's filled
in correctly now. Now I'm thinking, do I need one along here? In a long here. I actually don't
think so I think this is enough on these corners. Yeah, I think that's
absolutely fine now. All right. Finally,
we got there. That was a bit of
a long winded one. It's quite a hard actual
thing to build this. Now what we need to
do is we need to grab the materials from this
one and put it on this one. Let's first of all, join
this all together though. If I shift click all of this, press G, just to
make sure I grow it, press Control J, Then finally, I'm actually not
going to do that. I'm actually first of
all going to come to these and I need to
actually level them off. Control all transforms right, click the origins
geometry, add modify it, bring in a bevel and bring
that bevel all the way down to point note three, point not three, point n three, 0.3, se maybe that's too much. Let's try not point note five, and I'm just going to
actually have a look. How much have leveled these off. If I've leveled them off. Yes, I have. Very little subtle. I think it's not point.
Yeah, that I'll actually do. No point no five looks
absolutely fine. All right. Let's apply that. Let's join it then to this. Control J. Let's
press Control A, all transforms right
clicks a origin geometry, and let's shades move and make sure Auto smooth
is on, which it is. Finally, now let's grab this one and grab this one
and press Control L, and what you're going
to do is you're going to link materials. Let's now put it
back onto materials, and now we should have all
of our materials on here. If I come to materials, we can see we've got our
materials on here. Let's first of all,
grab all of this. I'm going to press L on this, put it on building,
so click a sign. Then I'm going to
grab all of this, put it on frames, click a sign, grab both my windows. Blue glass, click a sign. There we go as simple as
that to actually do that. Now, we need to I don't
know why that's over there. I think it's because I've
gotten both grabs still. Let's just grab this
one, and there we go. This is the corner balcony. Let's press the dot button and
we'll call it large hotel, and we'll just move over to
here and call it corner. Balcony, like so, and then I can right click and markers asset. And then I can bring
that into my assets. So let's have a look unassigned. Let's put that into balcony, and I'm hoping that
moves it into the asset. So Corner, there it is. Corner balcony, and it's
also in my actual balcony. All right, really, really good. Now, let's move this over to where we need it,
which is over here. And then what we'll
do is we'll come in to our actual reference.
We'll go to modeling. I'll press dot to Zoom in, and now let's look
which one we've actually got left to
do. So let's come in. Grab our next one. So we've
done the large hotel. We've done all these,
we've done this one here. We've done the corner
one. So the next one we're on to is this one here, which is the small
hotel balcony, and we can see it because it's got that kind of
sleet look on there. But double click on
it. There you go. You can see it's square, looks a bit more modern. All right, everyone. So that's
the one we're doing next, and I'll see on the next
one. Thanks a lot. Bye bye.
56. The Importance of a Fast Workflow: Welcome back everyone
to blend of three, the ultimate Silzed scene g, and this is where we left off. Let's now make sure, first
of all, as we always do, let's just make sure our actual reference
is the right size, and I think it's a little
bit small at the moment. Let's bring him down
to be the right size. Something like that
looks absolutely fine. Now let's press Shift S, cursor to selected, Shift
A, and let's bring in. I'm thinking probably
on this one, maybe bring in a cube and then solidify it,
something like that. I think we'll do it pretty much the same way as what
we've been doing. Let's bring in a cube.
Let's bring it up. Let's make it smaller. So Let's zoom in a little bit. So let's pull it out now. S and x, pull it
out, pull it over. We've done so many of these
now that we should be pretty much really know what we're doing with these.
Let's spit it round. Is 90, and we can see here now that it needs to
be a lot thicker, so I'm just going to
pull it down to there just to get my actual
thickness out. I'm going to pull it probably to something round there, and
then I'm going to pull it out. I'm going to check it anyway, so if I pull it out to
something like here, and then let's bring
it back up now, bring it back up, spin it round, then let's see how
big our guy is. Oz 90, and let's bring our man. Or bring it out, even. It's probably going to be
better. Let's bring it out. Let's press one
again, line it up. So I've got an idea
of the gap there. And now let's bring our guy on. We can see if we pull him up, it's going to be
stood on there with the actual balcony
on top of there. Is that going to be okay? A thing that's
going to be again, probably probably
somewhere around there would say he's probably
looking a little bit bare. You can see our guy
stood on there like so. Now let's come in, and
what we'll do is we'll actually bring in an
edge loop, so control, bring it down to just
under his feet like so, and then we can
actually come in now, and we can get rid of I think, pretty much delete faces. And actually, yeah, I need to come in and I don't
know why it did that. I think it said only faces. So delete faces. There we go. That's bed. Now delete this,
delete faces like so. All right. Now I can
bring this in and then I can put my actual floor and
that'll be a bit easier. So if I press control late transforms clicks
origin to geometry, and let's bring in our modifier, solidify, and let's
put even thickness on, bring it in, so Making
sure it's thick enough, that looks absolutely fine. Control A, and now let's
bring in our floor. So I can grab both of these
actually right click, and you've got one that
says bridge faces, and we can do it
that way as well. All right, pretty
much simple stuff. Now, let's think about our
sleekness of our hotel, it's a little bit
different this one. So we're just going to make
basically a square cube. I'm going to grab the bottom of here I've already go grab, so I can press shift S.
Sa selected tab shift A, bring in my cube, bring it up. Make it roughly the right side
to where it's going to be. Something like that,
bring it down, and then let's pull it
out now to the side, so S and X. L et's
pull it out to here. Let's press Shift S now. Curses selected, Shift A, and let's bring in another cube. Let's press the S but. Now, when I actually
bring this over, I'm just going to bring
it over with tab, so I'm going to press A, just to make sure
I've grabbed it all, bring it over to the other side, then put it in the corner. And then what I'm
going to do is now add modifier and bring in a mirror. You can see how that really
makes it really, really fast. Let's drag both of
these now over. Let's go over the top.
Let's press, go to y frame. And put those in place. You can see now they're probably a little bit
too big as we can see, in fact, the way too big,
so let's make them smaller. Let's pull them out, so
they more in the middle, and now you can see they
look much much better. Let's now grab this one. Then what I'm going to do is
going to press tab again, pull it out to this
center now, like so. Then what I'll do is I'll
grab this one and then just press SN x and pull it
out into place like so. Simple as that. Now come
back to these square ones, press the tab button, press shift D, and
then pull it out. In like so. I'm thinking as
it's in the wall. Maybe, yeah, we'll just put
it in the wall like that. I think that should
be absolutely fine. Now, let's grab this one. And then what we'll do is
we'll press shifty like so. I'm going to bring it then
to the center of here, rotate it, so z 90, and then just put it
into place like so, S and y, make it a
little bit thinner, inter place, S and y. In place like so. All right. Now, I'm not sure
whether this is perfectly in the center of here. What I'll do is, I'll grab this and I'll join it
to my square pt. I'll want to grab this, and I want to grab my square part, which is this, press Control J, and that's going to put one over the other side,
which is what one. Then what I can do is I can grab this little cube here, press L, Shift S, to selected, grab my big bit now, Shift S, selections,
curse to keep offset, and now that I know that's
perfectly in the center, and now I'm going to do is I'm just going to pull
it over like so. Z, let's go into solid, and there you go. That's
absolutely perfect. Now what we need is we need some little bars that are
going to come down from here. Again, we might as
well make them square. We'll put it straight
in the middle of here. So Shift S, curse to selected, let's press shift
A, bring in a cube. Make the cube much
much smaller like so, and let's bring it down and
put it into place like so. Let's press S and Z, just make it a
little bit thicker. And now I'm just
looking underneath how much I've actually
got that side. I'm going to pull
it in a little bit with S and y like so. And then what I'm
going to do is, I'm going to pull
this to this side, so it goes under this piece, like so, and then join it
to this piece, Control J. Then what's going
happen, of course, is going to put one
over there as well. Now, let's grab just this pot. Let's press shift D, bring it over like so, and
there's that bit, and then let's come to this bit, and what we'll do is we'll put probably one just under here, just to give it some strength. So L, can I get away with that? I'll have look, so shift D, bring it over and you can see that it's not really
going to work like that. Maybe we have to put it
slightly into the wall, like so, it looks like it's being supported
maybe like that. Or we can actually pull it over and just make it
a little bit thinner. S and x, make it a
little bit thinner. I think actually that's
probably going to look better than the way we're
going to do it in that wall. So
that's that bit. Now, let's again bring
in our actual door. What I'm going to do is I'm
going to press shift A, and we'll start with a plane. We'll spin it
around so our X 90. I'll bring it down to the floor. First of all, I'm going
to look where it is in relation to the floor because the jaws want it above there, so you can see it's in there, slightly above and
now let's press one. The height actually, I think I'm actually
happy with the height. I know this is bang
in the center and wondering if the doors a little bit too big. I think it is. Let's squish it in on the SN x, jaws a little bit. Now
let's make our doors. Let's press control off. Left click, right click. Let's come in, grab
both these faces, press, bring them in, like so. Let's grab them all then
with L, E, pull them out. And now let's finally
pull these back. Grab them both, E, just the
same as what we've done many, many times before now. Delete these faces.
Now let's come in, grab the face, grab the edge, right click, bridge edge loops. You can see really
how quick this is. Right click bridge edge loops, F and F, and then face late, grab this face, pull
it out, pull this one. Actually, think. I think that's probably about
right anyway, have a look. Maybe pull this one out a
little bit more like so. That looks absolutely perfect. Now, we just need to give it some materials and this
part here will have look, even get away with
the frames, probably going to be able to get
away with the frames. I'm just looking actually, this is the one we've
already created. We could. Let's have a look
at what this material is. We'll just go in and
it is on the frame, so we might as well
use the actual frame. I'm just thinking, Well, I do need the building material
and I do need the frame. What I'll do is I'll
probably just grab I'll actually join it all
together first and actually bevel it off.
That'll be the quickest way. If I grab this, this press G, just to make sure
I press Control J, press control ale transforms,
and now join it to this. I should have grabbed
this as well. So Control J control
yl transforms, right click origin to
geometry, and there we go. That should be good enough now. Now let's come over and
bring in a modifier and bring in a bevel
and put it on Not 0.5, so press Control A, and that's that done. You can see really really how fast we're moving along now. Now if I grab this one
and grab this one, press Control L, all materials,
and now back to this one. Let's put it on materials, so we can actually see
what we're actually doing. And now let's start
adding materials. We need a building,
so that's good. Now then frames, let's bring in, we can see that we did have a little bit of a
problem in that. I applied my mirror to this one, and that's
not the best thing. What I need to do now is, I need to come in and
just make sure that I've actually fix this mistake
that I've actually done. Sometimes that happens,
that's the way it is. What I'm going to
do is, I'm going to press control, actually, move this across a little bit, and then what I'll do is
now, I'll delete this one. A shift and click, delete faces, get the one out of the
way and then grab this. You will do this
a lot, actually. It does happen a lot. Now let's grab all of this, and then what we'll do is, we'll just fix this
error that we've done. I've grabbed all of that, I'm
going to press P selection, tab, control, all transforms, right clip, set origins, three D cursor, mirror, Modifier, and there we go, and now let's put clipping on, and basically what we're going to do now is join all this. If I grab this ult
shifting click, bring it over, join
them together, just make sure they're
joined, they should be. Tab, Control A, join it all together and then
basically get rid of this. I'm just going to make
sure clicking on that. Ult shifting click, Delete, dissolve edges, and there we go. Now we actually back. All right. So now I can join it all
together again. Like so. And then what I can do is on the next lesson now because we're running
a little bit over. We'll actually get
these materials on. But you can see, as well,
if you make a mistake, you should be able to fix
it really, really easily, especially if something like the mirror and things like that. All right, everyone.
So I hope you enjoyed that, and I'll
see you in the next one. Thanks a lot. Bye bye.
57. Intelligent Mesh creation Full Squares: Welcome back everyone
to Blend the three, the ultimate stylize scene and this is where
we left it off. All right. Let's come to
our actual materials now. And then what we'll do is we'll grab this one, this
one, this one. I'm basically going to grab
all of the no that one. All of these coming
round to here, no that one. Let's come in. What we're going to do
is we're going to give these all frames, so a sign, and then I'll come
to my windows, and a sign blue glass. There we go. Now I need to just make sure that
this is in the center, which is not transforms right
plex origin to geometry. There we go. That's
that one done. This one what was it called? This one is called
for pull it up, Smalltel balcony square double. Not sure why it's called double, but anyway, we'll call it that. I'm going to put this. I'll
put it to the side actually. So, and there we go
small hotel balcony. What did it say double
something like that. All right. There we go. Let's press dot, right click, and marks asset. Again, let's go to our assets
and look for unassigned, this one here in balconies, and there we go. All right. Now, let's have a look. I think we've got one
more balcony left. Let's go back to
model in press dot. Let's come to our reference, open it up, and
let's have a look. We've gone this balcony, we've done, which
one did we just do? We did this one here. Now we've just got
this one here. Just this balcony
here left to do. I think that's Just going along, yes, that looks like
the last balcony. This one is a corner one.
This one actually is probably the trickiest
balcony to actually do. But I think by now we've
left this one to last, so it should be relatively easy for what we're
doing at this stage. You can also see
that we do need to bevel it on this
little part here, so it's already beveled and just slots onto the
side of a building. Let's double click
it and let's bring it in and let's now
make a start in it. If we press one,
we've got to think about actually how
we're going to do this. It's a little bit harder
than the other one. I think first of all, I'm going to get the scaling correct. We can see our guy, Well, let's actually make the scaling correct first because
you can see that's probably a little bit
too big or it was, let's bring it into place
now, something like that. All right. So now we've
got a scaling right now. Let's put this up to
where I needed to go, something like that, and let's now think about
bringing in our block. If you bring in a cube, you can see that this outcrop is roughly this big So Let's first of all,
get the height right. I'm going to pull him up to where I want the actual height, and it needs to be a fair bit
higher than our little man. I'm going to bring him
here, and then I'm going to you can stand on the
actual ground there. Grab the top and let's just
pull it up. Like that. Something like that, I
think is absolutely fine. Let's press one again now, and let's bring it
over to this side. Now what I've got to think about now is there's going
to be a door in here, and then there's going
to be a bit where you should be able to walk and
sit and things like that. I'm thinking that this actually is perfect
sizing at the moment. That's actually fine.
Now we need to think about is we need to think about this bit coming over here. I'm thinking that probably come in, and I'll
put the floor on. Controller left click and let's put the floor
on that thickness. Then I need to think
about the thickness of this wall coming out here. I'm going to press control and go this way with it, like so. Of course, it doesn't
go all the way up, so I need to think now, where is it going to go up to
and it's probably going to go up to roundab
waist as normal, so Control, maybe
a little bit down. Something like that, I
think is absolutely fine. Now we've got to pull this out, and then we need to
make a corner on there. Let's see if we can do that now. First of all, I'm
going to grab this. I'm going to pull it out with E Then what I'm going to do is, I'm just going to
turn this around now. So I'll dead 90, spin it round, press one, and then we should
be able to get an idea of the actual size. I can see it comes from here. Maybe maybe if you
put him on there, you can see how far
he's got to walk down. I think, actually,
that's absolutely fine. Now what we need to do is we
need to actually figure out a way to join this up
to this wall here, which isn't so easy as
you actually think, because the problem is, if you try and join
these corners here, you'll see what actually happens
is if I join these here, that I've got this
problem where I've got just half and I don't
really want that do. What I need to do is really
put a mirror in here. If I grab this, press shift
S, cursor to selected, and then what I can do is now I can actually
separate this off. If I come in, separate this off, and then what I'm going to
do is I'm going to press P. Selection, separate it off. Grab it again, control A
all transforms right click, set origin to three D cursor, and let's come in now and
create our mirror, like so, and let's hopefully,
put it on the Z, get rid of that, and is
it going to flip it? I really need to flip
on the Z as well. Let's see. That's not
actually going to work. I'm just seeing if not that way. It's the Z, but it
also needs flipping. I'm probably going to
have to spin this round. I'm going to actually
put it like that. I thought I could flip it, but of course, it's
not let me flip. I'm not going to do that.
What I'm going to do is and then I'm going to apply
that, so control A. Then I'm finally going to grab this with L. I'm going to
press the little sideways z, come in three D cursor, Z, 180, spin it round,
and there we go now. Now we've actually got
what we actually need. Now I can actually
join these together. You're going to find another little thing
you can use here. Let's grab both of these, and let's just press the little question mark just to separate them out
from everything, and now let's join
these together. If I come in, and I press one, three on the number pad, I want to join both
of these together. I'm going to do is I'm going
to press Z wire frame. I'm going to grab one of
them, you can see that we've grabbed this one here because
this line's going down. But if I press B and box select, then I've grabbed both of them because you can see that
it's going this way. Now I can do some right click, come down, merge and at center. I want to merge them
at the center like so. You can also come in and
probably get away with clean up and merge by distance.
Merge by distance. Not vertices are
moved, but however, if I turn this up,
hopefully, a lot. I don't actually think
that's going to work. No, it's not going to work.
What I'm going to do is, I'm just going to take that off. There we go, they've joined, and then I'm going
to grab this one. Again, can see I've
grabbed them mole now, right clip, merge at center. Now hopefully, I should
be able to come in and actually delete
this out the way. Delete, dissolve, where
is it dissolve edges, and I don't think that's
actually going to get rid of that. Dissolve edges. Let's press that now, solid. And we've still got that. So old shifting clip F,
and there's my face. All right. So there we go. Finally, a lot of work around. Let's press a little question
Mark bring everything back. And now what I want to
do is I actually want to merge these onto
these parts now. So I'm going to do is, I'm
going to grab this, grab this, press Control J, like so, and now I want to merge them. We could pull
everything out now, and it'd be absolutely fine, but I actually want
to make sure that the bill really, really well. So what I'm going to do
is, I'm going to come. And probably thinking that I
will just hide all of this. Lt, hide it out the way. And then I'm left with just this that I should
be able to work on. Let's grab all of this as well. Hide it out the way. Let's press three now, and there we go. Let's see if we can come
in and with Vertlect, and grab this, press Z, go into wire frame, and now I should be
able to press B, right click and merge at center, and let's work our way down. B. Right click, merge at center, and then over here, B, right click and merge at
center. Now them on to truth. Let's see if we're
actually working. If I grab this, press G, you can see that basically
stuck together now. Let's press tage,
let's press Ed, go back into solid, and now I should be able to grab all of these and
basically pull them out, E, perfectly. There you go. That's actually
done perfectly well now except this backface,
which I need to fill in. But because we've done
it the way we did it, actually filling this backface in is actually really easy, so I just grab this
one and this one, press F, and there we go. Absolutely perfect
mesh, done. All right. What we'll do then
on the next one is, the other good thing as well is, because we've done it like that, we're free now to pull
these out in easy way. In other words, if
I grab all this, So I can pull them out, really easily because all the mesh is actually put together. So that's the best way to
actually build it. All right. So what I want to do then
on the next lesson is, I want to get this door
in with my Boolean, so I want it sat a
little bit back. It's a single door
this one and then steal the little banister from the other parts
that we've done. Alright, everyone. I
hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye.
58. Finishing our Balcony Extention: Welcome back everyone.
Blend the three, the ultimate Style S guy,
and this where we left off. Now, let's get our little guy, and let's press a little
sideways V. I was wondering why I couldn't
move in then. There we go. Let's make sure his feet
are planted on the earth. There we go, and then
let's put him in there and now we can see how much room we've actually got. Let's press shift S, selected. Let's press shift, and we're just going to
bring in a cube. We're going to basically
use this cube. A door and also as boolean. Let's press S Y, X, even. Let's pull it out a little bit, so we've got a little
bit of room there and let's then pull it
back into place. Let's spin our guy
around and just see how much room
is going to need. I mean, no one walks like this, so we can probably get away with making it a
little bit thinner, so S and y, bit
thinner, like so. Let's put it then down to nearly to the floor just
above as we normally do. Let's put it back
a little bit more, and then let's grab the top now and make sure that
it's above his head. If I bring up here, press three, something like that should
be absolutely fine. Now what I can do is I can
grab the front of this, press shift D, and then I'll use that to basically
create my door. I'm going to press P,
selection, grab it again, control A, all transforms, click the origins geometry, tab. Grab my dough, press the ibone, bring it in,
something like that. Grab it all, press E. So
grab the front window, press E, to pull it back, like so, and then
come round the bag, delete the face, grab
this face Edge select, shift click, right click, bridge edge loops, and then shift and click,
press the F b. All right. Simple as that. Now, let's create this
Boolean onto here. What I'm going to
do is I'm going to grab my actual balcony, press Control A transforms, right clicks origin to geometry. Grab this now we'll come over actually
and bring in our Ban. Boolean. There we go, press Control A, and then
delete that out of the way, and now we can bring
back our door. So you can see now it looks tons bare because it actually
fits in there properly. Now we can join the whole
thing together with Control J. And now let's come and
steal that actual balcony. Where's my balcony. Now
my balcony, my hand rail. And which one is it? There
it is. This one here. Let's come. And what
we'll do is we'll just grab it all
probably in edge select. I'm going to grab it all.
I'm even going to grab these little parts underneath
just in case I need them, and then I'm going to work with this because it's
already built out. It's actually even
beveled off as well, so that's going to
make it easier. So I'm going to do is, I'm
just going to press shift D, put it over there. P selection. Tab, grab it again,
control, all transforms, origin to do geometry, and now let's bring
it over seven. Pull it over the top and
now let's work with this. When you spin it round to
our ZD 180, spin it around. Let's press Z, go to wire frame, and let's get this into place somewhere seven again,
where I actually want it. So let's pull it
over to the corners. And actually, that looks like it nearly actually fits.
So that's really good. We've just got this
part here that we need to move over
to here. All right. So let's first of all, though make sure
because I don't yet, I think it's too high,
so let's pull it in. Now it stuck into there like so. I think we can actually
wit with that. So Z, solid, let's
have a look at it. And yeah, that's actually
looking pretty good. Now we just need
this part over here. If I come in and what I'll do is I'll grab
this part here. I'm going to basically press gee and just put that out
the way and then what I'll do is I'll press L. I'm going to actually
go in with wire frame, wire frame, and I will
get rid of all of these. Delete vertices Z solid. That looks clean back into
wire frame because what I want to do now is I want
to grab the top of here. So come grab the top up here. Shift S cs to selected. Come back to this part then with L Shift S and selections cursor, and now move it along just
so it's out of there. Z, back in solid, and now I can put it bang on the wall where I
need it. All right. I'm looking around. I don't think I need to do
anything else for that. I don't even think I need
to move these things. I think I'm happy with them. The one thing I do need to do is bring him
down a little bit. You can see is a little
bit of a bevel on there. So what I'll do is
I'll just grab. I think actually
going press tab, grab the whole thing, and
bring it down a little bit. So that looks a
little bit better. You're just looking
at the rest of it. Okay, let's now go back to this. Let's press Control
A, all transforms, right click origin to geometry, add modifier, Bevel,
No point No five. Like so. Let's
apply that control. And now let's have a look. I've got materials on here. Yes, we've already got
all those materials on here, which is great as well. So now we can just
join this with this with Control J, like so. Let's actually shade smooth and put it auto
smooth just in case. All right. There we go. Now,
let's put it on material. We don't need to see
the material anyway. I think we've pretty
much got all of it. Let's put the frames
on, so if I come in, grab all of this with edge
like so, frames, a sign. Grab this one, Blue glass, click a sign. There we go. Really, really easy. All right. So now, let's rename this. I think this is
called extension, hotel balcony extension,
so let's call it that. Hotel Small hotel
balcony extension. Like so, and let's
lick and Marks asset, like so, and let's
come to assets on a signed balcony,
and there we go. They're looking really cool. Let's put that then
back in place, and I think that's
pretty much all of our balconies actually done and they look
really, really nice. Let's save it out, and let's actually come back
now to modeling. Let's come to our
actual reference. Let's go and look
for our images. We've done pretty
much all of these. Now, what you could do as
well as you could move these out into different files so you actually know
whereabouts you. It might make it a little
bit easier to view them. I think you can you can't. You can't actually
move them within it, so you'll have to
actually move them on your own actual file. But pretty much I can see myself that I've pretty
much done everything. Except the plants. But
the plants, I think, we're going to actually
do those once we actually in our actual scene, and the reason is, you can see
here that this plant here, I think this is on
big, have at large, that's the large
that'll go actually. This one here, they use in a process with a
particle system. I want to actually do
that within there. The next one we've got,
of course, is our bar. We've also got the MPE and I think we've got
the hot dog stand. I think the next one which
we will tackle will be, probably the hot dog stand. It's one of the easiest out
of all of these I feel. Let's actually go with that, so I'm going to bring
him a hot dog stand. No lot actually to
look at unfortunately. Let's actually make
a start with this. I think first of all, we'll
probably set the guy up, so let's make sure
it's the right size, you can see again,
is absolutely huge. Let's make it smaller. I think that's gone
way way over there. Let's make him a
little bit smaller. Put him into place.
There we go. Like so. All right. Something like that. All right, so let's
make a start with our actual canopy.
Now, it's important. I actually made a mistake here, as you can see that we're
thinking about when we're making this that
we've got splits in there. So not only have we got a
split running down here, but we've also got them
different colors in there, so we need to take
those into account. So Let's tackle this
actual umbrella. If I press Shift S, let's press Shift S,
cursor selected Shift A. Let's bring in a UV sphere. Let's put these
segments on 25 for now. And then I'll also, I think I'll leave the amount
segments going down so we don't have it too hard edge
or anything like that. It's an umbrella after all. Now what I'll do is I'll
go in and actually see if I can split this in
five ways first. This is the important
thing. I'm going to do is I'm just
going to come in. And I'm going to
grab it here and I'm going to try and
split it into five. And you can see already that it's probably not going to work. So if we split it now, so one, two, three,
and then another one, one, two, three,
and another one, and this is basically what
you're trying to work out, how to actually split this off. So I'm splitting it every three, one, two, three,
and another one, one, two, three,
and another one, and you can see that
I get back to here. So Maybe we could
do it with four. So we're going to have
another go, one, two, three, four split, one, two,
three, four split, one, two, three, four
split, one, two, three, four split, and then one, two, three, four,
and then it's split. You can see now it's
actually working like that. Now, we do have a problem, so for a right click
and marker scene, you can see now that
we've got all it, but then we need
all read in there. You can see that we basically
can't split it evenly. You can see I can split
it down like this. So red white, red, white, red white, but I don't actually
probably want to do that. What I want to do is probably
have red in the center. If I put red in this one here, and then red in this one here, I think that's going
to look a lot better. That is the way that I'm
actually going to do it. But of course, I'm not
going to split it yet. What I want to do,
first of all, is, I want to actually
cut this away so that it's not hanging all
the way down here, of course, that's
not how it would be. Let's probably come
to this part of here, shifting clip, right
clip, mark sm. And then all I'll do is
I'll come now and grab each one of these and
just delete them off. I don't actually need them.
So, going to come in. Delete and faces, and you should end up
with something like that. And we're also going to come
in and just delete the top. We don't actually need the top, delete faces because
we're going to actually put our own
top on there as well. All right, so I'll think
I'm happy with that. Now, all I need to do is on the next lesson is split
these off and start actually creating more of these actual seams so I can get my colors in and
things like that. All right, everyone. So I
hope to see on the next one. I hope you're
really enjoying it. Thanks a lot. Bye bye.
59. Great Techniques for Creating the Hotdog Stand: M Welcome back everyone
to blend the three, the ultimate style scene guide. Now, let's come in and
actually split these off. Do we split them off yet? I think actually before
we split them off, I'll just grab them going
all the way around here, and I'll just shape
this a little bit more. If I press S and
bring it in, like so, I can start shaping it
just a little bit more, so I'll actually shape
this bit as well. S, bring it out, like so, and can I bring it up
a bit so I think also, I'll bring these bottom parts
out ale bit, bring it in. Like so, and then it's
looking a little bit more. On this one, it actually
bends in the bottom. Maybe I'm going a
little bit too far, but actually, maybe that's
looking a little bit better. I think I've come a little
bit too far out here, so I'm just going
to bring this in. Then what I'll do is on the top. I think I'll make it a
little bit more rounded. I'm going to do
that is, I'll just grab the top and then I'm just going to drag my thing
out and just pull it down, and make it a little bit
more rounded like that. I think actually that's
probably a little bit better. I think I'm still going a
little bit too much with this. I'm just going to bring them in. Yeah, that's actually
looking better now, a little bit of a flare out. I think what I'll do is, I'll press control
our left click, right click, bring it in. So just flares out a little bit. All right,
I'm happy with that. Now, let's come in
and split them off. So what I'll do is
I'll come in L L, and you can see that I need
to just split these off this. Y G without actually
proportional editing on. Then if I grab this one, y, G, now they should all
be actually split off. Now what I'll do
is I'll bring them all in on individual origins. So if I press seven,
go over the top, press the S, bring them
in, and there we go. You can see how nice
that actually looks. Now, what I want to do
is I want to actually split each one of these
away from each other. So I think if I grab these, I can bring them in like that. I'm hoping if I grab each one of these like
so and these ones, and hopefully, they
should all come in. I'm just thinking something,
something like that. Thing looks really, really nice. Let's shade it
smooth as well just so we can see what we
actually got here. I'm happy with that. Now I want to do is I
want to give them obviously some thickness. I'll come over add modifier
and bring in a solidify. Let's bring them a little
bit more than that. Let's put even
thickness on as well. Let's bring them
probably like that. Let's also shape autos move on. There we go. We're going to
look a little bit like that. I think also as well
that on my original, I didn't actually
bend them going around. I should have
done that really. I'll do is, I'll just come in, make sure I've got
proportional editing on. Then I'm just going to press G, G, and then just go
around a little bit, make it look as though they're flapping in the
wind a little bit, something like this and just
making them a bit uneven. And then I think it's going
to add to the effect. So something like that, I
think it's going to look much, much better. All
right. So that's that. Now, let's come in and think about point something
on the top. So we've already got
cursor in the center. Let's press shift S
cursed to selected, and then we can
bring in our top. So I think with the top, I'll bring in probably
another UV sphere. I'm going to make it
much, much smaller. Of course, I'm going
to bring it up, and I want that jaws
to be on the top, still needs to be smaller. Something like that is about
right, as you can see, so if it comes to
round about there, I think that's going
to be perfect. And then what I'll do is
I'll jaws come underneath, and I'll get rid of all of this. So k shift and click Clet Faces, grab the rest of it,
L, delete faces, and then I'll just
fill this bit in. Old shift and click F. Make sure that I'm
actually happy with it, and I think I am right. I think I'm happy
with that. Now I'll do is I'll just press Ss. Well, what I'll
do, first of all, set origin to geometry,
then I'll press Ss, and then I'll just bring
it up a little bit, and then I'll grab
the bottom of it, press P, and just pull it down. Like so and there you go. That actually looks really good. Now we're still
grew in the middle. We might as well make
this part that goes down. Let's just press one and see where we are with this.
Let's pull it up. I can actually get an
idea of the scale. It's a little bit too
big as you can see. Let's put it on medium
point and we can scale it all in the same. I'm not going to
rotate it quite yet, but I'm really happy with how
that's turned out so far. What I'll do now is
shift S selected, shift, let's bring
in now a cylinder. Put the cylinder on 16. We don't need it that
big at all, press S. Like so and just
put that in place. S. We want it basic
to be thick enough, they can actually handle
it without any problems. Let's come in, grab
the bottom of it, and let's just turn that off and then pull
it down like so. I think it's a little
bit too thick, so bring my guy over. Z, 9,080 spinning around. Yeah, I think this is a
little bit too thick. Let's make it a
little bit smaller, and then we'll bring
it down now from here. I think that's maybe maybe
a little bit too thin now. S and then S, there we go. Something like that.
Now, let's think about creating the main bulk
of our actual hot dog stand. What I'll do is we'll
just bring in a que. With shift day, bring in a cue, press the S button, bring
it down to where I want it, so I want it to be S said, something around this size, I'm going to put
it back to there. And then what we're
going to do now is pull this out to where
I want it to go, which is probably around there. Let's look at that size and that size looks a
little bit tooth, let's pull it out this way. Like that, I think it's fine. Now, let's think about
bring in this top it out. I'll do is I'll just press E, enter S, pull it out. What I'm looking for
here, you can see that it's a little bit
thinner on these sides. Again, so I'm just going
to press Control Z. Control A, all transforms
clicks Origins geometry. Now let's grab it E and then S and pull it
out and I can see. It's still not even. Let's try test. Can I pull
it out with that? No I can't, so I'm just going to pull it out and I'm
just going to then press S and Y and even it off like
that and then I'll just press E and
just pull it up. Like so, and make it
a little bit thinner. I'm happy with that.
Now, I've got one, two, three bands in here, so let's press Control. Three, left click, right click. Control B, bring those out
to make those little bans. That's that bit done. You can see we're really really
motoring along on this. The next thing we want is we want a hole in this part here. Let's press shift S.
Bring in another cube. Let's press S, and basically, this is going to be for
the actual hot dog surf I bring it over here. So I don't want it
probably so far down, so I probably want
to roundabout here. I also want it a bit longer, so I want it using more of this. If I press S and X,
I'll make it thinner, bring it maybe here, and then pull this face over
to something like that. So that's going
to be my boolean. So I'm wondering as well is, should I actually round
off these edges, as well, should have them round
it more than on these, you can see they're
pretty square. So I think actually I will. So what I'll do is,
I'll just come in, and I'll just grab my edges. Like so, come round, and then I'll do is
I'll press control B and just round them
off just a little bit, put it on two,
something like that, I think absolutely fine. Now I'll do is I'll steal
this, I'll press d, bring it over, and
then what I'll do is I'll use this
for one of the top. If I press S and Z, ring it down like so, and then just place
it on the top, like so and that then
we'll steal that. Now I want to do is I'm
going to press Control A, all transforms, click,
origins geometry. Now we need is
another part here, which I think I'll make square. I'll press shift
A. Click Shift A, Q. Make it smaller. One thing I haven't
actually told you, is if I actually just get
rid of that, press shift a, bring in a cube, but over
here on the left hand side, you can actually bring the cube down until you restart blender. When you're bringing a cube now, it's going to be
more manageable. Sometimes I do that I'm building a lot of
small things out. When I keep bringing cubes in, they're coming through smaller, which is easier to
actually manage. All right. So I'm
going to do then, I'm just going to press S and Z. Make this a little bit
thinner, drop it down then, and this will be where my
actual hot dogs will be along, so I'll press S and
Y, pull it along, and then they can sit on top of the hear once
they're actually done. Now, let's think. I put this basically
on the side on my own, but I could actually
put it in the middle, but let's have a look. I think I'm going to
lift it up a little bit. You can see here as well
that I didn't move that. I'm going to join it together. Actually, it's going
to make it easier. Let me just see if
I've got, still got one it firearm,
so control A. Let's grab this now and this. Control J, join it all together. Control A translm, right
click ogen geometry, and let's actually
alto smooth it. And then what we'll do is we'll just move it over
now to this side, and I'm just looking
how high it is now, so I'm just going to
bring my guy over. Then it's going to be
working like that. I think you can go
a higher like so, and then I'll just ty, rotate it round and
give it a b a like so. I'm happy with that. What I'll do then on the next lesson is, we'll actually
create our Boolean, and then we'll start making these wheels
and things like that. All right, everyone,
so I hope you enjoyed that, and I'll
see you in the next one. Thanks a lot. Bye bye.
60. Creating Wheels & Spokes: Welcome back if you
want to Blender three, the ultimate stylized sing
this where we left off. Now, let's create the
actual wheels first, I think before we
actually do the Boolean. So what I'll do is I'll
bring in a cylinder, and I want it to have
basically three spokes. So I need to make sure
that I'm bringing in a the right sides. Let's bring in first of all. Let's try 16. I'm not even sure if that will enable us to have three sides. Then what I'm going
to do is, I think, I'll just come in to the top, so I'm going to press seven, and I want to grab basically,
let's even grab one, two, three, and then
space, one, two. Let's grab two, one, two, three, space, one, two, and then one, two, three, one, two. We can see here that
if I do it like that, I've got one, two, and three,
and then a missing one. I need to make it 15, not 16. Let's press delete. Let's press it day. Let's
bring in a cylinder, and let's put this to 15. Like so. All right. Now I should be able to grab the tops. One, two, three, one, two, three, one, two, and then M three,
and there you go. Perfect. Now we know that's
actually going to work. I'm going to do now is I'm going to actually
bring these out. I'll press E S, bring them out, like so. Of course, they're coming out in completely a bonkers way and
we don't really want that. That's because we actually
brought them out medium point. Now let's press S and
Z and bring them out. We could as well, also, instead of doing that, press lt S and bring
them out that way. I think that will
be the easier way actually to do it
on this occasion. All right. So now let's
make them thinner. What I'm going to do is,
I'm going to press S and Z and make them
thinner, like so, and then I'm going to
spin them round so X, 90, spin them round so
that the right way. And these wheels, actually, we could use them as well
on our actual scooters. So I'm probably
going to do that. Now, what I want
to do is I want to basically round them off and
then make my other wheels. I could come in and
use my bevel modifier. Probably could use that, or we can just come in and bevel them off the good old fashioned way. I think I will do that. I'll come in, grab them going
all the way around like. Make sure that you've got all. You can also come in
and grab all edges. If we go to select,
you'll see that you've got one
select sharp edges, and then you can actually
bring this up or down to actually grab all of
the sharp edges like that. It's just a really,
really quick and easy way of grabbing
all the sharp edges. Now hopefully I
should be able to press control B and bring it in. Like, so. Let's put it onto one. And let's actually
have a look at what that looks like,
and it looks rubbish, and the reason is because I didn't reset all of my ancems, right click, Seg into geometry. And then what we'll do
is, we'll just press control B and bring them in. Like so, like that. Now I'll think I'm going to
do, I think I'm going to just extrude this bit out, now I've actually
leveled it, just to make it a little
bit different. I'm going to do is
I'm going to come in, and I will make a seam. I'm just going to make a seam running all the way around here, where I've actually leveled it. You can see it runs all the way around here and then
all the way around here, like so, all the way up here. Like so and so. Then what I can do is now I can right click and mark a scene. Just make sure you've got it
going all the way around, and then what we can do is we
can bring this part in now. If I press L now because I've actually marked
that, I can press I, and then finally I
can bring this out a little bit so there
you go. That's look. Now I don't need to
do that on the inside because that's just a waste
of polygons to be honest. The other thing is,
I don't really need these parts in here because my tire is going
to bring in there. But let's see first of all, if my tire is going to
look right in there. I'm going to do is I'm
going to press shift I'm going to go
cursor to selected. I'm not going to do that because my curses all the way down here. I'm going to press control A all transforms right click
the origin to geometry. Now I'm going to press shift S, cursor to selected
and now we'll press shift A and bring in a cylinder. Let's put the cylinder
on something like 20 because after all,
it is a round wheel. Let's press r and x and 90. Then what we'll do is
we'll make it thinner. S and y, and then S bring it
out to something like that. Then what I need to do is
get rid of this center. I'm going to come
in. And get rid of both of these,
delete and faces. And now I want to do is I
want to bring these in now, and one looking from looking to make sure I'm
happy with the size. I'm thinking that
this is probably still a little bit thin, but we will see once
we bring these in. So lt shift and click,
lt shift click, E enter lt and S
and bring them in, like so I'm going to press one just so I can see
where they're coming to. Let's press Alt and S and
bring them out a little bit. So I'm going to
bring them to there. You can see this wheels
probably not thick enough. So I'm going to bring it in a
little bit more, Alt and S. Something like that. Yeah, a thing that looks
much, much better. Now, let's join all of these, so right click and bridge
edge loops like so, and let's have a look at that. I think I'm happy with
how that actually looks. Let's put it onto Object
mode and then we can really, really get a good look
at what that looks like. And, I'm happy with
how that looks. Now, Let's think about
the front of this, so we'll come to the front, and you can see that we've lost our actual size in there because
we've brought these out. What I'm going to do
is I'm just going to bring a center cap into this. I'm going to press
shift A, bring in a cylinder, spin it around, so R X 90, make it smaller, so I'm
going to fit it in there, and then I'm going
to pull this out. Pull it out to there,
grab the front of it, bring it back like so, and then let's bring it in now. I, bring it in. Let's pull it out a
little bit, like that, and then let's do I again, and then E and bring it out. All right, so that's
looking really, really nice, as you can see
now, I'm happy with that. Let's right click
and Shades Move, and let's put on our Auto
Smoove. There we go. That's going to look good
as well for our actual MPD, and that's the reason we've
gone to all this trouble. Am I going to get rid
of these top bits? I think I'm going to
leave them for now? And just see how this
actually pans out. The one thing is, I think
for this part at least, I'm going to make this
a little bit thicker. So what I'm going to do
is, I'm going to come in, Alt shift and click, and then I'm going to press
ltterN S and just bring it out and make those just
a tad thicker like so. Then I want to bevel
these off now because they are after all tires. I'm also going to make them
a little bit wider as well. S and Y, let's pull it out, make them a little bit thicker, and they're looking really nice, and now let's bevel them off, so lt shift and
click. I'm hoping. I might be able to
get away without resetting a transform, so Control B. No I can't. Tab, control lay all
transforms, right click, set origin, to geometry, like so, and now
let's level them. Tab, Control B, bevel them off. L so, and there we go. Let's right click, Shade smooth. Let's put on Auto smooth. Yeah, and there we go. They
look really, really cool. Now, let's get those in the right scale on the right size. If I join all this
together, press control, they all transform directly, set origin to geometry, and I actually didn't
join them together. I just joined them together now, I'm going to press S. I'm going to bring them down
to where they need to be. S, let's bring them over to the scale
that they need to be. I'm thinking probably
something like that. It's going to be obviously out on the outside on this one. I just need to make sure where his feet, so his feet here, so you can see it's
still a bit too big, so let's press S, scale
it in a bit more. So. Something like that you can see the underneath of it is going to be
going through there. Now if I press sift deep,
bring the next one in, and the next one can
actually go underneath, so I'm going to press S, I'm
going to put it underneath. I want it basically
to line up with this. You can say I've got a little
bit more to get away with, and I want it to
line up, like so. There we go. Then finally what I want to do
is I want to put this under the front.
Like, so like that. All right. Perfect. Now what I want to do on the next one is, I want to basically mirror
them over the other side. I've got my boolean to
do lots of work to do, but we're really really
getting there now. Alright, everyone,
so let's go to file. Let's save it out,
and I'll see you on the next one. Thanks
a lot. Bye bye.
61. Booleans & Hotdog Creation: Welcome back everyone
to Blend three, the ultimate stylized scene guy, and this is where we left off. Let's do this boolean first because this is an oument now. We're going to do is
going to grab this, Control A transforms,
right plex, gin geometry. Let's come over to
the right hand side, add modifier Boolean, and let's grab this Boolean,
let's press control A. Again, remember, if
yours doesn't work, always put on fast solver if it's not working and
that should fix it. Control. Let's come in now, delete this out of the way, and there we go. All right. Let's move our guy back because
it's looking a bit weird, studying there like that, and let's have a look
at what we've done. That looks absolutely fine. Now, let's come in. And grab this, so we've got the sentence. You can see, I've got a lot of things grab round and I
don't really need all those. What I want to do is just
grab one going round. A shift and click, shift
S, cursor to selected, and that then is going to enable me to mirror these over
to the other side. So I've come back to my wheels, join them both together
with Control J, press Control A, all transforms, and then right
click, set origin, two, three D cursor. Add modifier, and we're
going to mirror them over. So if I mirror them
now over the y, take the X off, and there we go. Mrod over. Now what we should be able to do is we
should be able to come in. Grab this one here. And then pull it out,
we could probably pull them both out if we put
clipping on at the same time. If I grab this one and this one and then pull them
out together and join them so you can see as simple as
that to join them all. Now we actually need something to clip them to the actual
underneath of here, we might as well do that while
we've actually gone run. I'm going to do is
I'm going to press control Left click, right click. I'm going to position
it where I want, so I think something
around there. I'm going to press Control
B and pull it out. Now I could probably
work from here. I let's think about this, if I I'm going to grab it from, let's say from this point, and if I go round,
I should be able to grab it from not this one, this one here, so, look, they're in the same place now, and if I come round
to this side and click controller should have
grabbed it then round there. Now if I press E and just
pull it straight up, you can see that we can
actually make it as though it's actually fixed to this side. Now, the one problem we have
got with that is that I need to extrude it out
to actually make it look like it's actually
a piece of metal. So I'm going to grab this
side, grab this side, I'm going to press E, enter alternS, and then pull it out. Like so, and there you go as simple as that to
actually do that. Now, you can see that we
have got some tops in here that we could
probably get rid of, but I think I'm going to
leave them in there actually. I don't think we're
going to really harm anything. All right. So now let's do the same
thing on the smaller ones. So I'm going to do is I'm
going to try and line them up. So if I press three, I'm going to press control, and can a line them up because they're
actually on the inside. No, I don't think
I'm going to bother. I am going to make
them a bit smaller, so I'm going to put this here. Press Control B,
little bit thinner. And then exactly same process. Press the dot to zoom in, and I'll come to this one here, and then to this one
around the other side, and then go back control click, and now the same thing again. E Z, pull it up. Make sure it's following
along the Z axis like so. Now you want to do is again, same thing. Grab this one. Come all the way
around to this one, then you're going
to press E, enter lns and pull them out. Like so, and it's
as simple as that. I think with these smaller ones, I think I just need a
block in here as well. I'll do is, I'll just head
on over to the inside. If you can't go
in on the inside, just press number five
on the number pad, and that then will enable you to actually go into the measures. I'll do is, I'll grab these two, press Shift S s selected, shift A, and we'll
just bring in a cube. Where's my cube? There it is. Let's make it smaller.
L et's zoom in. Even smaller that and
M cube didn't come in the right place
and the reason is because clipping is on.
Let's get rid of that. Let's turn clipping off. Let's press shift A, bring in a cube. Let's make the cube much smaller like so,
and there we go, now we can do it without
our clipping on, and now it's in the
right place as well. Let's press S, bring it in. Let's make it a
little bit thinner, so S and Y. There we go it looks like it's actually part of something now. Let's just bevel off these
edges now just to make it look nice and tidy,
so we'll grab this. This press control B,
just bevel them off. There we go that
looks much better. Now let's go on the
inside and make sure that we grow a load
of wasted mesh. Like so, and just pull
it down to there, and I think that looks fantastic. All right,
so that's that. Now, we're going to keep
these split off because I'm going to have to
do a lot of beveling, a lot of fixing of the
mesh and things like that. The main thing at the moment
that what I'm trying to do is just get everything fixed, so it actually looks good. Now what we need is a handle on here or something like that, and we need some
hot dogs in here. So let's come to this part. Let's press shift
S. Cursor selected. Let's press shift A,
and what we'll do is we'll just make
a simple handle. So I'll just bring in a plane. I'll make it smaller, and I'll get it to
be the right side. I'm going to press seven
just to go over the top. S and X, like so, and then S and y like so,
and then just bring it all. Let's bring in a
couple of edge loop. Control, left
click, right click. S Y, pull them apart, like so, and now let's put
another couple more sin. Instead of actually doing that, I'll just press Control B, level those off slightly, and then I should
be able to now grab each of these ends and
just pull them down. L so to where I want them. Now what we'll do is
we'll press control, transform to right click
sg and to geometry, and we'll bring in
just a quick solidify. Slidify, even thickness on. There we go. Simple as
that to bring that in. Let's have a look at the size, and that actually looks
real, really nice. So one thing I do want to do is I just want to grab
both of these now. I'm going to actually
apply that solidify, and then I can join
them both together. Control apply it. Let's join both of these
together, so Control J, and then let's press shift
and just to have one on here, that's just spun
around a little bit. A Z looking like it's actually working.
Let's put it down. On here, let's rotate
it a little bit, so, y, rotate it, and then let's move
it into place. Like so, and then let's pull it back a
little bit as well. So that looks absolutely fine. Is floating in the
air a little bit. Maybe you've gone a
little bit too far, so let's pull it down like that. There we go. That
looks bad. All right. Now let's come to
the center of here. Grab the center of A,
Shift S, curse selected. Let's press Shift A, and we'll bring in a cylinder. Let's bring in a cylinder. Let's put the cylinder
on something like 12. It really needs to
be pretty low level here because these things
are absolutely tiny. Let's press S. Let's
bring it up then. S, like so, and then
SN, bring it up. These are going to be the
hot dogs, S, like so. Then what we'll do is we'll
just level off these ns now. If I come in, grab this phase, grab the underneath phase, press control B, level them off, like so, and that's all you
need to do. Clk shapes move. Spin them around so R X 90, and then just put
them into place. Like so and you can start
actually stacking them up. Maybe these are a
little bit too small. Let's have a. I think
they're a little bit tiny. Let's press S, make them a little bit bigger because we all dealing with stylized
things after all, like so. Then what I'll do is
I'll just press shift D. Bring it over, and then shift D, bring it over, and then and, like so, and then shift D, like so, and then let's put them
on top of each other. Shift D, put it on top, like so, and then maybe one more over
here on top of this one. Stock on there and then rotate it R and x, just a little bit. Let's join all these together. While we've got them here. Control J control
A or transforms, click Surrogen geometry.
Double tap the A. There we go. That's
looking pretty nice. Now let's move on. What we'll do now is we'll make the actual stand where the hot dogs are
going to stand on. I'm going to come to this part. Shift S, a selected, Shift A. Let's bring in a plane that's going to make
it easy for us. S, bring it down. Let's bring it up.
Let's bring it over. S and y, make it a
little bit wide. Let's now come in and press control and something
like so one, two, maybe one
more, so one, two, three, one, two, three, four, five, Left
click, right click, grab each other one, bring it down, and there we go. That's where the hot dogs are
going to actually stand on. Now we'll just give this
some actual thickness. Control A transforms right, Origin geometry,
modifier, solidify. Actually that's probably for p even thickness just about right. Black, then all I'm
going to do is, I'm going to actually
leave it like that. I think that's absolutely fine. Control apply that. All right. On the next lesson, what we
need to do is we need to start work on these
wheel arches. We need the back handle on here. We need some actual
sources on here, but you can see now it's
really, really coming together. We also need a handle on
here to actually attach this to the actual
hot dog stand. But because we've
done these now, you can see how easy
we can actually get around doing those.
All right, everyone. I hope you enjoyed
that, and I'll see on the next one. Thanks
a lot. Bye bye.
62. Mid Level Modeling the Wheel Arches: Welcome back, everyone
to Blender three, the ultimate stylized
Scene guard, and this is where we left off. All right. So let's start work on our actual wheel archers. So if I'm just moving my
actual hot dog stand as well, so I can actually
see that and get a good view of it.
Let's come in. I think, what we'll do is
we'll grab this one here. I'm going to grab this, and then I'm going to press
shift S, cursed septid, and then we're going
to press shift A because I want to use my mirror, so it goes on the other side, bring a cube, and I'm hoping that's gone
on the other side. I don't think I really
need to check that. I think it will have gone on the other side, which it has. S said, let's bring it
something, something like that, I think, and we want
it just over there, but then we want it to actually come over this side as well. So what I'll do is now,
I'll press S and x, pull it out a little bit, and then we'll grab
both of these sides. So both of these, press e, er S and x, pull them out, and then
let's pull them down. Like so. All right.
That's looking good. Now, let's give, let's
pull it in first of all, as well, they're
probably overhanging. Let's first of all, pull
these side down though. What I'll do is
I'll press Control. Left click, right
click, like so, and then what I want
to do is I want to make a face out of all these. What I'm going to do is
I'm going to come in, grab each one of these like so, press F, and then the
same on these, F. We know that they're not an end gone anyway, so that's good. Let's grab both of these. Tab and there you go.
That's that done. Now we can actually
move these into place. L, let's pull it in so it's actually interplace,
and there we go. Simple as that
looks really really called double tab the
A, and there you go. You might want to make it a
little bit more flamboyant. You might want to make an
indentation in the side of it. All you've got to do for
that is just basically grab all of the press I like so. Then you can actually
bring it out so you can actually
press E and pull it out a little bit
and just make it look a little bit more with it. Now, there is a
problem actually, I can see here that
it didn't quite come the way that I
want to this bit here. So to fix that, what do is, I'll just grab
each one of these, and I'm going to
actually delete edges. And then what I'll do
is, I'll reform this. I can see if got a
problem in these as well. I don't actually
need those, so I can delete those,
so delete edges. And now I can actually
fill this in, so F. And then what
I can do is now should be able to come in
with face leg, grab this, I, and there you go, now, you can bring it in, and now you can either pop it in, like so. And that actually looks bad like that. I think I'm
happy with that. Now, I'm not going to fill
in that face or anything yet because I've got a lot
of faces to fill in there, but I think I'm happy with that. One thing I think is I need to bring it in a
little bit more. I'm going to do is I'm
going to press control plus tes and bring it in. You can see it's
not coming quite in so I'm just going
to press S instead, and just bring it in like that. Yeah, that's looking better now, it's a little bit thicker.
L a little bit thin. Wasn't really doing this
justice. All right. So now, let's think about
making our sandwiches first. What we're going to do is
we're going to press shift da, and I think I will
bring in a cylinder. Can I get away with using 12? I probably can actually. Oh, y, 90, make it smaller. L et's pull it out,
so S and x, like so, and let's bring it in
and put it into place. So it needs to be much, much
smaller, as you can see. Let's put it on here, so was something like that. This is quite a long hot dog. Like so, then what we'll do
is, still a bit too big. Let's bring it down,
let's press S, and that's looking a
little bit more like it, so we'll put it there, and then we'll press
S and x, pull it out. Something like that,
I think looks good. Let's make this sandwich,
so control two left click, right click, and then
S and X, pull it out. Then all we need to do is make these n bits a
little bit smaller. I'm going to press S. Make
them a little bit small. You can see they're
coming in there. I don't really want that. What I want to do
is, I want to put it on individual origins, S, and then bring them a
little bit like so, now let's delete these
faces, delete faces. Now let's delete the
middle part of this. I'm thinking probably
from here to here, and then across
from here to here, I'm just hitting controllers
you can see, delete faces. Yeah, and that looks abs fine. Now, let's grab this
control A all transforms. Click this origins, geometry, add modifier, Slidify,
even thickness on. There we go. Now, let's
bring in a hot dog. I'll grab this one because I know this one was straight on. L shift D, bring it up, P, selection, grab it again. Control A all transform triclx, origin to geometry,
z, 90, seven. Let's hide this out of the way, so I'm just going
to hide that and then let's grab a hot dog. Let's put it into place. Like so, and then let's make it so I'm thinking that the sandwich probably going to have to be a
little bit thinner. S and X, bring it in. And then the hot dog and we put it a little bit higher up. Like so. All right,
that's looking good. Now let's join both
of these together. We've got to solidify on, so I need to get rid of that first. Control A, and then I'll grow
up this one and this one, Control J, shapes move, and there you go.
Simple as that. Now, let's press shift
D, move it over. And then I'll rotate
this one round just to give it a little
bit of character again, like so, and just
move it this way. Double tap the A. There we go. Bit hard to see and know when we've got no coloring
and things like that, but we're going to get color
in soon, so don't worry. Now what we need
to think about is the three sauce
bowls that we need. I've got a mayo,
I've got a mustard, and we've got a tomato here
as well. Let's make those. Again, let's press shift a. Can I get away with 12 on these? I'm probably going to
put up to 14 just to make sure that they look a
little bit more rounded, S, let's bring them into
place first of all. They're gone way too far. S, bring them up, they need to be fairly sized. Something like that. Let's put this one
here, like so. Then what I'll do
is I'll come to the bottom of it,
grab the bottom, press control B, like so, and that's that, and then
just pull it up actually. Now let's look at
the size and scale. S, make them a little
bit smaller. Put it on. Top of there, and then what
I'll do is I'll press E, pull it up, S, bring it in, and
then I, bring it in, like so I need to be
a little bit more, S, and then E, and then I, and then E, and then E and then
S. Just like that. Simple as that. All right. That looks pretty nice. And now we just need
three of these. But first of all, we might as well right click Shade Smooth. Autos move on, so we ain't
got that work to do. Then also, we might as well grab these and right click
and triangulate faces. Try to quads, and there we go. We know those are
actually done now. Now, compressive D,
bring in another one. Like so and then shift D and bring in one more
somewhere over here. Join all these together, Control J, and they
are those done. Now, let's press ol tag, bring back the umbrella. Let's also do the
same thing with the umbrella, I'm
going to grab it. I'm going to write
plex shade smooth, bring in to smooth, which is already in, and now
let's attach this to here. We're to press Control,
bring it down, pretty much the same thing
as what we did with these. We're going to press Control B, bring it out, like so, and then I'm going to grab going to actually do this
a little bit different. I'm going to grab it all
going the way around. E alternS, bring it out, like so, and then I'll just stick it going into there now. I'm going to grab
it from this one I think and from this one here, and then I'm just going
to go background, hit control, and then press key and pull it out into place, and there you go simple as that, really, really effective
way of doing things. Now the last thing that
we actually need is the front and we need to
actually create a bar on here. Now, we're going to use pretty
much the same technique as what we've used for
all of these parts. What I'll do is, first
of all, I want to get in the center though,
so I'm going to grab this. I'm not sure if
that is the center. So instead of that, I'm just
going to grab this part, shift S, cos selected, and then next press tab, and shift A and
bring in cylinder. 14 should be fine. Bring it down and
then spin it around. So, Rx, 90, a little
bit thinner again, and then S and Y, like so and then just
get it into place where I actually want
to make a start of it. So round about there. I, I think the thickness of that is fine as
well. All right. So on the next lesson, then, what we'll do is we'll
make the little handles that are actually
going to go into this. I think I need to pull it out
a little bit more actually. Little handles that are
going to go into this, where he's going to
be pushing it along. And then basically the
modeling of this is finished, so we can actually
start actually gain some materials on.
All right, everyone. I'm going to go up to
file. I'm going to save out my file blend file, and I'll see on the next one. I hope you're enjoying it, and
I hope you'll learn a lot. All right, everyone. Bye bye. Oh
63. Finishing the Hotdog Stand Modeling: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. This lt dog stand seems
to go on forever, but it's going to be the
same for the other two now, including the bar and
the moped and things like that because they're
just quite hard to build. The rest of it, though
putting the scene together is actually really fun once
you've actually got your part. Don't give up, just
keep going with it, and eventually we'll
have this done. Let's come to this part, and then what we're going
to do is I'm going to come now and put in a
couple of edge loop, so control two left
plate right plate. Let's pull them out, S and Y. They're not pulling
out because I need it to be on medium point, S and y bring them out. Like so, and you're looking
here for the thickness of the actual handles because they're actually going
to come from this point. Now we've got that. Again,
we've got no mirror on. We could use a mirror
on these instead. But I think I'm thinking, Yeah, I'll probably actually use a mirror. It's going
to just be easier. W to press control
of left click, right click and then grab these shifting click Control
plus lite faces like so. Now it's in the center anyway, so it can just come in
bring in a mirror like so, and then put it on the
well, which one is it Z? There we go on the Z axis. Now I should be able to do
them both at the same time. When I come from the halfway
point, I think on this one. I I come to here and the
halfway point is here, and then I can press control. And now I can do is I can
actually pull In fact, I've done that completely wrong. I actually want to grab it going all the way around first. E enter ts, bring it out. Yeah, that's the
best way to do it. Now let's come from
this part here, all the way down
to this part here, can see it jump through there, so I'm just going
to press control to there, control to there. Now what I can do is
I'm going to press E and pull them over like so. Now, is that underneath
it, let's have a look. Has it gone far
enough, no, it's not. Now it has, like so. Now what I want to do is just to finish this off, I'll
just pull it out. E, pull it out,
and there you go. That looks. Really nice. I'm just making sure
that it's not too thick. I'm going to double tap the
A. I don't think it is. I think it's absolutely fine. Maybe, maybe it is. Maybe this bar is a
little bit too thick. So what I'll do is,
I'll just grab it, and then I'll press S, and then we'll do is,
I'll just pull it back. Cheating a little bit,
like so, Is that bear? I think it is. Let's put
clipping on. Come in. Grab the edge of it. All
shifting click, pull it out. Let go of it, and there we go. All right. Let's press tab,
let's put them all together, and now let's work our way
through actually fixing these. So we'll come to this one first, of course, and then we'll
do is I will first of all, press control A, A transforms, right click, so origin,
two geometry like. So let's move it off first. Let's come in and
put Auto smooth on, and then let's bevel it off. So we'll come over,
add modifier, bring in a bevel. Put it on. That's probably a little
bit too high to be honest. Let's set it down to
zero, then put it up one, still too high, so let's try north point no no three.
And there you go. That actually looks Toms
Bar, as you can see. I like the bevel on
the inside. As well. Let's apply that
then so control A, and finally, now, let's come in and fix any of those engons. A, right click. Make sure you're on Face select. Right click, triangulate faces, and then tries to quads. Let's also come in
and just get rid of this because it's adding
a lot of extra polygons, basically doubling the polygon count because we've
got that there. Delete, dissolve edges,
and there we go. Hide that all the way. Now,
let's come to this part here. Again, we have problems
with these two, so we might as well join
these two together. Control J, join them together, and then what we'll
do is control A, all transom, right click, set origin to geometry. Now we'll do this
again, same thing, so add modifier,
Bevel, too high again. Let's put it up one,
too high still. Not point, not not three. Something like that. That
looks absolutely fine. Control A, tab A, right click, and
I'm not on Faces, so I need to be on Face select. Triangulate and tries
to quad. All right. That's those ones done. Let's hide them out the way. Now, let's do these sausages. Might as well do all
of these together. So Control J, control A, all transforms, right
clicks origins geometry. This time, we don't need to
actually add in the bevel. We certainly don't need
a bevel for these. All we need to do though
is make sure that these edges are actually done, as you can
see, they're not. So we want to press A, right
click triangulate faces, and tries to quads, and that
just fixes all those for us. Let's hide those
out the way then. All right, so we slowly
gain through them. L et's come to
these source bowls. Do we need to bevel these off? Let's have a look.
Control A or transforms. Let's see if we're actually
gaining anything by beveling them off. You
can see there that Not really. Probably not worth beveling those off. I'm just
going to get rid of those. All I'm going to do is add
extra polygons on them. Sometimes it's just not worth doing it. Hide them out the way. Now, let's come to this
part and this part. I'm thinking I'll
do my umbrella, separate, so I'm going to join. I'm going to do this
part separate as well. So I'm going to join
these two together. So control J, Control
A all transforms, right click Orogen geometry,
add modifier Bevel. Let's bring it down all the way, and it's probably going
to be on not point. No three, like so. Does that look
good? Yes, it does. Let's press Control eight and let's hide
those out the way. Now, let's come
to the main part. What we're going
to do is, again, we're going to press control A, all transforms right click. So Ogin into geometry, add modifier, bring in a bevel. Let's put it on naught point
or naught three, like so. There you go, it looks
really nice that now. Let's apply that and
then let's come in a right click triangulate faces and tries to quads and make
sure that that's good. Now, the thing is,
as I've told you, if you've got this
many points coming in, so you can see you've got a lot of points
coming into there. If you are animating it, just make sure you've not got
those so many points going in because it will
mess around with your shading and
things like that. Just be sure that you've got less than three
points going into one. When it's something static
like this and we're not animating it,
that's absolutely fine. But normally what would have
done is probably adding a few extra edge
loops to this or maybe subdivision or something
like that. All right. Let's right click
and Shades Move. You can see there
now if Shades Move, what actually happens where
we're having problems, and let's come in and
auto smooth it out. Let's hide the other way. Now, let's come to our umbrella. I think it's all one
piece, which it is. I think we've also
smoothed it out. Let's press control A or
transforms, right click, Sogo geometry, modifier, bevel. Now, let's look if we get in
anything from that bevel. Let's turn it all the way down, and let's put it on not point, not not three, like so. I think it's definitely
going to look there if it's slightly beveled off. Maybe that's too much. So let's try not point not note one, and maybe it looks bad just
just smooth in those edges. I'm just going to put it
back to n point note three. Yeah, I'm going to leave
it actually on that. I'm going to press control
A, hide out of the way. All right. So now wheels. First of all, we need
to apply our mirror. Let's press control A, and then what we'll do
is we'll come in now, right click, shade smooth. Auto smooth is on,
and then what we'll do is control A transforms, right click, origin to geometry. Let's come in and
make sure that we get rid of these center points. We don't need them,
so I shift and click. Delete, dissolve edges, and I can't actually
dissolve the edges on there. Sometimes that happens actually. I'm going to press control B and bring them out,
and you can see that. The reason why I can't
actually get rid of those is because they've actually created a
face on the inside. All you need to do is
you need to press ult shifting click on these,
hide them out the way, and then you'll come
in and you can see there's a face on the
inside of each of these. Press delete and faces. Now if we press oltge, you should be able to get
rid of the if I press t shifting click on each one of these, delete, dissolve edges. There you go. Fixed. All right. So now, let's fix
all of those engons. So the first thing we're going
to do is grab everything, right click in face
select, so right click, triangulate faces,
tries to quads, and there you go
fix those engons, and now we just want
to bevel this off. So if I press control
again or transforms, and then come in and
bring in a bevel, You can see we're not
really get a lot out of this bevel because of
the wheels basically. We've already be
leveled off the wheels so we don't really want
to do those again. I'm going to do just
on this occasion, I think I'm going to come in and get rid, take
all these away. You can see though that these here probably do want
to bevel them off. I'm just thinking I grab all
of that and all of that. Should I just bevel off? These parts here because
these are underneath anyway. I'm going to split
just these off, so to press P, selection, tab, control ale transforms, srogen geometry, bevel, and let's have a look
at that and they do look better, beveled off. Maybe that's a
little bit too high, so let's try not
point not n three. Yeah, they do just look
bad, beveled like that. I think I'm actually
going to go with a bevel. These have already been leveled off anyway, so that's fine. Control A, join it all
together. Control J. Let's press all the now. Bring everything back, and
did I triangulate these? Let's have a look. They're done. No, I haven't. So
I need to do that. A, face select, right click, triangulate faces and tries to quads tab, and there we go. Now, let's as well,
did I do these? I forgot whether I did
those or not. Yes, I did. They're done and I've
done everything else. Now let's join
everything together. So, Press G just to make sure. Now, we've got a lot
of hot dogs missing. G. Right click to drop it back. Control J, and now
bring in Automve. So, click Shapes Move. There we go.
Wonderful. All right. Let's move our
guide to the side. Now on the next lesson, finally, we're going to actually start bringing in these materials, get the materials
on, and finally finish the hot dog stand.
All right, everyone. I hope you enjoyed that.
I hope you learned a lot, and you can see as well
that the workflow is really getting really fast now. All right, I'll see in the next one. Thanks a lot. Bye bye.
64. Texturing the Hotdog Stand: Welcome back everyone
to Blender three, the ultimate stylized
scene guard. Now, let's put this onto cycles. Let's actually click on it, and then what we'll do is we'll bring in a white first of all, just so we can actually
see what we're doing. So Pi, come to plus. Whoops, not on my groups. I need to take those off. I
might show you actually what those vertex groups
do in a little bit. But for now, let's
go to our materials, new, click the down arrow. Let's look what we're burn
white. We should have. We've got metal white, sharp, white, white, shiny,
dark, white metal. We don't want the
dark white male, but we want the shiny white,
so let's put that on. Yeah, that's actually what want. Then let's click the
plus down arrow. Let's bring red and see, I've got a shiny red. So now, L et's actually come in and think where I'm actually
going to put that. We want it white, we want it
red going up here, like so. I'm not sure actually, is it
going to follow it around? We're going to soon find out, so I'm just going to come in. If it's slowing down
too much, by the way, let's just isolate it out because it's going
to make it a bit easier. I just press the question
just to isolate it all out, and then it's going to speed up your actual viewport
a little bit more, Let's come into red Shiny, click a sign, and then you
should end up with something. You can see that looks
really, really nice. It's going in all
the way in there, and yet, I'm happy
with that. All right. The white, let's think now, we're probably going
to need a metal. Let's look what we've actually got rather than
creating a new one. Metal. Metal white. I think I want to metal white, so I'm going to use this one and then what I'll do is I'll come into this and
come into this. I'm going to change this
out though a little bit. I don't think I want
to metal white. I think I want that more metal. I'll come in a sign. There we go. That's looking
a bit more metal now. Is it too shiny? Not really. I think actually, let's
see if I got painted, so I'm going to put
we I'm looking. I've got a painted
white. Not so sure. I think actually for
now, I'm going to leave that there and I'm
going to come back to it. Now, let's look what
else we've got. I've got another metal metal, and we've got dark white metal and painted metal
dark and metal white. I don't think there are
any of those. I'm just going to make a metal, so light metal. Like so. Then what I'm going to do is I'm going to make all of this part, so all of this my metal and see what that
actually looks like. So that's press tab. Well, let's first of all assign it,
then that's press tab. Let's bring up my metal, bring it to a metal. Let's just make sure that's working by bringing
the roughness up so you can see there's
a metal like so, and then let's make
the base color just a little bit darker. And now it looks like metal. Now I can do is I can
click the plus new, and I can call it green metal, like so, and then I
can copy this one, so Copy material,
paste material. Then what I can do is now I
can come to my first block, which will be this
one around here. L shift and click, like sol shift click
Ol Shift click. Green metal, click a sign. Then what we want to do now
is change this to a green. Maybe a dark green like so. There we go. All right. That's looking pretty cool. Now I want the edge of here
also to be probably green. I also want the
handle to be green, and I also want
these to be green. Let's go crazy with the green. Let's come in and
ult shift clip. Let's grab this
going around here, and we'll leave it
underneath there, and we'll also grab
all of these like so. Green, a sign. There we go. And
then what I want to do is I want to just
hide these out the way, so then I can grab this. L L, like so, and then I'll put
those on light metal. Let's press all tags, bring it back tab that will tap the A. Always have a look round, making sure they're
happy with it. Yeah, I think I'm happy
with how that looks so far. Now, let's think about a rubber, so plus new, let's
put in rubber. Like so. Then what I'll do
is I'll come to my wheel. L L, and let's go around this side and this
side here, like so. Then one way to do
is now come down to my rubber, click a sign. Then one way to do
is I'm going to make this very a bit of a gray color, so a bit darker, I think. Then I'm also going to
bring the roughness up so you can see now that's looking a
little bit right rubber. Do I want it a
little bit darker? You will notice as
well that I'm not really going overboard
on these things. I'm just trying to get
away with making simple Actual materials. I'm
happy with those. Now, let's come in and give
these the metal color. L, L, and this and this like so, and we'll do it metal, like so. We could put the handles with the green metal or
something like that. Let's do the hot dogs now, plus new hot dog, like so, and then we'll come in and
grab all of these L. L so, and then I'll assign
those to the hot dog. So click a sign, and let's
make them a hot dog color. Let's press tab. I
got so lucky there. You can see near enough perfect. I'm just thinking the roughness. I don't want to mess around with that because that's pretty good. Let's turn the roughness
up a little bit. That looks really, really good. Maybe just maybe a
little bit darker. So, that looks good. I'm not going to mess
around with that. We've also got
bread, bread again. I'm not going to put in any gradients or anything like that. You could put a
gradient in here. Should we put gradient in
there to make the bread, or should we just make it
very, very simple bread? I think actually, we'll just
make a very simple one. I'm just going to
put plus new bread. Like so. Then what we'll do is we'll just make this the
color that I needed. So let's click a sign tab. Let's put it in yellowy, browny, they look a bit moldy, so we really don't want
it looking like that. I'm going to put it a white ish, bring it back out a bit and
then let's make it perhaps. A little bit more brown like so. Yeah, something like that, I
think it's absolutely fine. I'm thinking that these here need probably pulling
out a little bit. I'm just going to
grab them both, press S and y and pull them
out on individual origins. Like so, and I think
that's going to make them, they just look a lot
better like that. I'm happy with that. Now,
let's come to tomato. I'll put a new one
in tomato sauce, and then we'll do another one. Mustard sauce. Then finally, the last one, which
will be mayo. I think after that, I got all of the colors
that I actually need. Let's come to the first one.
So we'll click on this one, and we'll assign
it to the tomato. Then we'll come to
the back one L, and we'll assign
that to the mustard. No, the mayo, we'll do the mayo of the back,
and then this one here, we'll assign that to
mustard assigned. Let's do the tomato first. We'll put that on a
red, and there we go, got the color straight away. You can see it's a little bit saturated, exactly what want. Let's come to the mustard now. I'm going to put it on a yellow. There we go, and then the mayo. Probably a bit darker like so. I think I'm happy
with those double tap the A, and there we go. Now let's think
about our wheels. I think I'm going to make
all of this metal down here. I think that's going
to suit it fine. Do I want it dar
ML or light mal? I'm going to grab it with
edgele grabbing it all the way, same for this all the way and
then on this side, like so. Let's think. We've
got a dart met, so we'll first of all try that. I'm going to click plus down
arrow, dark painted metal. Let's try assigning that and
look what that looks like. Yeah, actually, that's
probably going to do it. They're probably going
to be a little bit of a different color
down there anyway. I think I'm actually
happy with that. I'm just looking around it
now, making sure I'm happy. The one thing I'm happy
with is this here. Let's just put it
onto material so I can actually see what
I'm doing on this. Then while doing to make
this a little bit easier is shift click shift click, right click Men, Fa select, and then I make it the
light metals sign. Okay Let's press tab, have a look round, make
sure everything's done. Make sure you're happy
with everything. Are you happy with
this being so shiny? I actually think I am. I think I'm really, really
happy with this. All right. That's that. Now, let's finally come up
to the right hand side, and then what we'll do is
we'll press a little dot on and we'll call it Hot Dog. Stand like so, and then we're going to right click and I'm going to mark as I sat. Now finally, when
we press question mark, bring back everything, double tap the A. I'm
just going to have one more. There we go. Looks really, really
nice. All right. Let's now click on it
and let's move it to the side with all our other
assets into place like so. Now I want to do is I want
to just come to my assets, go to assigned and put in my hot dog stand into my assets. Lastly, now, I need to make sure that I come to materials, and I need to look which ones I've I got that are assigned. I'm just going to go
down, right click, markers asset, green, right
click, markers asset. Okay. Tomato, and painted
metals already done. Okay, now grab all of these and drop them into my materials. Whoa, we've got a lot of materials now and we've
got a lot of assets. Finally now let's
go to Modeling, file, save it out. Tab, double tab the
A, and there we go. I hope you're really happy
with what you just created. It was quite a complex building comparison
to of the stuff. But now we're onto the
last two, I think, I think it's the
moped and the bar, so it's probably
going to be the bar w we're actually next. All right, everyone, so
I hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye. O
65. Starting the Beach Bar Model: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, we've got basically three more models
to actually build. So let's come in and
change this out and we'll go with let's have a
logo. We've got here. So we've got the moped, we've got the bin, and
we've basically the bar. So I think the first thing
we'll build is the bar. I think that's something that's going to test us a little bit, but it's still relatively
easy to build. The bin is a little bit more complex and
finally, the moped. We've got to really break that down into pots to
get that right. Let's double click the bar. Let's open it up. Let's press one and we're going to have
to make this a lot bigger, I think, because I think this
bar is a fair chunky size. Let's press S, make bigger, think it's too big there. Let's pull them up,
pull them across. There is perfectly
the right size. Now you will notice with the
bar that these parts here, they're just there to show you what it's actually
going to look like. They're not actually
there for actually scaling as you can
see. All right. So the first thing
with the bar is, let's build this part over here. What we'll do is
we'll press shift S, s to selected, shift A, and let's bring
it in a cylinder. Now the cylinder
on here, I think it's going to have to
be something like 20. Let's put on 20. Let's
press S then and bring it out and just get it to be round about
the right side. So I'm going to do is I'm
jaws going to bring it up just so I can see that
it's jaws fit in there, and then we're going to base everything around this cylinder. All right, so let's come to the top and let's bring it down. I'm going to grab this top.
I'm going to press one. I'm going to bring it down
to where it needs to be. So can see it's jaws there so and then we're going
to kind of make this actual nice slope, and then it goes up a bit like
a hat of a cowboy kind of. And then what we'll do is
we'll press E, bring it up. I'm going to actually
go into y frame, I'm going to find that
little bit easier, and then we're going to
press S, bring it in, and then E, bring it up, S, and just keep working your way around until you get that kind of shape that
we're looking for. So S, bring it in, and then E S. Although we can't
see the top we can pretty much see where
it actually looks like, so E, bring it in. I think one more
and that should do it and bring it in like so. All right. I think that's going to be a real,
really good start. I'm going to actually
pull it out so I can actually see
all sides of it. Then what we need to do now is we need to press sad going to solid And then what
I'm going to do is I'm actually going to
delete the bottom of here. I'm going to come in, grab
the bottom with Faceck, press delete and faces. Now, let's give this
actually some thickness. If I grab it, press control A, all transforms right
clicks origin to geometry. I think pretty much everything
on here is going to be using all of the skills that we've actually
learned up til now. So add modifier come in
and bring in a solidify. Let's make it even thickness, and let's just come down to the bottom and actually
have a lot this looks like. So we're going to I
think on this occasion, we'll actually bring
it out a little bit. Think that's going to
make it a little bit easier for us or
something like that. Then what I'm going to do is I'm going to right
click, Shade Smooth. I'm going to bring
in my auto smooth. What I want to do is now, I want to be level these bits off. I don't want them to rounded
and you can see that we've got our little wood
parts that come there as well. Let's be level those
off. I'm going to do is I'm going to
come to the inside. Hopefully, I can grab all those. Press Control B and just level them off
just a little bit, making it a little
bit more rounded. Like so. You can see although I'm making
it rounded, it's not. I've got it right here. It's
just not doing it for me, and the reason for
that is, of course, is because I need to
apply this and then reset all of my transformation. Let's press Control lay
on this. Let's press tab. Let's press control
all transoms, right click, the
origin to geometry. Now finally, let's come
in and grab this part, so press Control B, and now it should be
rounded off nice. Think I want to a little
bit of a hard edge on here. I'm just going to go
to the inside and I think we're going to round
that one off as well. So ult shifting clip, control B and round that
off as well like so. I think on the inside,
it would be quite normal to have a harder
edge on this part here, so I'm actually
going to leave that. The one thing I
need to get rid of is probably these
two on the outside. I'm going to come to
the outside of this. I'm going to press control
B round that off like so, and then probably going
to come to this one, control B, and let's round that off as
well. And there we go. I think that looks much
much nicer like so. All right. There we
go. That's that part. Now, let's think about bringing in some wooden actual slats, and we could, I guess, if I press control seven, once I've hit my ground floor. So just hide that away, press control seven to
go over the top. Let's grab it and press tab. I wonder if we can
actually use part of this to make our
wooden structures. For instance, if I grab this one here and then grab it
going all the way, let's have look over
to here because we need it to kind come
down and pop out. We need them to pop
out a little bit. So I'm actually going to grab it all the way down to there and then just keep grabbing
it all the way to here. I'm thinking, can I actually
make something with this? So what I'm going to do
is I'm going to press D. And pop it down, like so. And then what I'm going
to do is I'm going to press E and just pull
it out a little bit. Let's just see if I'm straight
on, which I should be. Because I grab it
straight on now, when I press E, I'm actually going to pull it out
in this direction. So if I press E enter, and then pull it
out, you can see it is in that direction
that I needed. Now, how thick do I want it? Probably something
like this thickness. Now what I want to do is I
want to separate it out, so L P, selection,
separate it out. And then what I want to do now is I want to actually
solidify this. So I'm going to
press I'm going to grab it actually
with tab Control A, all transforms, right
click, so origins geometry. Add modify it, and let's
bring in a solidify like so, and let's turn the solidify up. We see we've got
problems straightaway, and we know the
reason for that is because the normals are
facing the wrong way. Let's press A, shift n, spring them around,
and there we go. Now it's much much better. Can still see though that we have got some
problems down here, but don't worry about
that because I'm actually probably going
to get rid of those. What I'm actually going
to do is, I'm going to turn this round, so it's
going the other way, so it's coming up this way, and it's going to be
much easier for me then to actually get rid
of some of these parts. What I'm looking for here is the thickness and to get
it in the right place. So if you see for
press three again, press Z going to wire frame, you can see that I need
it to be rounda in here. So if I put on even thickness, and then I can move this offset, and that's going
to move it down, so that's not going to work. What I need to do
is I need to move it across manually and get it right into
the center of there. Now I'm thinking do I want this? You can see here that
I've messed it up a bit. Let's have a look
what I've actually done there. I think
it's my offset. I'm just going to
prick back on one. Not on one on zero, maybe zero. Let's try that. I don't
actually know what I did. So let's have a look
where it should be on minus one. There we go. Minus one, just in
case you having any problems. I'm just
going to prick back. And then what I'm
going to do is I'm going to press shift in again, and then put it back like that. All right, I'll want
this bang in the center. So what I'm going
to do is actually, I'm going to come to this. I'm going to grab
this piece here. I'm going to press Shift
S, cursor to selected, and then I'm going
to come back to the piece that I've just built, and I'm going to basically press control A all
transforms, right, clicks the origin to geometry, and then shift S selection
to curse keep offset, and now I know that's
perfectly in the middle. And now I'm going
to reign that up. So I'm just going
to pull it back, pull it up and get it into
the place where I want it. And then I can work on the
actual size and so you can see it and pull it back like
so, and then pull it up. Like so, and there we go. Now, let's fix this
bit now because we can see that it's a bit of
a mess, if I come to it. You can see that it's
the top side here. What I want to do is
I want to really get rid of some of these on here. I'm thinking, if I put this on, I'll be able to see through
it. Where are the problems? Probably this one
here is a problem, so if come in, shift and click. Let's see if I can
delete edges from there, so dissolve edges. You can see that's
not really done a lot because I think the
top of here actually, let's hide it other
way. Let's come in. And what we'll do
is we'll actually dissolve edges on there. Now it's much better. That's
looking a lot better. Now let's just check
the other part. Go up, that looks fine. Old g, bring everything
back, double tap the A. And now what we need to do is just pull it back
further as you can see, it's still not back far enough, so something like that, and
now it's actually looking like this as holding
it into place like so. All right. So now
all I want to do is I just want to pull
this out a little bit. So if I grab this, I'm going to pull it out a
little bit like so. And then what I'm going to do is I'm just looking out
at the thickness. Just make sure it's not too
thick or anything like that. All right. So finally, I
think I'm happy with that. So what I want to
do now is I want to base this from
the center of this, so I'll come to the center. I brought everything back. I'm just going to hide it again. And then going to
come to the center, which is this part here. I'm going to press shift
S. Cursor to selected, tab, grab it, let's press Control A to
apply it, so control. Let's press Control seven,
to go over the top. Let's press the
little sideways V and come down to three D cursor. And now we should
be able to press shift D and then bend it around. So I I press R Z and
come to this point, you can see it's on 50 degrees. Now, again, it's up to
you how many you want. All you need to do open
your calculator again, and you can do 360 divided by, let's say eight, and it's
coming out at 45 degrees. Instead of 50,
let's put it at 45, so at 45 degrees, and then you can
press Shift R Z 45, and then just work
your way round. I'm not sure. Yeah, we'll
have to do it like that. So shift 45. Now you can use an array and
actually go around a circle. But the thing is, by the
time you've say it up, you will have done
this anyway, so z 45. So it's much, much better
just to do it this way. It's just easier z 45. We will learn about
the array technique later on in the course anyway. So shift 45. And there we go done
as quick as that. All right, so I think
I'm happy with that. I think on the next one, then, what we'll do is we'll start
building out these posts. We'll actually fix the inside as well because that's
not quite right. We'll just put a circle in
here or something like that. I'm just making sure that
they're not popping through the top or anything like that by pressing double tap the A. And yeah, I think I'm happy
with that. Alright, everyone. So I hope you enjoyed that, and on the next one,
we'll carry on with this. And I don't actually
think this will take as long as the hot dog
staang to actually build, but I think it's going
to look good as well. All right, everyone,
so I'll see in the next one. Thanks a lot. Bye bye.
66. Splitting Meshes Down to Bite Size Chunks: Welcome back, everyone
to blend the three, the ultimate stylized scene guide and this is
where we left off. All right. So now
let's actually think about building out
this part here. If we build this part out here, then we can actually
start putting the actual structs that are
going to support all this. We also need a bit
in the inside. So while we've got
a cursor here, let's first of all,
do the inside bit. I'm going to press shift A. I'm going to bring in a cylinder. I'm not going to
worry actually about the sizing of vertices on this. I'm going to leave
it actually at 20, and then what I'm
going to do is jaws going to make it
smaller like so. And we're still
pulling from that bit. So let's press a
little sideways V, put it back on
individual origins then, and then what I'll do is
I'll press essence A. Like so, and I'm going to
delete the top and bottom. I'm just going to
pull it up for now, come in, top, bottom, delete faces, like so, and then grab it, bring it down into place wherever
it's going to go. So I think somewhere Somewhere around there
looks absolutely fine. And then all I'll do is
I'll press enter tonnes and bring it either in or bring it out,
whichever be the case. I think that is
looking pretty nice. And then what I'll
do is I'll just press control or
transforms, right, Plax origins geometry,
and finally then just drop it into place
where it's going to go. And I think actually will make them stick into it because then it looks
just a little bit better. And yes, I think
that looks fine. All right. So now let's bring in another actual All right. Let's bring in aother cylinder. Now, this is the cylinder that we're going to make for this
part going around here. I don't think the bar needs
to be as dense as that. Can't really see how
many sides on the bar, but you can see it's got
kind of a square is shape, and I think I'm
going to keep that. So what I'm going to do is
I'm going to press Shift A. Let's bring in another cylinder, and this time, let's
put it on to 14. I just messed up there.
Let's delete that. Shift A mesh cylinder 14. I think that should be enough. Let's press one.
Let's bring it down. Let's press S and Z.
Bring it into place. I'm going to press S again, and then S and Z, like so, and you can see
actually, it's perfect. So I don't know I remember that, but that is the case. Let's bring it in then.
So we've got it here. Let's bring it in
as we can see here. So if I just grab this, press the eye
button, bring it in, press E, bring it
out, press one, and let's see where
it's coming out to, so it looks like it's coming
out to round about there. All right, so that's that. Now, we obviously, we need it
to be an inside, basically. And I've kind of messed up a little bit on this.
So I'm thinking. I need to kind of bring both of these in to the
actual same level. So let's see how I'm
actually going to do that. Do I want to bring them in? I'm going to delete both of
these first, delete faces. And then what I'm going
to do is I'm going to grab both of these.
Both for these. I'm going to press e AlternS, bring them in, where
they need to go, so I'm going to bring them So
I've probably that far in, and I'm also thinking
that I've got these wooden struts
to put in there. So maybe a little bit further, so Al tes, that whole
shift, if you need to, and also bring in your man
and standing in the middle, and then you're going
to get a real good idea if I stand him on
the ground, like so. You can see it's
probably looking. Is he a little bit small there? Do? Do I think I need to pull this down or make it all small? I think we'll deal
with that in the end, but I can see at the moment
if he stands in here, he's going to have plenty
of room to actually get drinks and things like that.
So I'm actually looking. Yeah, it will be stood on there. So yeah, I'm thinking
there's enough room there. Now, let's think about
joining these up, so you can see if I join
these up right now, I'm probably going to
have a problem in that. I can't. It's not
going to be even. So shift and click
Alt Shift click, right click and
bridge edge loops. And there you go,
you can see it's not even. I'm just
going to grab one. I'm going to press
test and bring it out and just straighten
it up as best I can. I'm not actually going to
worry too much about it. Let's press seven and press
ed and go into wire frame, and then I'll be able
to see through it. You can see I'm
really, really close. So press test, now I can hold the shift and near enough,
get it perfectly light. So ed back into solid. And there we go. That's pretty
much perfect. All right. So now let's bring in
these wooden struts. There's basically four of them. There's one around
here, one round here. Let's bring them in
and place them in, so shift a bring in a
cube, bring it down. This dam I need to make it
actually a little bit bigger. Let's see if this
goes into place, and if not, I can move these
things a little bit more so. Bring them in a little bit, put it into place and
then press tab, and then pull it up into the ceiling without
it poking through. All right. That
looks good, and also It's going to be a little bit supported by this,
which is great. Now, we need to put
another one around here. What I tend to do with this is that I'll actually
do it probably by 90 degrees and then fit it to the nearrest one of
these. Let's try that. I'm going to I've got my
cursor stone in the center, little sideways V again, three D cursor,
and then shift D, and then R z 90, D, R nine, shift D, and then R nine. There you go. They're all
in now and the Base need to make sure that they're
stud at each of these, which they pretty
much should be, so they're all actually
nice and in place now, and it's as simple as that. Now what I'm going to do, I'm just going to
go to the side, and I'm actually going
to look at where my speaker so have
one speaker here, one speaker here, and I think that's actually
going to look great. Let's pull in our speakers now. So what I'll do is I'll
press a little v again, move it from to
individual origins, and then what I'm going to do is I'm going to press shift date, bring in another cube. Let's bring it into place then. So we're going to put
it against this one and maybe have the other speaker
point in this way maybe, so let's bring it over
first into place. Like so, and let's
press S and Z, bring it down, it's probably going in there
a little bit too far, so S and y, like so,
something like that, and let's bring it down a
little bit more just so people can see it when
they're looking from here. I'm going to make it a
little tiny bit bigger. Like so. I think I'm
happy with that. Now I'll do is I'll actually
make the actual speaker. I'm going to grab it,
press the eye button. L so you can see, right again, I'm going to press
Controls head. Let's have a look see
if I've done that. No I've not. Let's press
controls head. So I've got that. There we go. All right,
Let's press tab Control A, I'll transforms clicks
origins geometry. Tab make s, grab this
space, press the i bone, and now it's going in nice
and even what it wanted. Now let's grab all of these. No one, we'll grab this and
just pull it back with the, and now bring in
another cylinder. I'm thinking, I'm
probably going to move that and then move it
back the actual cursor. So I'll come to here
shifts cursor selected, tab shift A, bring
in a cylinder. I'm thinking that's probably a little bit too high, so one, two, three, four, I think it probably something like eight
for the actual speaker. It will make it actually look
nice, something like that. R, x, 90, spin it around. Press one, S, and
something like that, and then S, and y. And there we go and pull it up. And I think if you want
to get another one in here we're going to have to
make it a little bit smaller, so pull it out, and then
what I'm going to do. I'm just going to pull
it up a little bit more, and then shift, bring
it down. There you go. You might want to round
those speakers off, but I think for me, Yeah, actually, I will, I will round them off
just a little bit. I'll join them both, Control J, tab, Face leg, both the
faces, E, pull them out. Make sure on individual origins, S, Bring them in, like so. All right. Really
happy with those. Let's grab this
one. So Control J. Join them both together.
Control A transms, collect origin to geometry, and now let's press
shift and spin it round. So bring it out here and then AZ and 90 should spin
it in the correct place. Press three, and then you can actually get lined up like so. And then all you need
to do is pull it back. Alright. Simple as
that. We're really really cracking on with
this now, as you can see. Now, you might want to twist these posts around a little bit. Completely up to you if
you want to do that. I'm thinking that I'm quite
happy with the way mine are. So yeah, I'm going to leave
them as they are. All right. So now what you need
to do is you need to think about building
out this bottom. Let's first of all,
come to the top, grab the top, shift
S, s to selected. And then what we
want to do is you want to bring in a cylinder, but when you bring in
the next cylinder, you want to think about how many sides it's going
to have because it's really important that it has enough sides to
make enough planks. So let's bring in a cylinder, so shift A, mesh, cylinder, and let's put it on something like 30.
Let's have a look at that. I'm looking if I bring this
down now and make it bigger, we'll make it bigger first. You can see that probably
that's roundabout right. You can see that these
are lining up with this. Let's bring them
in a little bit. 30 seems to be the way to go. What I'll do is now,
I'll pull it down to just under here because I want it sat
actually under there. I'm going to also get rid
of the top and bottom. I'm going to come
in, grab the top, grab the bottom,
press delete faces. And then going to come in
with edge select and grab this bottom edge like so,
I'm going to press one. I'm going to pull it up
to where it needs to go, which is somewhere
around about here, and then we're going to
press S and bring it in. Now, remember, this is a bit of an awkward view because it's not straight on, as
I've said before. So just make sure that actually
happy with where that is. You can also see that his
feet, where his feet, his feet are just on there, so that's where it
actually comes to. And I think D Jen just look how you want yours to bend in. I think actually that's
looking pretty nice. All right, so now
then, what we'll do on the next lesson is, we'll
get on with the planks. I think these are
actually the first planks of wood we've done, and you'll see just a really easy technique to
actually create them. Alright, everyone. So I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
67. Fast Workflow for Creating Wooden Planks: Welcome back if you
want to blender three, the ultimate stylized
scene guide, and this is where we left off. All right, so let's me show you how the easy way
to do these plans. So the first thing I'll do
is I'll grab everything, and then what I'll do
is I'll right click, and I will mark seams. And that then just
makes it easy in case I need to move any of these
or anything like that. So now what I can do
is I can come in and grab every other one of
these and split them off. So what I'm going to
do is I'm thinking whether to Actually
solidify them first. Now, I'll think I'll grab everyone because
there's a lot of them. So come on over, O shift click, select the mole and then
come to where it says, select, and you're going to
check a D, select everything. Then you're going
to press y and G, and that's going to split them off. Then you're
going to press A. Then what you're going
to do is you're going to press control A, all transforms, clicks
the origin geometry, and now let's add
in A, solidify. I'm going to go
backwards this time, so inwards, basically
bring them in. Like so, because I want actually some control
over bring them in. I could bring them
out and you can see that it's already
split them off, but I don't actually
want to do that, so I'm going to bring
them in like so. Then what I'm going
to do is now I'm going to bring in
another modifier, and this time it's going
to be a bevel modifier. I'm going to turn
it all the way down and then turn it up one like so. You can see how easy
that actually is, and maybe maybe going
to turn it up one more turn it up
one more like so, Is that look in any? I
think it actually is. Now, what you can
do is if you're not happy without close
these altogether, is you can come in and grab, let's let's see you've
grabbed them all. I can't actually grab them all going around at the moment. I'm just going to grab these
four just to show you. And then what you can
do is you can come in, put it on individual origins
and put this on normal. And then if I press S and x, you can see that I
can actually bend them on that actual
axis like so. And that's really,
really great for us because it means you can bring
them in if you needed to. You can also press S, sorry, S and Y and bring them in on the actual axis that they're actually facing
in. There is that. Let's put it back on global because I'm actually
happy with mine, and then what I'm going to
do is I'm going to come up. Apply mysla device,
so Control A, apply the level at Control
A, and there we go. I think I'm really
really happy with those. Now one thing I'm
not happy with is of course that I need these
on the inside as well. I'm going to press
Control seven, I'm going to press S and I'm
going to press shift and B, and then what I'm
going to do is, I'm going to bring them in. I'm going to press lt and S. Can I bring
them in like that? No I can't. I'm going to
have to just press S, bring them in, and now I'm looking at where
it's going to fall. Something like here. I think
that's looking pretty nice, I'm going to go round
now to the side. You can see that the need bring it up a
little bit as well. S and, bring them up, so making those fit in place. And then what I'm going
to do now is just going to make sure that
they're pretty much level, which they are as
you can see there. I'm happy with that. I'm
happy with the outside, and now I'll need to do is basically this part
going around here. We can see If we come to this, that we've got one, two, three, four, five, six, seven, eight, nine, ten, ten vertices. So let's see if that
actually works out. So we're going to
bring in a cylinder, so shift A, bring in a cylinder, and then what we're going
to do is put this on ten. Then we're going
to spin it around, so R x, 90, and now
I'm looking to see. So now you can see,
that's not right. So let's let's count the
vertices not the side. So one, two, three, four, five, six, seven,
eight, nine, ten. It did actually
come at ten, but I think I've actually
spun this round. So I need to spin it
round by 36 because that's dividing 360/10, R, x, sorry, y, 36, spin it round, half of 36,
what's that going to be? That's going to be 18. So r y, 18. So Let's do that again. O Y, 18. There we go. All right. Now it seems to have worked.
All right. There we go. That's exactly what we wanted. All it needed was a bit of map there and there
we go. All right. Now let's come in
and what I'll do is, I'll press R and x 90
and spin it around. And then I want to get it to be the right size. I'm
going to press one. I'm going to bring it down then I'm going to make it much, much bigger just to
get that size in, something like that, then we press Sen's d and bring it down. I want it to be
now the right size so people can
actually walk on it and I think that with the pictures probably
still a little bit small, we can see here that these Actual stools they
need to fit in here, so I'm going to make it
a little bit bigger, I'm going to make it
perhaps this big, and then I'm going to
press one again and then essens d and just make it a
little bit thinner still, and then bring it up into place. All right. That I think
looks much, much better. Now what we need to do
is we obviously need to bring this in and create
these actual planks. Now, it's up to you how
far you bring them in, but I think I'm going
to bring them in into here and leave
this kind of open. So the guy will be
basically stud on the sand, but I think that's probably
going to be better than stud bringing
these all the way in. So let's give that a
try. So first of all, what I'm going to
do is I'm going to Grab it, press the ye button and bring it into
the place I want it, which is roughly about there. And then what I'm going to do is I'm going to press Control. And now I can bring in as
many edge loops as I want. So let's see four or five. I think four, keep in
that kind of chunkiness, so left click, right
click, and there we go. Let's now right click and mark those seams that's
going to make it a little bit easier for us. And now let's actually get rid of everything except
these going around here. So what I'll do is, I'll
come get rid of the middle, delete faces, get
rid of this side, shift click, delete faces. Now let's come and I should be able to just grab
this bottom part, delete faces, and you should be left with
something like that. I think that looks
really, really good. All right. So now what
we need to do is we basically need to split
all of these off. I might as well come in again and mark a same
on each of these, like so, and that's going to make it a little
bit easier for me. Let's come in like so, right click and mark scam. Then what I'm going
to do is I'm going to split these off
now individually, so shift and click
just down each. Other one. Like so, press y, press G, and that's those split off. Now if I grab every other one, I'm going to see if we're going to use my Checker D select. So I've grabbed everyone and select checker D select, and
no, it's not going to work. So we need to probably
split them on each one. So I'm just going to come up.
I'm going to grab this one, and I'm going to go to
select and checker D select. Y, G, split those off, and then I'll come
to the next one. In fact, I'll hide all
of these out the way, so I know that I've
done that one. So now I can come to
the next one and then select and checker D select, Y, G, and there we go. Okay. Press the G, just
make sure they're split, and then I can come
to the next one. So grab all these and press Shift R. And sometimes
if you press Shift R, it will actually let you
repeat the actual process. But unfortunately,
on this occasion, it doesn't look like
it's going to do that, so I'm just going to come
to Checker D select again. Y G split them up. I'm going to just try that
again. So shift and click. Shift R. Yeah, you
can see it's not actually Checker D
selecting, so select. Checker D select, y, G, and unfortunately,
we're just going to have to work all way round. So select, checker D select, y and G, and just work your way round all the
way back to the start. Just like this.
Sometimes in modeling. We have occasions where
it's very, very tedious. You probably could set up a Python console command
to actually do this. But by the time you've done it, you already would
have done this. Maybe handy if you're
doing this a lot. Now we've grab the
molt, let's press. Let's press A, and then
what we're going to do is pretty much the same
thing we did with these. The first thing I'll
do is press control A, all transforms, and then what I'm going to do
is I'll solidify. I'm going to press right
click at origin geometry. I'm going to come in
and add in a modifier, so we're looking at solidify. Let's bring it down
on this occasion, down so Make them relatively
thick. Something like that. P are going to stand on these all the time. They're
on the actual sand. And then let's press add
modifier and bring in a bevel. Drop the bevel all
the way down to zero, and then just bring
it up one, maybe two. Let's have a look. Maybe
we can get away with two. Like, so double tap the
A, and just have a look. I think I'm actually
happy with those. I don't think I
need another plank. I mean, if we look on here, we've got no more planks on it, we could put a plank
on each one of those and just kind of join
them together that way. But actually, I think I'm
happy with those. All right. So there we go. Now, let's apply that so control
A, control A. And now let's think about these actual stools
and the actual bots. Which one do I want
to work on first? Actually, I think we're
going to work on this part, so we'll make that part first. What I'll do is
I'll press shift A. I'm going to bring in a plane. I'm going to spin my
plane around so R X 90. I'm going to make it
the right size first. I'm going to press one. Z going to wireframe, and then I'm going to
make it the right scale. It's going to be rounda here. Bit hard to see because
it's at a weird angle. Let's press SN next. We can change it if
we need to anyway, and let's pull it over
here, something like that. Let's give it three edge loops, if a press control or now two, left click, right click. Now what I'll do is
I'll actually cut this out with my actual knife. I can't really see
anything at the moment. So I'm going to do
is I'm just going to go back to solid mode. I'm actually then going
to pull it out like so. Press one, and now I'm free
to actually cut that away. We'll do that obviously
on the next lesson because we're running overtime. I like to keep the
lessons, by the way, to bite size chunks
of 10-12 minutes. I find people's concentration
starts to wane after that. And some people can do hours and hours and
hours in one go, but a lot of people
have said they can only do three or four lessons, and then they come back to it. So that's why we
actually do that. Okay, everyone, so I
hope you enjoyed that. I hope you find
the course really useful, and I'll see
you on the next one. Thanks a lot. Bye bye. Oh.
68. Creating the Wooden Sign: Welcome back if you
want to Blender three, the ultimate stylized scene guide and. This is
where we left it off. So now let's come in
and we will grab it, press the tab button,
and then what I'm going to do now
is just cut this out. Now, you can pull this
to the side actually, and you can look and see how
I've actually done this. You can see it's kind of
rounded all round here, and I basically trying to
make it give it that kind of shipwreck kind of look with basically pieces
of wood bolted together. So what I'm going to do is
I'm going to press tab again, and I'm going to press K and
we'll work on this part, we're going to round this off. Like so, and then I'm going
to come down to here, and then I'm going to
come down to here, just going through
there like so, like so, like so,
bring it up to here. Maybe, maybe if I
hold the control, I can actually bring
it up, like so. Then Simple as that. Press the er button,
and there we go. All right. So now just
grab all three of these, bring them out, so shift D, like so, get rid of the back, so L lete vertices, and now let's split these up. So again, I'm always
going to come in and right click Moxene. The other reason
I do that as well is when you're working
on planks if you're working on realism and
you're bringing in some and texture maps
and things like that. It's going to be much easier if you've actually marched seems off to actually put
those UV maps on. All right. So now,
what I'm going to do is I'm actually going
to split these off. I'm going to grab both
of these, press Y, G, split them off, and now what I'm going to do is I'm going
to bring them out. I'm, I'm going to
do it that way. I'm going to bring
them out like so. And then what that
enables me to do now is bring back this one and
bring back this one, a little bit like so, making them a little bit more uneven, and then grab them all, make sure that we're on
individual origins, press one, and then press Sens Ed and
just bring them in like so. And there you go.
Simple as that. Now, let's bring in a bevel, and then we might have to bring them out a little bit further because I might have
split them up too much, so let's come to add modifier, bring in a bevel, like so. I'm going to reset
all the transform. So Control A clicks the origin
to geometry. There we go. Let's put it on zero first. Let's bring it up then slowly. Like so, and I think actually, I'm happy with it being on too. Even though it looks a lot, it does look give it that roundness that I'm
actually looking for. All right. So now I
want to do is I want to press Control A and
actually apply that. Now what we need to do is
we need to think about bringing in something like this, so basically some text. The way we're going
to do that is, if you actually come
to your download pack, which is this one here,
you'll see within there, we've got one that
says cartoon font. All you need to
do, you just need to come to your Cartoon font, right click and click Install, and that's then going to
install that font for you. Let's close that down now. And now what we're
going to do is we're going to press Shift S. Cursor to selected shift A, and let's bring in a text. Text again, let's turn it over, so r X 90, let's pull it out a
little bit like so, and now we're going
to press tab. Then what we're going
to do is we're going to press shift B A R. We're going to have it
looking in caps like so. Now the next thing I want
to do is I just want to come now over to the right hand side and
change the font out. You can see we've got
a regular font here. All you need to
do is you need to come to this little box here, and then what you want to do is look for that actual font. It's called cartoon font. Let's see if I can find it
with this cartoon font. If I can't find it, all I want to do because it
should be in the font. What sometimes I don't
go in there is go and to your actual Beach course, where you've actually
downloaded it, and you'll see within there. We've got cartoon font, double click it,
and there you go, you'll have it in like so. All right. And it's up to you, of course, which font you
actually want to use. All right, I'm just going
to put mine in place. I think I'm going to make it a little bit smaller like so, but I do want it,
so it's actually clearing all of these like so. Now, if we go around here, we can see this
is how it should, you can see it's
exactly the same form. Now I want to do is
actually apply that. So what I'm going to do is
I'm going to come up to, by the way, you can as well, same as curves and
things like that, you can turn this
down as you can see. I'm going to leave
mine on 12 because normally normally I find that
it's absolutely perfect. Now, there is another thing before we actually apply that. If we come to this resolution, you can also turn that down. I'm going to leave it on four, but I'm just letting
you know that when you actually come and bring it out with like so, and then bring this down. You can see where you can't see, but you will see that
when you've actually applied this and
turned it into mesh, that it will be a
lower resolution. Now, what I do tend
to do is on here is you will find that if you're trying to bevel it or
anything like that, it's going to be really
hard to do that. What you can do instead
is bevel it now. You can see how
I've beveled that. You can see it's a
little bit broken though but if you put
this on not point, one, something like that, you can see that we've got
a slight bevel there. Let's put it on a little bit
high son point, not five So I think we need to lower
it a little bit more so I come and lower it down to
note point not note three. I'm just seeing if I
can actually do that. Sometimes you can
get away with it, and sometimes not, it
looks much better. Now what I'm going to
do is come to object, convert, to mesh,
and there we go. And you can see the reason
why it's done that is because It's just added a lot of polygons and
things like that to it, especially the bevel
and things like that, you can see how many
polygons it's added. Actually, you can see that
this is 28,000 polygons. Way way higher than
what we actually won. Now I'm going to do is, I'm going to come to
my little spanner. I'm going to add in a
modifier, and this time, we're going to add in a remesh. Let's bring in a remesh. And the more we bring this down, the closer, it's going
to actually get to it. So just keep bringing it down until we gain
relatively close. Like so, and that then I
think is close enough, and we can actually
work with that. Now I want to do is just put on smooth shading and we've
got something like that. Let's press control, and now
let's go in and you can see, looks to tons bare. You will now to see though it's 125 polygons. That's
no good to us. So what we need to do now is we need to actually decimate this. So if we come to add modifier, come in and go to decimate now, let's bring this down
to something usable. So 62,000 polygons on just
this is way way too high. So I'm going to do
is I'm going to put the ratio on not
0.1 to start with, and let's see what
that looks like. We can see it's at 12,000. Let's bring it down
even more, not point, not five, something like
that, and there we go. Now we can see that it's
starting to come down. I'm going to shade
smooth as well. And what I'm also going to
do is put on my auto smooth. And there we go. Now,
let's brought that down. Let's actually apply that. So. And then finally, now
we want to actually cut these away from each other just to make
them even more smooth. So we can see here,
we've got a lot of problems in them
actually being smooth, so that's not good and we
don't really want that. So what I'm going to do now
is I'm going to cut them away from each other and
really smooth these off now. If I press seven to go
over the top, press tab A, and then we're going to do
I'm going to come in with my bicect and then just
cut these away like so, bring them up, hold the space bar if you need
to to actually move that, and then put them in place like come down to clear the inner. And put this onto zero,
of course, like so. And then if I run round, now you can see that's what
they're going to look like. Let's press all TEF
and fill all those in, and now you can
see they're much, much flatter, and that's a
good way to actually do that. All right, I'm happy with those. I'm going to leave the backs No, no, I'm actually going to do. Yeah, I think I'll do
the backs as well. Let's have a look now
at 5,000 polygons. Let's come in and do
the back. This is just showing you the ways that you can actually fix these. I'm actually going
to see as well if the bevel when
they've done these, they might do, so let's
have a look at that. I'm going to do is
I'm going to come in again with my mesh, come down to bisect, and let's clean these up
from this side this time. So. Then what I'm
going to do is I'm going to come in and
clear the outer. I'm going to actually
see fill works as well. Then I'm going to do is I'm
going to put that on zero, and now I'm going to come around and have a
look, and there we go. They look tons, tons bare. Now, find list press
control all transforms. A transforms right click,
set origins geometry. Let's see if we can
actually bring in a bevel. And I fought that the bevel
won't work, of course. What we'll do is we'll
come down to geometry, clamp overlap, take that off, bring them down and then bring
it up very, very slowly. Let's try not
point, not not one, and you can see
we're still having problems getting away with that. It's making a mess of it. You can see that the
blender fonts work. They do come with a lot of problems that you just
need to be aware of, and this is basically
one of the problems. You could actually probably come in and double them off manually. But you can see because
they're so close that you're going to have a
lot of problems with this. Again, we can go in and probably remesh them
and things like that, but in the end, probably
not worth bothering with. We have got it down now
to nearly 6,000 polygons, so that's absolutely fine. Now I want to do is
just pull them back into place and not worry
about them anymore. I'm going to just pull
them into place over here. I'm going to make them a
little bit bigger now, and I think I'm happy with
that. Alright, so there we go. Now on the next lesson,
then what we'll do is we'll actually start
putting this in place. We'll put these two
pieces of wood back, and then we'll start actually
creating these stools. And then basically the
bar is actually done. Alright, everyone, so I
hope you enjoyed that, and I'll see in the next
one. Thanks a lot. Bye bye.
69. Creating Stools the Right Way: Welcome back everyone
to Blender three, the ultimate stylized C guide and this is where we left off. All right. Let's now I'm thinking, join
these both together. So Control J, join
them both together, and let's put it onto
Auto smooth like so. Now what we'll do is we'll
bring this back into place. Five press one, let's pull it over into
some sort of place, so we need it there, and
I think I'm going to also rotate it
round so Z like so. Now, actually, I'm not
going to rotate it round yet because that's going
to make it harder for me. If a press Control Z, what
I'm going to do first, I'm going to press
Shift S. Bring in cursor to selected shift A, and let's bring in
a piece of wood. Q. Let's make it a
little bit bigger, so it looks like it's going
to support something. N's, let's bring it up like so, and then let's pull it across like so and I want
it stuck into there. All the way down
into place, like so. The other thing is, I want to actually make this a little bit bigger on the tops as well. I'm just going to press tab, I'm going to grab the
top and pull it up. Then what I'm going to do is I'm going to grab another one. But first of all, I'll
add in some Mede loop, so I'll control of three, left click, right click. Grab it again, so L, shift D, ring it over, like so. Then what I'll do is I'll
grab the top of here, P proportion it it on, make sure I'm connected only, press the S button, just
bring it out like so, and then bring this one
out, not quite as much. And then bring this one up and just move it
over to the side. Then just bring this one
over like so. There you go. It's just give me a little
bit more character. Before I join these two, these, I've also probably got
a bevel these off. I'm going to press
control A, all transforms right click
origin to geometry, and then that's bevel these
off all the way down up one, so press control A, and they look absolutely fine. Now let's join this all
together, so Control J, join it all together,
and then you can see, I've got a little bit
missing here. Not to worry. We'll first of all, bend it round so it's in
the right place, something like that, let's
bring it back a little bit. Yeah, I think actually,
I'm happy with that. I just need to bring
this down now. I'm just going to press tab,
grab the bottom of here. This press Control plus on the number pad
and then pull it down so I'm just going to turn
off proportional editing, and I'm going to have a
look at that. There we go. That looks really, really
nice. Really happy with that. Now, let's get on with
our actual store. What we'll do is we'll come in and I'll make my
actual store first. What I'll do is I'll
think. What I'll do is I'll bring in a cylinder, and I'm going to bring
the cylinder in. Let's try something like
14, something like that. Let's press S and Z
and bring it down. Let's pull it out the
way. A I want to do now is just get the right
shape for my actual cylinder. I'm going to do is,
I'm going to come in. Bring it up. Then I want
to press e, bring it down. Then what I want to
do is I just want to bring every other
one of these in. I'm just going to
grab every other one and I'm hopefully going to get that shape that I'm
actually looking for. If I grab all of these, every other one, I'm hoping that I should be able to now just
press the S button. I want to bring them
in, so I need it onto medium point and bring them in probably
a little bit more, S, bring them in. Then what I'll do now
is I'll grab the top. Face leg, D, bring it up? Now, let's see if we've
got the right shape. I've come over to add
modifier, subdivision surface, and then I'm looking now for
if I've got the right shape, and I don't think
I quite have yet because I don't think
these are going in enough. I'm going to come again.
I'm going to grab each one of these and see
if I bring them in. Is it going to enable us to get that actual look
that we're looking for? It's starting to come.
It's starting to come. It's just that this part here is what I'm
actually looking for. So what I'm going to
do is, I'm just going to pull those back a little bit. And then what I'm going to do is I want to pull this up now. So I'm going to, I think, try and grab this, and
if I pull this up, yeah, that's the kind of
look I'm actually going for. This one here, so I'm
going to instead, what I'm going to do is, I'm
going to come to the top. I'm going to probably
separate this out. So control P, separate it out, and then what I'll
do is I'll press Y, G, and then I've got
that separated now. So that's the top for me. And then all I want to
do is bring this up now. So if I delete this. So shifting delete faces. We should be left
with just that. Now if I bring up this top, so I grab this, pull
it up, grab it again. Pull it up. There we go. That's the actual look
I'm actually going for. If I shade this move now, you'll see exactly what I mean, so we've got that kind of look that we're
actually going for, and then we've got the
top on here. All right. So now, Let's grab this and pull it down
a little bit, like so. Then what we'll do is we'll
grab the whole thing, make it a little bit bigger, so pull it out, and now
let's join this phase. L shift and click lt
F, put a face on it, like so, and that's
not working correctly. Let's not do that yet.
I'll do is I'll press F, can put face on like that. That's also not
working correctly. What I'll do is instead, press Control Z,
I'll press E and Z, pull it down a little
bit, then press F, and now you can see
that's actually looking much much better. Then, what we'll do is we'll
grab the whole thing with L and going to put it down and
sit it on there like so, and that's actually looking
pretty nice for a store. All right. So now what
we want to do is we want to actually make these little legs that come out and actually legs
on chairs and things. They're not actually
what you think they are. They bend out in
all of the angles. So you've just got to
take that into account. So I'm going to do is I'm
going to press Shift S, first of all, get in the center, Cs to selected, Shift A, and let's bring in a cylinder. Let's well, we'll
leave it on 14. I think that should
actually be fine. And then what I'm going to
do is I'm going to press the S button. Like so. I'm going to do this in
actual edit mode in a minute. So I'm going to pull
it down like so. Then before I move
it to the side, I'm going to press tab. I'm going to press seven
to go over the top. And then what I'm
going to do is I'm going to put this into place while keeping actual orientation there. That's
exactly what I want. Then what I'm going to do is I'm going to grab the
bottom of it now. I'm going to look to see
how far it needs to be. I'm thinking probably
something like this. If I need to make them longer,
I will be able to do that. And then what I'm going
to do is I'm going to pull it out like so. I'm going to press
Control seven again, I'm going to pull it
back this way like so. You can see now that's exactly what it's
going to look like. I think actually that's going
to be in the right place. Is it a little bit too thick the stall?
Is it long enough? Well, let's give it a y now. What I'll do is, I'll
grab both of these. I'm going to press one. I'm
going to press the S button. I'm going to bring them down. Because I'm doing this
all in object mode, I'm keeping my
mirror actually on. So that's good. Let's
bring them down. Let's press the S button. We can see that it's way way to small at the moment.
Let's put it into place. Let's bring our
little guy out now, and measure him up against this. If he parks his bomb on there,
is it going to look right? I think actually that's
about the right size. Let's press one then,
and then what I want to do now is bring this
down a little bit. I'm going to tab, grab it and press one
and then pull it down. Into the floor,
something like that. All right, I think that's
looking really good. Let's sche that off smooth. Let's bring in auto
smooth like so. Now we'll do is we'll actually mirror this over. Add modifier. Bring our mirror in, and
then let's also put it on the other side like
so and you can see just how easy that
is to do. All right. Now let's bring
in another piece. Shift A, let's bring in
a curse to selected. Shift A, and let's
bring in a cube, to reduce the polygon
count a little bit, let's press S, bring it down. Let's make sure
it's wide enough, so we're going to press S and x, pull it out, and let's press
three and put it into place. I'm just going to
move over here. Put it into place and see
that this is way way too big. But first of all, I'm
going to rotate it, so r x let's rotate it, so it's in the right angle. Then what we'll do
is we'll just level off these and see
how that looks. I'm going to come in.
Grab each of these. Press tab, Control A, all transforms, right click, set origin to geometry. Tab again, control B, vel them off, like so, and now let's make it
a little bit smaller, so S. S and x, pull it out, and there we go. Let's click, Shade Smooth. Let's put an auto smooth. It should leave it
with a little bit of hard edges, which
is what I want. Now I want to do
is I want to put this round to the other side. So I've still got my
cursor in the center, little sideways to not
individual origins, whoops. To three Dcursor, shift, and then Oz 180, put it
over the other side, and then we shift, Oz 90, and then what we'll do is we'll just bring
this one up a little bit. So Let V again, individual origins, bring it up a little bit, and
then bring it in. S and y, bring it in. Double tap, the A, just make
sure you're happy with it. I think that looks
absolutely fine. Grab it again, sideways V, three D cursor, shifty, Oz, 180, spin it round. There you go. Simple as that. Little sideways V once more, individual origins and now
let's join all of these up. Together, including these ones, if I apply my mirror, so Control A, et'spply a mirror. Control J, join a molt up.
Now let's have a look. This has got a
subdivision on it, so let's apply that as well. Control A, let's
grab all of them. Control J, and let's
also put on shades move. I'm just making sure I want those a little bit
harder So jaws, going to pull this up
like so. There we go. You can also do this, of course, if you pull this up
and anything you want actually more rounded, you can just mark in
seams and things that. We've got that nice look
now what we're looking for. That's exactly what
we're looking for. Now, let's put these into place. If I bring this
here, I'm going to put two together like so. Actually, I'm not going
to actually do that yet. I'm going to actually put the
color on first or I'll be actually coloring them
all at the same time. You could actually move
the materials over, but I think I'll wait actually, so I won't do that yet. All right. We've got this stool. Let's hide that the
way, we've got the bar, let's ide that out the way. We've got the top off here. I'm thinking that
I probably want one maybe a bevel on here. Let's have a luck if
we've already got one on. No, we've not. We're going to actually
do this by hand, shifting plate control
B, very, very gradually. Something like that. There
we go. Let's press H now. What we're going to do now is I think just work our way down, just giving on bevels and then start pouring the materials in. All right, everyone, so
I hope you enjoyed that and I'll see on the next
one. Thanks a lot, bye bye.
70. Creating materials for the Beach Bar: Welcome back, everyone
to Blender three, the ultimate stylized Seng and
this is where we left off. All right. So now let's come in and join let's say all
of these together. We might as well do these
all at the same time. Like so, I'm just making
sure I've got them all. Let's press G. Miss one, let's join these as well. Let's also join the speakers. Might as well do those
at the same time. Press G, make sure you've
got the Control J, and let's press Control A. O transforms right click, set origin to geometry, and now let's bring
in a bevel modifier. Let's have a look
what that looks like. Actually, that's
looking pretty, goodif, put this to zero,
bring it all one, it's probably going
to look the same. Yeah, I think that
actually looks good, especially
on the speakers. Let's try it a little bit down, so not point not not three. Probably like that is better. A Let's press control, and let's hide those
out of the way. Now let's come to
our bar control lay, all transforms, pick
origins geometry. Add modify it, let's bring
in a bevel way way too much. Let's bring it down,
put it up to one, and thats absolutely fine. Control. Now let's press ulta
and bring everything back. Let's hide the
floor because it's going to make easier
to grab everything. Press seven to 12 of the top and then you're
going to press B, grab it all like so, and then just grab the stool, press Control J,
and there we go. Join it all up, right click, Shade Smooth, Altos move on, and it's set at 50, so we're going to have
to turn that down a little bit, so
you can see here. Then I have to turn
that down, which means that we've got our store,
which is going to be. I think I'm going
to have to separate the stools out because I'm
not very happy with that. I could come in, I guess
and bevel them off. I will try that first. I'll come in and level
all of this off. I'm going to grab each of these things that I
want to level off. I'm going to press control
B and just bring them out. Let's have a look at
that, and I'm also going to have to level this
off, so Control B. Let's have a look.
Actually, that's come out quite nice now, so I think I'm actually
going to leave it. I can keep it all
joined together as long as I've
leveled these off. You can see here though, is
this beveled off too much? No, actually, I think
I'm up with it. I think I just need
to get more actual, I'm going to bring
that down a little tad just to get that flatness
there. There we go. That's looking a lot better and it's got that
little sharp edge. Yeah, that's looking
much better. Let's even put it on 30, actually. Yeah. There we go. Perfect. All right. So the store then is still rounded
off, so that's great. That's what I actually
wanted. All right. So now let's start work
on our actual materials. So let's come over to our materials panel.
Let's click new. Well, let's click the Down
R first and actually look, see what wood we've got. So we've got wooden
planks, random. I'm actually sure. Oh,
yes, it was on the bench. So let's give those
an actual try. We've just put that on.
Let's put it onto cycles. There we go. That's what
it's going to look like. I think what I'm going to
do is for the actual floor, I'm going to have them a
little bit lighter than this. I'm going to put wooden
planks and then I'm going to press another one new, and I'll call it wooden
wooden planks, random floor. Because the floor is going to be walked over all of the time, so we've just got to
take that into account. The other thing
is, at the moment, this is all brown now. I'm going to come
in and press plus, I'm going to go down, and what I'm looking
for is the sunshade. What's this? Canopy top. I'm going to actually
use that for this. I'm going to click down,
Canopy got it wrong. Canopy top. There we go. And then let's come
in and grab these. So grab this H and
then Canopy top, click a sign, and there we go. That's looking nice. Now we want some different
actual kind of wood. In other words, we want
some wood where it's like weathered basically and rain swept and things like that. We've got wooden
planks random floor. I'm going to give another one. I'm going to click new, and
I'm going to call it wooden. Planks, random,
weathered, like so. And then what I'm
going to do is I'm going to come now to
my wooden planks. I'm going to copy material, and then I'm going to
come to each of these, paste material,
and this one here, paste material like
so. All right. Now I'm going to do is
I'm going to bring in a yellow for this. Yellow sign. So I'm going to put yellow L et's get spelling
right bar sign, like so. Then what I'm going
to do now, I'm going to grab each of these, so L L and L and click a sign. Then what I'm going to
do, I'm going to put this on a nice actual yellow. Maybe a little bit more. Something like that, I
think Let's make it a little bit darker
or a bit lighter. Yeah, something like that's
really going to stand now. I'm happy with that. Let's now come to these weathered parts. Wooden planks, random weathered. What I'm going to do is,
I'm going to come in. I'm going to grab each
one of these now. Like so. I'm also going to
grab each one of these. I'm just going to come
in, work my way across, grabbing each one
of these, like so. I'm also thinking that probably these ones here are also
going to be actually no, I'm going to leave
those for the boss. I'm not going to
grab. I'm going to come and assign those to this. Now, let's head over
to our shading panel. Let's press the dot button. Let's put it onto cycles, and let's zoom out and
find these over here. These are the ones that I want
to change the color here. I want to start with a
much, much lighter color. So if I come to this
one, I'm going to put it onto a lighter color, and you can see
that's changing that. Something like that,
I think, that's the color that I'm looking for. Now, let's grab this
one, put it on this one, grab this one, put it on this one, and
then grab this one. Let up a pet, put
it on this one, and now you can actually
start changing them over once you've got the color, actually the way you want. I think I'm happy
with that color. I'll do is I'll
come to this one, sorry this second one, and then I'll make it a
little bit lighter. Not too much just a
tiny, tiny bit lighter. Like so. And then I'll
do the same on this one, so I'm going to make this
one tiny, tiny bit darker. And then I'll do the
same on this one. Tiny bit lighter not that
light, something like that. All I think I think it needs to be a little
bit more green actually. Let's come in. Let's see. Yeah, that is the better. I'm going to just
edit this again. Sorry, I didn't get quite
right in the beginning. It's a bit too red
still. Yeah, like that. All right. That
looks a lot there. Now I can come in, make this
one a tiny bit lighter. Make this one a tiny
bit darker, like so, and then make this one just maybe a little bit
more orange like so. Double t A, and there we go. All right, I'm happy
with that let's have a look at these
parts as well. Yeah, I'm happy
with those parts. Now, let's do the bar. I'm going to click
plus, new bar. So I'm going to come in
then, grab this bar. L, click a sign, tab. Let's put it on a
red color, like so. Let's make it a
little bit darker. Like so, and let's make sure that it's not
quite as shiny, so roughness, turn it up. Something like that, I
think it's absolutely fine. Now, we've got these
pieces of wood in here. Now we need these
pieces of wood to go. What I'm going to
do is I'm going to just see if I've got
the rest of it in. I've also got the
speakers to go as well. I can I can put these on black. I think I've got
a black plastic. We'll do those first,
so I'm going to grab these scroll up plus
down arrow plastic. Black plastic, like so. I want to click a sign, and then I'll come to
the center of them. I think I've grow
a white for these, so I'll grab both of these. Let's click plus down
arrow white. We've got. I've got a white metal
white, have a look at that. Click a sign tab, and actually they
look pretty good. Now I think I've
actually got one called speaker from what we did
with the parking meter. Let's have a look
down arrow speaker. Speak of black. There we go, click a sign, tab. Wow, they look really,
really nice. All right. This is really coming together. Now, let's come in and
do this part here. If I grab, I have to go
in and grab all of those. Just make sure you're
on edge select, so you're grabbing a mole and
just go and grab them mole. Then what we're going to do
is we're going to put this on the floor one and
change that floor out. Maybe maybe we should put the floor instead
of making a new one, maybe with this wood here. We'll actually have
a look at that because that might be
the best way to do it. I'm just going to come
in, grab each one of these. Like so. Not that one. Get rid
of that. Zoom in. And again, one of those
things that's pretty tedious. All right. There we go. Now, let's put on wooden planks, random floor, wooden
planks, random weather. Let's post a sign on that.
Yeah, that looks just perfect. I don't need to have this
wooden planks random floss. I'm just going to minus it off. The reason it minus
it off, by the way, is it will get rid of it
once we come to I think it's under file cleanup and
unused dates blocks. You can clean up
unused dates blocks, and now hopefully it should have got rid of that. All right. It will get rid of
it anyway when we reload the blend of file out, so don't worry too
much about it. Now what we've got
is our actual stool. I think, what we'll
do is we'll actually create that on the next lesson. Basically then the
bar is actually done, and we can move on
to our actual bin. Everyone, so I hope
you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
71. Completing the Beach Bar Final Touches: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. We're nearly finally
actually done with this. Let's bring in a
new texture, new, and we'll call this
one seat and yellow, and we'll make this one
a little bit different, so I will show you one of the other actual
shades you can use. If I come to my
principled and I go to sometimes it is a very
nice shader to actually use. First of all, if I come in though and grab the top of this and the bottom of this
and then click a sign. Then what I'll do is
I'll just put this on a nice yellow color.
Let's press tab. Let's put it on a
nice yellow color, and you can see just down
nice that actually is. Now, what you can do is you
can see if I bring this down, it actually gives
it that nice color. We also want to smooth
that off a little bit. It's not quite shiny like so. You can see what
that actually does. There's also one that's called velvet as well that
you might want to use. I'm just going to bring that
down a little bit closer, I think, just to get some
more darkness on there. I think I'm going to just bring this down a little bit like so. I'm happy with that. We can
also as well go to glossy. Instead, you can actually
change that to glossier. I don't think we're
going to do that, think we're going to leave it on this one here. I think
I'm happy with that. I'm just looking to
make sure that I've got this edge on
here there you can see the edge now comes
about. I'm happy with that. Now, let's come to the
bottom of it and what we'll do is we'll click
plus down narrow, and we're going to look for
frames like so, so frames. Then what we'll do is
we'll grab all of these, and we're going to obviously
give them the frames. We did miss one part,
so I'm going to click a sign and there's that.
Is looking around. That's absolutely perfect. The one thing we have missed is our little ring
that comes on here. Let's quickly
actually create that. I'm going to do is
I'm going to go just quickly back to
modeling, press tab. I'm going to come into material. And I'm going to press
Shift S, Ks to selected, Shift A, and let's
bring in a cylinder. I'm just going to
look over the top. You can see here would be far
too many rings like this, and I think the amount of
rings I want is three. Three, six, nine, 12, 15 18. Let's try 18. We'll put it on there and see if
that actually works. Bring it out, and
let's come in and grab this and delete faces and also grab the bottom
and delete fases, and then let's squish
it in a little bit, so Sens squish it in. Now let's bring this
out. I'll bring it in. It's up to you. I
think what I'll do is, I will bring it in
with a solidify. I'm going to grab it, Control A, or transforms, right click, set origin to geometry.
Not that one. Set origin to geometry. And then I'm going
to do is. I'm going to see if I can go
every three now. One, two, three,
so you've got one, two, three, one, two, three, and then just work your
way round every third one, and hopefully, it
should get back to the center with one, two,
three, which it does. Let's right click and mark
a scam and there we go. Now, let's bring this in,
so I'm going to bring it in with a solidifying modifier. Let's put it on even
thickness and bring it in. So something round
about like that. All right, that's looking good. Let's press control A, and now let's actually
bevel off all these sides. Or we could actually
use another modifier, which will be the
subdivision surface, and that actually
might work out much better because we've already
marked our seams on there, so we know whereabouts
are going to be. Is that round enough?
Let's shade smooth? Is it big enough?
That's the other thing. So I might need to bring
it in a little bit. I'm going to do is I'm going
to just grab the inside. I want to press t and
S and bring it in. Like so to make it
the right thickness. Yeah. I think that's looking
much better like that. Let's come over.
Control, apply that and now you can see I've
still got my seams on there, and that's exactly what I
wanted, something like this. Click Mark seam. There we go. Now, let's see if I can grab
every other one of these. I'm going to come
to my materials. I'm going to click the
down arrow look for white. White, and we're looking
for white shiny. Let's try that. That's
been applied to that, and you can see it's got
that little bit of shine on. Let's click the plus now, new, and we're going
to call it orange. Shiny. So. Then
what we'll do is, we'll just copy this,
so copy material, paste material, like so, and then just put
this to a nice orange now let's see if I come in
and grab each one of these, so L and L, click a sign on the orange. There we go, we might
need a little bit. Look more weathered. All right. I'm happy with that. Now, let's make this smaller.
It's way way too big. We've got a man here now though, so we can actually
put it around him and actually have a look, see
how big it needs to be. Something like that's
about the right size, and now we can actually
put this on the side, so R x 97 to go over the top, and let's just make it the
same as this, R and Z. Like so, and then let's just put it back against that bar. I might need to
actually rotate it round a little bit more.
Something like that. I could actually as well, make a little holder for it but I don't think
with the ball there. I think I'm just going to
rotate it, rotate it round. So Press the G board now just
to get back into place and then rotate it on the x maybe. You can see it's not
rotating on the right place. Let's see, first of all, if you can actually
rotate it with my normal. Let's see if I can
rotate it there. Yeah, there we go, much,
much easier to rotate it. G, just to pull it
out a little bit. Double tap the A.
And there we go. That looks pretty nice. Now, let's bring in the soll. What I'm going to do
is, I'm just going to separate my stalls
off just for now. So I can actually use them.
I'm going to grab them all. Make sure you grab the bottom. Let's press P, selection. Grab it, control A, all transforms right click, set origin, to geometry. Now I should be able to press Shift D and just bring them out, rotate them round, so our Z, and then just place
some more stores. I put two together here. Let's put some on
their own over here. Basically, I want to
actually keep them the same. I'm not going to press G.
I'm going to rotate it, so Z, like so, and then we're going
to press shift D. And then let's
put these over here. Maybe one. Around here and we can see that I've
got a problem in that. I I got a problem with that? Yes. I've got one missing there. I'm not sure why. I've
got one missing there. So I'm going to
actually delete those. And I think what I've done is. Yeah, I've actually
missed the grub. So going to have to go back
and actually grab this one, I'm going to grab this leg, so LP selection, and then I'm going to join it up
and do this properly, so Control J, and then control Ale transforms clicks
origins geometry. And now hopefully,
I should be able to press D, bring it over. There we go. It's
working better now. Let's join these a little bit closer like two
people sat together. Let's press shift D then
and bring some more around, so like this, put it into place, and then R and Z, so and then shift D. You might want to color
up your stalls a little bit. I'm going to put these a
little bit closer together. R and Z, like so, and then shift D. Let's put one here and maybe one a
little bit further across. Some people sat on their own, so our Z so. There
we go. All right. So now let's join everything up. Of course, you could
split these up as well and have them as separate
models if you wanted to. So I'm going to join
those up with this. And finally, we're going
to press Control J. Control A all transforms right clicks a
origin to geometry, and there we go.
There is our bar. Let's just put it onto
cycles just so we can have a quick look at
actually what it looks like. I think I'm very, very happy
with how that's turned out. Now back onto materials,
let's rename it, so we'll call it
Beach bar, like so. Then what we going to
do is right click, and I'm going to come
down and mark as asset. Now I'm going to come
down all of these, just making sure that
they're marked as asset. You can see the ones that aren't so this one here, markers asset. Let's just work our
way down, right click, markers asset, right
click, markers asset. That one's been done,
that's been done, that one's been done, right
click, markers asset. Frames has been done and shiny white and the orange
markers asset. Finally, assets, unassigned put it into assets and then put these
into our materials, and then you've got
materials here, assets here, and of course, our balcony and I
made one for windows. Do I have any windows that
I didn't actually assign? I'm not actually sure if all of these windows
were put in place, but let's not worry about that. Let's actually now
just put this over to our assets again, like so. And then what we need to do now is we need to make a start on our let's go to modeling
first, on our actual bin. If we come over,
Let's open this up, so I'm just going
to scroll down. I'm looking for my bin,
and here is our bin. You can see we've got two bins. We've got some rubbish bags. It's hard to see
actually on this, but you can see the side of it. You can see how this comes down, and you can see how all
this comes together, so it's a little bit
fiddly is what it is. It's not something
that's too difficult. All right, so I'll make a start on that on the next lesson and hopefully we can get that done within a few short lessons. All right, everyone. I
hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye. Oh
72. Where to Begin with Many Parts: Welcome back, everyone,
to Blender three, the ultimate stylized
scene guide, and this is where we
left it off. All right. We've got our
cursor right there, so let's actually bring in, I think, first of
all, we'll bring in a cube just to get
the right size in. If I press one, I
want to press S, bring my cube, and
that's way too big, so let's just try that again. So I'm going to press
one and S, bring my. I'm going to bring it
out very gradually then. Then what going to do
is we're just going to try and bring it
in to the right size. I'm going to press S. You can see that this is
on a different turn. Basically what I want to do is instead is I want to get to the right side roughly and then measure it
up against my guy. I'm going to press
e's, bring it down. I'm not going to do the top yet, so E's, bring it down. Then what I'm going to do now is I'm going to bring my guy up. To where he is on the
floor, so I can imagine the wheels are
touching around there. You can see that's probably around about
the right height. If you think about a bin when
you actually walk up to it, you can probably just look
over and actually see it like this and maybe reach into
it, but no more than that. Now what we're looking for
is actual size of the bin. I'm thinking something round about this size actually
looks about right. There's no way you
can put your arms from left to right or
something like that. I'm thinking maybe maybe just
maybe a little bit wider, tiny bit wide,
something like that. Now what I'm going to
do is I'm going to put a top on this bin, but before I do that,
I need to bring it in a little bit because at the
moment it's way way too big. That looks more of a right size, maybe still a little bit too big, so I'm going
to bring it back. Like so. And I think now maybe
gone a little bit too far. Something like that sort
of size looks about right. All right. For the
top of the bin, what I'll do is I'll bring
in a actual cylinder. That's going to make it
a little bit easier. Shift S, selected, shift A, and let's bring in a mesh
cylinder, and let's put it on. I'm thinking, can I get away? If I look at this over here, we can see one, two,
three, four, five, six, seven, eight, that's 16, so we could probably
get away with 18. So let's spin it round, so R X 90 R z 90, and we can see we're
on the wrong one. Because we're on
normal, let's put it on global Z 90, and there we go. Now let's bring it up, and let's put it into the right
place where I want it to go. It wants to hang over the front so you can see here it's hanging over
the front and the side. Maybe maybe a little bit more. Now let's put it up
to the halfway point, so something like here
looks absolutely fine. Then what we'll do now is
we'll bring it out, S and x, pull it out, just so it's
on the sides like this, and now we can actually get
rid of some of these parts. Get rid of the front and back, so delete faces, and now we're going to cut it
at the halfway point. Halfway looks like there. Maybe, maybe it needs
to be halfway actually, so not quite, so we've got a
little kind of piece here. So let's press Control of.
Left click, right click. Let's press Control on this side, left
click, right click, and then let's come from this one all the way to this one, press delete and faces,
and there we go. That is what we're
actually looking for. That's looking pretty good. The one thing I would say is that it's probably
needs flattening off. It's probably a little
bit too rounded. If I grab it all processins
ad and then I can fly it off, and now it's starting
to get that shape that we're actually looking for. I tend to actually
when I built this, I tended to build the
top of it all in one, so it's basically
closed up and then open it as I'm actually
building this thing out. Okay, so I think
I'm py with that. What I need to do
now is, I need to. I'm not going to
solidify it yet. What I want to do
is first of all, put the sides on, make these indentations
and things like this. Let's do that first.
I'm not going to worry about gns or anything
like that at the moment. I'm going to grab
all of this, press F and just fill it in, like so. Same on here, F, like so. Now let's bring in some a couple of edge loops for
this part here. Control R two, left click, right click, S and X, pull them out with medium point. S and X, pull them out.
So something like that. Now we can probably
solidify this top part, and then we can pull these parts out separately as we need to. I'm just looking at this part here how
it's actually built. I think, we'll go for that. What I'll do is, I'll now
hide the bottom part of it. I'll come to the top part, press control le
transforms, right, place origin geometry,
add modify it, and let's bring in a solidify. Et's pull it out or in. I'm thinking probably get away
better with pulling it in. Let's put it onto
even thickness, and maybe that's a
little bit too thick. I'm going to, I think, pull it back a little bit. So I think I'm happy with that. What I'm going to do is I'm
going to apply my solidify. Then what I'm going to do now is let's work on the
actual tops of here. If I come in, I can probably do all this
at the same time. If I come to this one here, Control click, Control click, Control click, control click. Now let's think about
bringing these out. I can probably get
away with pressing. I'm thinking whether I should
actually solidify this. Maybe that will make it easier. Take this bit and then
stick it on top of it. I'm thinking that's
probably going to make it a little
bit easier for me. I'm going to do is
I'm going to press shift. I'm going to pull it up. I'm going to press P selection, tab control lay all transforms clicks a
origin to geometry, and now let's come in and
just solidify this pot. Again, it's one of
those where you're just going to break it
into little parts, and if I pull this out now, you can see that doing it like that and putting
it in place like this is probably going to be easier than trying to
actually do it separate. I'm going to bring that down and put that into place. L so. Let's now come to
the actual sides and we'll do the sides as well, so I can see if they're
going to look right, so I'm going to grab
both of these sides. I'm going to bring them
in, so I'm going to press, bring them in, and then I'm
going to extrude them in. If I press E, enter S x and bring them in
together, like so. There we go. Now, we're actually starting
to get somewhere. All right, I think on this, this is the back of it,
this is the front of it. So we just need a
quick handle on there. So I I press shift
S, it is selected. Let's bring in a handle, so
I'm going to press plane. I think I'll use a
plane, I'll press S, make it a little bit smaller, and I want it to be round about the same size
as his actual hand, so he can actually use
it in other words. So it wants to be
relatively small. So S and Y, bring it in. And we've made a handle before
with our art Dog stand, so we know actually
how to do that. So let's press S and X. Let's make this one know a
little bit more rounded. So control R two, left click, right click, and then S
and X, pull them out. And then what I'll do now is I need to actually pull this up. Can I pull it up just with that? Probably so. But you can
see if I did it like that. It would basically
not be round enough. So control R, two, left click, right click, S and
X, bring it in. Like so, and now
let's pull it up, so pull it up, and there you go. That's actually better.
That's why I'm actually looking for something like that. Now, this handles still
a little bit too thick, so L and then S and y like so. And then I just want to
round this off a little bit. So I'm going to
grab this one and this one, press Control B, round it off, and
maybe put it onto two, like so, and then I think
that's really getting there. Remember this is
plastic as well, so we don't need to worry
about any metal bits or attaching it to it
or anything like that. All right, so that's
that. Now, let's come in to add modifier. Let's press control
A though first, right click the origin geometry. Let's add in a solidify, and we don't need it that thick, so let's pull it out instead. I'm thinking something like
that looks absolutely fine. And now find I can actually
stick this into place. So if I bring this back, and then what I'm going
to do is just pull it down and actually
rotate it round. So let's rotate it
round with r and x rotate it round jot into place and then just put
it where we want it. So something like that,
I'm going to pull it out. And you can see
where the line is, that I need to rotate
it a little bit more so R and x rotated
a little bit more. Let's put this on
normal as well. I'm putting it out in
the right direction. So like that, I'm thinking, is it too low, maybe a little bit higher.
Double tap the A. Let's put it onto object motor we can really see
what we're doing. I think that's absolutely
fine. All right. So now we can bring
back probably this bottom part and create the bottom parts with these two actual
square blocks here. Then we can make this actual
ridge and things like that. Let's press tage,
bring back the bottom. Let's hide this
floor out the way. L et's come and actually
create that top bit first. We can see at the
moment, if I press one, that this top probably
isn't out enough. The reason is
because it needs to have that style where it
comes out on top safe. In other words, if I grab
the top of it, like so, press one, press the S but
and just pull this out. You can see if not gr there for some reason. Let's
put it on global. Let's hide this out the way, and let's now come
in and grab my top, like so, and now I should be
able to pull it out like so. I'm going to pull
it out a little bit more on this side, so S Y, and then pull it back a
little bit on this side, so S and X so now you can see it's
starting to take that shape. Let's press control then. Left click left click,
drop it in place. Let's press t shift and click, and then what we'll
do is we'll press E, enter lt and S and bring
this out a little bit. I'm thinking, Is it going to come out evenly?
I don't think so. Instead, what I'll do
is I'll just go back, making sure I've got rid
of that actual extrude. I want to press tab then. I think before I do this, that I'm better getting
rid of the inside, so getting rid of this and then resetting the transformation.
I'll come in. I'll grab the top, delete faces, and then I'm left
with just this. Press Control A transforms, clicks a origin to geometry. Before I actually
extrude that out, I'm going to come in and
actually solidify this out. I'm going to point
even thickness. Bring it in, not outwards, so it needs to be
relatively thick, so this thickness
looks absolutely fine. Apply that with Control A, and now find that we can come in and actually
bring out this top. Alt Shift and
click, e enter lns, and let's bring it out to the place where want it.
I just wants to be out. Like so, and I think that's pretty even going
all the way around. All right. So now let's
make our top fit. So Altag let's grab our top, let's join it together. Let's actually apply
that solidify as well. So let's press Control J. Join it all together.
You can see there that that happened,
not sure why. Control A, join it together, Control J, like so. Right click, Let's shade smooth. Let's put on our Auto smooth, like so, and now we should be left with
something like this. And all I want to do now
is just bring this out a little bit because
you can see it's a little bit too small now, so let's press S,
bring it out this way, and then let's press S
and Y and bring it out. You can see here,
it's not actually coming because our
orientation is in here. Joe going to go back again, Contra transforms right click, set origin to geometry, and now I should be able
to press S and pull it out nice and evenly like so. That's exactly what
we're looking forward. Jos goes over the top like so. All right, so I'm
happy with that. Now, what I want to do is
on the next lesson is, I want to create
these square blocks, and then obviously these
little grooves in here. Then we can actually work on the side and bring
in this part down, which should be quite
easy, actually. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
73. Completing the Major Outline of our Bin: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's think about
our little blocks that are going to
come down here, so I'm going to grab this. I want my block actually to come probably from here and here. I'm probably actually going to bring in an edge loop
and do it that way. If I press Control, left
click right click, in fact, I'm going to press Control
again, two, left click, right click, now let's
bring these out, so S and X, bring them out. Something round about there, and then I want to do it this
side as well. So control. Now I don't need
to because I only want these square blocks
to be on the front. I'm going to bring this in
now to something like here. You can see that I only
want them from here. This is where they're
coming out from. It's these ones here.
Let's now come in. You can see they not
quite the bottom as well, so I might as well make
another edge loop, so Control, bring it down
to something like here. Yeah. That looks
absolutely perfect. You can see as well though
that because I've done that, I've actually got square now in place to bring
out the wheels, so I'm probably going to
bring in another edge loop. I'm also going to
get rid of this to this ground plane hide out the way it's going to make
it much easier for me. Then what I'm going to
do is I'm going to press control seven, go over the top, Control now and just bring
in another one and make that little square.
Piece here as well. Let's come back to
the front then. I'm going to grab this
one and this one, this one and this one, like so. I'm going to press Shift
D, enter P selection. Tab, grab it again, contro lay all transforms. Now what I want to do
is bring these out, right click, origins
geometry, add modifier, and bring in another
solidify, even thickness on, and let's pull it out this way, hold in the shift button, just nearly to the edge like so. You can see because
we did it that way, it's really really easy
to actually do that now. And you can see the
nearly actually line up. All right, so let's
double tap the A, and there you go, you can
see what we've got so far. Now, let's think about the
actual wheels on the bottom. If I come to this now, because we did the work already, we can actually come in now and grab each of these like so. We can press the button like so, and then we can press E. And then bring them together now. Make sure we're on
individual origins, like so. Let's bring them in slightly, bring them in slightly and then press S and X and bring them in together so and then we're going to put the
wheels actually on here. All right, let's make
some actual wheels. So what I'll do is I'll
come to this one first. I'll press shift A, and we don't want the wheels to be anything too complicated. We just want a piece of
metal in the middle. Let's bring in a cylinder. Let's spin it round, so 18
should be absolutely fine. R, y, nine, make a much smaller, and bring it into place S and X. So you can see that we do have just some metal
actually coming under here, so we'll actually
put that in place. I'm going to grab this shift S, s to selected, grab this part
with L, and then shift S, selections keep
upset, bring it down, like so, and how big is that wheel let's have
a Is that wheel too big? I think it is. Let's press S, make it a little bit smaller, drop it down a bit, like so, and I'm thinking that looking nearly right,
something like that. All right. So that's
looking fine. Now, what I'm going to
do is, I'm just going to probably grab this here, and I'll use this then to
create this part of the wheel. What I'm going to do is
I'm going to press sift d. Bring it down. P, separate it.
Tab grab it again, to control A, all transforms. Now, let's create this wheel. I'm going to first
of all, press E, bring it down, and then I
think I'll press E again, bring it down, and now
I'm going to pull it out. I'm going to grab both
of these like so. I'm going to press E S
and x, pull them out. Making sure I'm
on medium points, S and x, pull them out. L. So we can see that they're probably a little bit
too flimsy right now, but once I've pulled
these down now, so if I press E, pull
them down to the middle, and then press S and y, bring them together, and now you can see they're
actually looking better. It's just the wheel now that we actually need
to put in place. I'm going to come back to
my wheel, press the S one. And there we go. We don't want them to be anything
too complex as I said. So now I'm going
to grab my wheel, and I'm going to actually
separate it so Pak, selection separate it out. Grab both of these now,
put them together. I'm just wondering if
this needs pulling up to make it look a
little bit stronger at the moment it's looking
a little bit weak, and I think they actually do. So what I'll do is I'll
grab this one and this one. I'll just pull them up
just slightly like so, and that makes them look
a little bit stronger. Let's join together
then with Control J and then let's press Control
A, all transforms. This time, I want
to right click, set origin to three D cursor. No, I don't because I want my three D cursor to be
in here. Let's go back. Let's grab the center
of this point. So the center of the
bottom should be here. Shift des curs selected, back to the wheel, right click, set origin to three D cursor. Now let's right
click Shades move, bring in our Autos Move, and now let's actually put
them over the sides with, of course, our mirror modifier. Mirror on the x and y, And there we go, and let's also then pull them
up into place. So, Let's double tap the A, just make sure you're happy
with them and let's zoom out, and there we go. That's looking pretty nice. One thing I think I need to do is I think these
are a little bit, if I grab these again,
these ones here, I feel like they just need
pulling up a little bit. They're a little bit
too stuck out, I think, so I'm just going to
pull them up, like so, and then I'm going to grab
my wheels and pull those up into place, double tap the A. And that looks much better
now. I'm happy with those. Now, let's think about
the front of here. We've got these
front bits on here. Let's quickly make those. They should go under here. If I can use actual curs then that'll put it right
bang in the center. Shift A Q, let's pull it out, like so, and let's pull it up, and I'm going to
pull it up properly. Then I'm going to pull it out. So S and y, make it a little bit thinner. And then S and X, like so. Then what I want
to do is now want a little piece and I
want that to go back. So if I press tab, control, Left click, right click, think y from there, and then control, left
click, right click, pull it up, from there, and now so be able to
pull this bit back. Like so, and then finally
pull this one back like so, and that is what it
actually looks like. So yeah, think I'm
happy with that. Now what I'll do is I'll just
pull it over to this side. And then what I'll do is
now I'll bring in an array. So Control A transforms. I click set origin to geometry.
I'm just looking before. Just looking at my other bin, probably need to bring it down, J to ta like so. All right. Now let's come in with an array, and then let's just set it splitting up a bit,
something like that. Let's see if we can get it near enough to the edge.
Let's press one. And, you can see if I
double tap the A now. That's what it's
going to look like. They need to be actually
split up a little bit more, so I'm just going to
reduce them and split them up a little bit more. I think also they need to
be a little bit thinner. I'm just going to
grab them S and X, like so and then put in. Yeah, that's probably
too many now. We need to probably move it over a little bit. Let's have a lot. I'm happy with that. We can mess around with that all day long and it's important to move on as soon as you've actually think
that you've finished it. I think I'm actually
happy with that. Now let's think about
our actual side. I'm going to apply
the actional array, and then what I'll do now is I'll come to the sides of here. Now, I'm thinking that
I'm probably going to mirror over the other side
once I've built it out. I'm just going to
focus on putting this arm in first without having to worry about
the other side. I've come to this. I'm thinking that we've got to actually
work with on here. I haven't really got
a lot to work on. I can press control and
bring in a edge loop. It is going to create an
ngn just be aware of that. I'm just going to put it there, and I think I can
actually create this arm. This arm, if we doom out, coming back from here. You can see that I probably
did mine all in one go. I'm going to do now, is
I'm going to come in, and I'm going to grab this, and you can see that
I'm going to have a few problems
probably grabbing it. I'm going to actually
hide the ball out of the way in so I can see
what I'm actually doing. Yeah, you can see here
that I'm going to have a few problems
bringing this down. So it might not be worth
doing it that way. It might actually just be worth grabbing this,
pressing Shift S, cursor to selected, and then bringing in another
piece of mesh instead. So what I'll do is now,
I'll press shift A, bring in a cube, and then I'll try and get
this into the right side. So if I press S and
x, bring it in like. So and then bring it down and then make
it the right side. S and y, bring it out like so, and I think it's
going to be much easier working like that. I'm going to press
P selection and then just press tag,
bring everything back. And then what we'll do,
then on the next lesson is, we'll pull this
down and get this going round there like
this part because this is basically the actual part where the actual being
gets lifted up and it actually gets empted
using that part. So that's what we'll do.
All right, everyone. I hope you enjoyed
that, and I'll see on the next one.
Thanks a lot. Bye bye.
74. Creating the Bin Opening Mechanism: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's crack straight on
with actually creating this. If I turn this round, so I'll say 90, let's spin it around a it's just going to make it
a little bit easier for me rather than keep trying to go backwards
and forwards. And then if I press
three, I can move this grab it into place. Bring it down, and there we go. That's what we're actually
working towards. All right. So let's come in,
grab this part. Let's grab the bottom of
this, so let's press one. Sorry, three because we
need to be inside view, and it looks as though to me like it actually comes together. So this part looks like it's
actually much further out. So what I'm going to do
before doing that is I'm going to grab this part and
I'm going to press S and y. Pull it out a
little bit like so, and now you can see
that it's actually stuck on the outside,
which is much better. Now we can grab this
part and we can press control le
transforms rightly, Sg in geometry, and just pull it back into place and just get
ourselves actually set up. Now I'm going to do is I'm going to grab the bottom of it. Press three. I'm going to
zoom out a little bit. I'm going to bring
it down like so. Then we're going to do is
I'm going to press S and y and just bring it in like so. Now I want to actually
bring it down and then rotate it or
bring it out from here. So I think I'm going
to press E and Z, bring it down like so, and then we're going
to pull it back, and then what I'm
going to do is, I'm going to work from
this part here. Hopefully. Let's see if
that actually works. If I grab this part
here, press three, and then E, and then
pull it down like so. And you can see that we do
have some problems in that, it needs rotating round. R and x rotate it round to the B the right
way, something like that. Now let's work on refining
this bit a little bit. As you can see, it's
not quite right. What I'm going to do is
I'm going to come in. Press three on the number pad, bring it down,
relatively straight, and now you can see that's
actually looking quite nice. Let's now level off
both of these parts. I'm going to grab both of those. Press Control A, all
transforms, click, set origin to geometry, and now let's come back
into it and level them off. Control B, bevel
them off like so. Let's have a look at
that. There we go. We're starting to
actually get somewhere. The thing is that it's
still got a little bit of a lump on here, and I
don't really want that. So I'm going to do is,
I'm going to come in and bring that back just a bit. I'm going
to bring it back. Like so, and just straighten
it up a little bit. Because this is so
far away again, we don't need to do it
absolutely perfectly. All right. So now let's work on
this actual bit here. I'm just looking if
it's far enough out. I think it is this should
be able to slot into there. I might have to bring this out a little bit further or even
bend it a little bit. We'll have a look
anyway. We'll get it in first. Let's bring it in. Shift S cursor is selected, Shift A, let's bring in a cube. Let's bring the cube down. To where we want it, Let's
press S and y, pull it out. I want it to be probably up to S and y,
probably a bit more. Then SN, like so, and then let's make it smaller. S well thinner, S and X, like so and let's
bring it into place. You can see there that needs to come out a little
bit over this part. What I'll do is instead of that, I'll just press control r, bring it over, like so. Then what I'll do is I'll
bring this piece out. I'm going to grab this
piece, press the e born and bring it out, like so. Then what I'll do now is I need the two bands on here,
so we'll do that now, so I'm going to come
in Control, two, left click, right
click, move them over. Control B, like so, and then we'll bring
them out I think we'll just I've actually got on two there, just
put it back onto one. And then what I'll
do is, I'll press e enter Altern bring them out. You can see they're not
coming out properly, but I'm not going to worry
about that actually. I'm just going to bring
them out to there. Then what I'm going to
do is, I'm just going to grab each of these sides
and just bring them out. They're just a very,
very small details, so I think that actually
looks absolutely fine. You can see that it's fitting, really nicely like that. Now we just want
this little wheel on there that's going
to talk into here. Again, I'll press your
day, bring in a cylinder. I think I'll leave
it on 18 actually, so Ry 90, spin it round, S, and let's get it into place. Let's then bring
it round, S and X. And let's make it a
little bit smaller. It's a little bit too
big at the moment and put it into place somewhere
somewhere like this. Is it going to fit into there. Let's pull it down a little bit, and then let's grab it
and pull it into place, so it's in there like so. Then what we can do is
we can pull it out now, and then bring it out so you can see you've got that little
bit of a lump there. So I, and then E, like so. There we go. That looks
absolutely perfect except maybe it's a little
bit too far out this piece. I'm just going to pull it back. Double tap the A,
and there we go. Now, let's see what
it looks like. Once we're going to mirror
it over the other side. We're going to I
think you can see that this part here
is it out far enough? Maybe this part here wants to come out a
little bit further, so I'm just going to grab this, pull it out a
little bit further. I think that actually
looks better now like that. All right. So now I'm going to
do. I'm just going to join all these
over. So Control J. Let's put our cursor in
the sensor for grab this, shift S, cursor selected. Grab this now, Control
A, this one, Control A, all transforms, right click, set origin to three D cursor. Add modifier, bring in a mirror. There we go, it's
over the other side. Just make sure that it's
in the right place, which it looks like it is. Let's apply that straight away, and now let's right
click, Shades move. Bring on auto smooth. And now let's do this in stages. We're pretty much
finished with this. We've got to have one
open and one close. What I'll do is, I'll bring this up a little bit on the next one, so you can
see this one here. Us needs opening a little bit. I'll first of all, create this one, then we'll open it up. Let's come to these parts first because we'll be
beveling them off again. We don't really need to do that. Add modifier, bring in a bevel. That's fine, so we can
actually apply that, so Control A, let's apply that. Now, let's hide those out the
way and come to this part. Control A, all
transforms, right click. It's a origin to geometry,
right click, Shades move. I'm just making sure
I've gone through all the processes that I
normally do, bringing a bevel, way way too much, let's bring
it down, still too much, let's put not point,
not not three, and that's much better then. Control A, let's apply that. Hide that other way, and
let's come to these parts. I might as well apply
my solidify on this. I might as well, make
sure my array is applied, and I might as well make sure everything's applied on these, including these bottom parts. You can see mirror on
there, so control A, and let's just now
join all of this up. So G, just to make
sure you grow it. Control J, control Al
transforms right clicks the origin to geometry,
add modifier, Bevel. Let's have a look
what that looks like, and we can see right
click Shade Smooth. Autos move on, and now I'm just looking to
see where that bevel. And actually, that bevels
come in absolutely fine. Again, that's fine. If you do want to get this
a little bit more, again, you'll just have to come down to where is it on the
bevel, down to geometry, and turn your clamp overlap off and then really
turn it down, and then be very, very careful
when you bring it up if you want a little bit more
bevel on there you can see. You can also see that
these parts here. They don't really look
as though they've been They're a
little bit too hard. T parts. I'm not actually sure. I think it's because
of the bevel. Actually, I'm not going
to turn my overlap off, I'm going to turn it back on, and I'm going to think I'm going to be happy
with how these are. One thing you could do, I
think is to make these sharp. I think I'll do
that. I'll do is, I'll just come in, grab
each one of these. Because I'm not happy
with the shading on those and then right click, and I'm just going to actually, control come down and mark
Sharp, and there you go. They look much, much
better now like that. All right, so let's apply
that with Control A. Let's press all tate then
bring everything back. And finally, now we
can just join it all together with
Control J. Like so. Now, we need another one. If I press shift, bring it over, I'm just going to make sure I've
grabbed it all. Yes, I have, bring it over. Now what we want to do
is we want to have one, which is a little bit open. I'm just going to come grab
all of this top, like so, Making sure I've grabbed
my handle as well, and I want to move it
from here actually. Rather than actually move
it like I was going to do, I'm just going to
grab the back of it. Press Shift S, cursor selected, and now I'm going to
go in and grab it all. I'm also going to make sure
I've grabbed it all with G. Just make sure you've
got nothing else attached to it, and
it is just this part. Then what you want
to do is you want to press the little sideways again, three D cursor and then r and
x and just rotate it all. Like so. Now, you will have a little bit of
a problem in that, it needs to probably come back, so it needs to
come back and then drop down, something like that. See if you can drop it
right down onto there, and then it's going
to look better. Then all you need to do is just obviously put this
back in place. Let's actually have a look, see if that's looking correct. What I'm going to do now is I think I'm going
to grab this edge. I'm going to grab H for hide, little sideways V,
individual origins, and now let's come and
grab both of these. If I grab both of these like so, like so then one going to do is. I'm just going to show you
a little trick that you can do just in case you need
to grab them again. You can come over to the right hand side where you've got your little triangle. Come over to where
vertex groups are and just click a sign on
this vertex groups. What they'll do is if
I click on here now, and then I click Select, you'll see actually selects
those for us again. Really, really
handy. For instance, if you're going to press
tag, double tap the A, and now you want
to grab those two, you can't actually see
them, click, select, and now they're both selected, and now you can actually move
them down really easily. Now you will notice that I have messed up a little bit,
so I need to go back, hide it out the way and grab
them in these parts here. Instead of doing it like that, I'm just going to
grab these three. I'm going to press
dot to zoom in, like so, and let's do it
on the other side as well, so I'm just going
to grab this one, this one, and this one here. I'm going to click a sign, and now I'm going to press
tag. Hopefully it'll work. Double tap the A.
Let's click Select, and now hopefully I
should be able to pull those down like
so. There you go. You can see exactly what
I'm trying to do there. Now we have got another
problem in this one here, now you can see
this is stuck out, and I don't really want
that stuck out either. I'm going to again
hide this out the way. A little bit of refining just
to get these right and you can see that I need to
bring this bit down. I'm thinking actually to probably bring it
up a little bit. Let's just press salt and
have another look at this. I'm thinking I'm probably
just going to bring this up, just to tad just to do it a little bit
easier rather than going through all of that
messing around like Now I just want
to bring up these. Actually, for this one, I can. If I press the dot,
go around there, and then come to the next
one, which is over here, and just do it this way instead because that's going to make
it a little bit easier, so shift click in and then grab this little
point in there. Come out, and just pull that up. All right. All right, so
we eventually got there. All right, double tap D A. And now we'll do then
on the next one is, we'll put some rubbish
actually in here, we'll put some bin bags in
here and things like that, and then it's going to look
like a proper actual bin. Alright, everyone, so I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot, bye bye.
75. Boxes & Binbag Creation: Welcome back everyone.
Blender three, the ultimate stylized
scene guide. Now, before we actually
bring in some materials, I'm thinking that probably,
I know it's a pain, but I think I'm not
open mind enough. So what I'm going to do is, I'm going to actually
come back to it, press a little sideways V, and let's open it up
on individual gins. Let's open it up a
little bit more. So I'm going to press r and x. And in fact, I want to
come from there, don't I? Sottle sideways V,
three D cursor. There we are r and X. Let's open it up a
little bit more. And then what I'm going to
do is, I'm going to pull this up again into place. Although this time, it should
be a little bit easier just to grab all of these because I think the
law come up together. So I know it's a
little bit of a pain, but I think that it
needs to be open a little bit more just to show a little bit more
of the rubbish. So I'm going to grab
this one, this one. And this one. And we all make mistakes as well, M included. So sometimes we just have
to go back and fix it. Alright, little
sideways V once more, back to individual origins, and let's just pull it up now. And I think that actually
looks much better. All right. So now we can actually get our rubbish in then,
things like that. We might need to come in
again and just pull it down, but now it should be
easy enough to do that. All right, now we've done that. Let's bring in some materials. The first one I want
to bring in is, well, we've got some
black plastic already. We've got the metal, so we just need the green actual bin. So I'm going to
put new green bin. L so then we'll put
one for brown bin, so new brown bin, and we'll do them both on
the same one actually, so brown Bin like so. All right. So let's
put it on cycles, and we'll come to
our green bin first, and then what I'll do is
I'll come to my base color, and I'll click my
pipette, bring it over, and we'll just drop it
on this green like so, and then we'll go to brown. I'm going to click tab A to grab everything, I'm
going to click a sign. Tab again and on this color, I'm going to go over
with my pipette and put it on my brown.
And there you go. You can see that we've
got the right colors in. Now, the only thing
is, these two shiny, I think maybe a
little bit too much. So just turn that
down a little bit. And we look here, it's 0.736, let's do the same on that one, where is it roughness? 0.7, this one, 0.736. Like so, and there we go. This one's the right one
actually, this brown bin. What I want to do though is,
I want to click the plus. I want to click down,
and I'm looking for plastic or rubber actually,
we'll put rubber. So if I put R U, B E R. Rubber, need one more and we'll
use new and not new, but we'll get rid
of that as well. As I say, if you're not
using any materials, blender will actually get rid of them when you
actually reload it, so don't worry too
much about it. Let's look for metal. What we're looking
for is a light metal, so maybe this one here. This light metal,
let's have a look. What we'll do is,
we'll go in now, and first of all, I'm hoping that we've got a
black plastic as well. I'm going to grab
these bottom parts. These are going to be the
metal parts, so grab those. Light metal, click a sign. Then come to the wheels. Like so, and you're going to
put rubber, click a sign. Let's have a look
at those and they look really, really
nice, as you can see. This brown, not
quite brown enough because obviously we're
clicking on here. Let's make it a
little bit darker. Now it's the right brown. Then now what we want is, we've got rubber.
Do I want plastic? Let's have a look see
if we've got a plastic. If I click the plus, let's scroll up plus down arrow, and we're looking for
plastic. Let's see. We've got a black plastic here, so that's great and let's see now what that's actually
going to look like. I'm going to grab all of these, click a sign, press tab. And there we go. I'm thinking that I actually
want some darker. I want to click plus,
new, black plastic. D like so, and then
I'll just copy this. Copy material, paste material, and then just minus
this off and hopefully, it will go to the black plastic, which it hasn't, it's
gone to the Light Mail, of course, let's click
on black plastic and let's make it a
little bit darker. There we go. That looks. Let's come now to this side, we're going to grab this
one and we're going to put black plastic,
D, click a sign. And there we go. You can
see that's looking really, really nice now
like an actual bin. All right. So now let's
come to this one here, and we're going to do
exactly the same thing. So first of all,
I'm going to click, I'm actually going to grab
this one and grab this one. I'm going to press Control
L and then link materials, and it will be the green.
So that's really good. Now let's come in and give it this black plastic
like we did before. So I I grab both of
these and this one here, and then black
plastic, click a sign, and then we're going
to go with the metal now, so grab the bottoms. Like so, like so, and we're
going to go with light metal, click a sign, and
then the rubber. L L L and L, and then we're
looking for rubber, click a sign, and there we go. All right, double tap
the A and there you go, you should end up with
something like that, looks really nice and
they're really actually a nice asset to bring into other scenes
and things like that. I'm pretty happy with that.
I'm not happy with how shiny? I'm looking to this
one. It's pretty shiny. I think when we bring him
in and we have a look then, I think it's going to tell us
whether we need to or not. Now one thing we do
need to do again, As you'll notice if we're going to you've got a lot of en guns, so I might as well
just go in and right click on face
select so right click, triangulate faces, and
then tries to quads. And also, I'm going to do
it on this one as well. So eight to grab it
in triangulate faces, right click, tries to quads, and there they go perfect. Now, let's think about
actually building out our carbo box and
our actual bin bag. So building out the bin
bag is pretty easy. Let's do that one first. We probably get away
with using a cylinder. It's going to be easier
probably than using something like a UV sphere because it's probably a little bit too
random. So let's bring it over. L et's make it smaller like so. Now I'm looking for now, I'll
actually bring my guy over, so my guys hiding over here. Let's bring him over to where
the bin bag needs to be. They're going to be
fairly sized bin bag. I thinking, put it on the floor. Something maybe a
little bit bigger, something like that.
I can work with that. Then what I'll do
is I'll come to the bottom first,
grab the bottom, and I'm going to press
control B like so, and then I'm going to
turn this up like so, and then we're going to do now
I'm going to grab the top. I'm going to press S,
bring it in and then E S, like so, and then control, I'm going to bring in
a few more edge loops. I'm going to grab
this edge loop, then put it onto
proportional editing, and then just bring
it out and start. Trying to get that
correct shape, so S, bring it out. And there we go. Now, let's make the top of this, so I'm going to press E, E, and then S, bring it in, like so, and then E S. I can see that's probably
a little bit too big now, so I'm just going to
bring it in like that. Then what I'm going
to do is press and then E and then
S, and there we go. Now you can see that this
top is a little bit big, I need to make it
smaller, so I'm going to two the middle. A shift and click, press
the S b, pull it out. And there we go, make it
a little bit smaller, so it looks more reasonable
than way it did. Let's pull it down as well, and you can see how
we're starting to get that bin bag actual shape. Now, let's just come in
and grab one of these. Let's press G, bring it down. So just help it look a
little bit more Bin like, and let's also pull it in. So let's just make it
pull in a little bit and just help it on its way so that actually
looks like a bin bag. Don't worry though
the material is going to do a lot
of the work for it. All right, I'm happy with that. Now all I want to
do is shade smooth. I think I can actually keep it. I could put it on auto smooth. I don't think it'll actually change anything, so that's good. And now find all
we need is a box. Basically, shift S,
to selected, Shift A, and let's bring in a there
to start with for a box. Let's press S. We'll keep
it actually pretty square, something, maybe a
little bit smaller. In fact, no we won't.
We'll actually make it a little
bit of a rectangle, make it a little bit different. Then what we'll do is, we'll
just press tab, come in, and I'll press delete and
faces just get rid of that. Then I'm thinking, do I solidify this and then
do it the other way? Probably so. Also, I've got the center of here
that might be easier. If I just delete it out, that might also be better
to do it that way. Lots to think about
actually on the box. I think what I'll do is first, I'll press Control A,
I'll transform, click, Sargen geometry, add in a modify and we'll
bring in a solidify. Doesn't really need to be
any thicker than that. I don't think. Let's put
even thickness on and just have a lucky if I can
make it a little bit thinner. So something like that, I think is going to
be absolutely fine. Then what we'll do is, we'll just apply
that, so control A, and then what we're going
to do is, I'm going to grab this edge,
press the E button, and then just press G and just without portion
editing on G, and just move it out and then do the same
thing on this one. E, and then G, like so, and then do
the same on this one, E, and then G, and then E, and then G, like so and these box. Now, the one thing when
you need to do is we just need to move them a little
bit this way as well, just to make them a little
bit uneven, like so. Like so and so. All right. There we
go. There's your box. Easy is that to make a box. Now let's actually
color our box. What I'll do, first of all, is I'll come in and
I'll just name one, and I'll call it cardboard, and then you can use
it if you need to make any of the boxes and
things like that. All right. But we've run out
of time for now. So on the next one, we should
actually be able to get both the bin bag done and
the cardboard box done and actually get the
bin bags in there with a cardboard box and then actually get those
assets saved out. All right, on. I hope
you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
76. Creating Shaders for our Trash: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Let's come to our cardboard box. Let's go to our shading panel, and we're going to make it a little bit different on this. Let's first of all, bring in
a noise texture, so shift A, search, noise, texture.
This one here. Let's press Control
T just to bring in our mapping and
texture coordinates. Then all I want to do is just make sure that it's generated. Now what I'm going
to do is, I'm just going to make the scale 31, I'm going to make the detail to the roughness no 0.5 and
distortion at zero, so 31. Bring in a color ramp, so color. Ram, let's drop the
color into the fact, and then let's come over
now to the position. Again, I'm always going to go on the left hand side and look
at the position of mine. This first one is not 0.495, and then this last one is
going to be set at actual one, and then the color on the other one is going to
be set to this text rating. Control C, and there's the color Control
v845c 21 precenter. I'm hoping that when
I plug this in, I just forgot to
actually plug it in, so let's plug it
into the base color. There we go, plug it in.
You're actually going to come. Base color. There we go. Now, that's not quite
what I'm looking for, so I'm thinking that this
should be on a darker brown. Let's grab this and grab this and change the pipette
color to this one here. Now change this to a
little bit darker, so I'm going to bring it down. Like so, and there you go. There is your actual
box. All right. That's pretty nice, that
looks like cardboard, well, dty cardboard, and now let's
come over to the Bin bag. So we're going to play
plus new Bin bag. Like so now that's zoom out, and I'm going to do again, I'm going to just copy this
one's a little bit more complex to just copy what I do. The actual bin bag
itself is quite easy. It's just trying to make it crumpled look and things like
that as one I'm going for. The first thing I'm
going to do is I'm going to come in
to my principle. I'm going to move
that over there, and then I'm going to do is
just give it a base color. The base color is obviously
going to be quite dark, so, and I'm also going to
put the roughness up to 0.6, something like that. I'm actually just
going to see what my color is on here.
It is this color. Let's see if I can
give it the same one. I'm going to press control V, and you can see it's a
little bit darker now. We don't need to
mess around with a metallic or
anything like that. I'm going to do now
is, I'm just going to grab both of these textures and see what we've
actually done with that. Let's come over
and we'll bring in two actual noise
textures, Veroni. Search the O R Veroni texture, and we'll also bring
in a noise texture, so shift A search. Noise texture. Now, on the Veroni, let's put this on four D.
Let's put the smooth on F one, and let's put this now on -3.1. Minus 31, no, sorry, -3.5. Let's let's put
the scale on one, and let's a I'm going to
move this out the way, so I can actually
see what I'm doing. Now let's come to
the noise texture. Let's put this again on
four D. What happens is, by the way, on four D
and three D, obviously, it's having more of an effect
on how much it rises off, basically the flat geometry. So that's why you're
changing that over. You can imagine two D, three D and four D. So four D is basically all
depth and things like that, and that's why we're
putting it on there. All right, so let's
put the W on 8.6. Let's put the scale on 3.3. Let's put the detail on 2.9. Let's put the roughness
on not 0.458, and let's leave the
distortion, where it is. All right. Next of all, let's
come to our Veroni texture. Press control T, just bring your texture and
mapping coordinates in, and let's put it onto
object into the vector. Let's also as well
bring in a object info. So shift A search object
info, drop that in there. Then what I want to do is I want to pull both of these over. I'm just going to
grab them both G, and then I'm going
to plug this into the randomness from
this object invo. You can see with this
object info that we do have a random part to
it and that's what we're actually going to use
for the randomness on here. Let's now bring in a
couple of color ramps. If I come out, I'm going to
bring in three color ramps, so Shift A, search color. Ram, let's drop one in here. Let's shift D then,
bring the other one in, and let's shift D once more. Now, if you want, by the way, just put it on materials, if you compute a slow
or anything like that. Just put it on material, why
you actually work on that? Then when you finish, we can
actually put it onto cycles. If you compute it slowing
down a bit, that is. What we want to do now
is we want the distance. From here into the fact
of this color ramp, and then we want the
color from this one. In fact, we're going to
go the other way around. We're going to plug
it into this one, and then the distance
into this one, like so. So just cross those over. Now, let's think about
bringing in Well, we need it to join to
this color ramp as well, and we also then want to join this color ramp to
our displacement. What I'm going to do
is I'm going to plug my principled up there, I'm going to bring
this color and plug it into this
placement like so. Now what I'm going to do is I'm going to join all these up. I'm going to basically bring in two inverts and
then a mix R GB. Let's just move it over
there a little bit. So shift a invert. One there, and then
one down here. Then we'll also
bring in a mix RGB. Search mix RGB, and this one I'm going
to put onto subtract. Where's my subtract?
Look. There it is. Subtract. Then what I'm
going to do now is I'm going to plug this
one into the top, this one into the bottom, and then let's plug
the color from this into the color of this one, and then the color
from the color ram here into the color of this one. All right, so this time,
I'm going to set this on naught point naught 33. And then what I'm going
to do is I'm going to turn the fact
down on this one. You can see for some
reason that's unplug, so let's plug it
back into this one. And then finally,
now, let's plug this into the fact of this
one. And there you go. You can see you've got
that actual crumpled look, and that's exactly
what we're going for. Now, again with this, you can mess around
with any of these just to get a better look for yourself if you
want to do that. But I think when I was
messing around with this, I was like, Okay, that
looks pretty good. I'm happy with that. So I'll
basically left out that. Now, I'll show you actually, if you turn this
up, for instance, if you turn this one
up, you'll see you get more and less crumples. So it's up to you where
you want to bring this to. Also, put this on B spline. It's going to make it look a little bit better
as you can see, you can also as well
bring this one down, smooth it out more if
you want that look, and again, completely up to you, put this one on B
spline as well. And finally, then let's
move to this one over here. Let's bring this white one down. And you can see that's really actually getting
rid of a lot of it. Again, put it on B spline, so it's a lot more gradual, and there you go, now
if I move this down. More or less crumples up tube. I'm going to leave
it like that, and I think that looks pretty good. All right. That's the bin, and that is the actual
cardboard box done. Now I can do is I can actually
fill these in my bin. All I'm going to do now, I'm going to come back to modeling. Press the tab button,
and now I'm going to bring these out and
start packing these in. I think, actually, to make it a little bit easier on myself, I'm just going to hide
this out the way, so press H, come
back, grab this. That's not going to work is it. I'll come back to this then. Olg bring it back, P selection, and just going to hide it out of the way just for now while I fill this in so I can see
if it's going incorrectly. What I'm going to do is
I'm going to probably bring it up to here, like so. I'm going to rotate it on y.
I'm going to press shift D, and then I'm going to
spin it around, so y, spin it all the way around, so we've got the
bottom of it, like so, G. Like so, and then shift D, spin it round, so R, spin it around, like so, and then R and x, and then G, like so, and then let's work on
this one over here. Let's bring our sorry, our cardboard box in first. I'm just going to press G G, and let's put it in place. Let's Rotate. L so, G, and let's rotate
it on the z as well. Then G. I'm thinking maybe move this a bit more down just to get out of the
way of there, like so. Then one more bin bagger think. Let's press shift D and
bring in one more bin bag. Let's make it a little bit sm, a little bit too big, like so, and then let's just bring
this a little bit more around just so it's not stuck
in there, like so. I'm thinking, that
looks absolutely fine. All right. That's good. Now let's press tag, bring back the top of it, making sure everything fits.
I think it does. I'm just looking if this now is a little bit too far open, and that's why I
talked about before, and I think it does. I'm going to do is I'm going
to come to the back here. Shift S, curs selected, and now I'm going to press
just grab this part. Little V, put it to, three D cursor, press three, and then just bring it down. R and x, bring it down to where it needs to
go, something like that. There you go, maybe a
little bit too much, so R and X there
double tap the A, and now I'm just looking to see where that's
actually coming out. I knew it would be coming out. All I'm going to do,
and we're just going to come in and bring it down. Because I knew that's
what would be happening. I'm just going to hide
this out of the way. I'm just going to come
in then and grab all of these parts just to make
it how I actually want it, and then once I've
done it, basically, I'm done with it, so then I can move on to the next thing. Something like that,
tab again, O tag, and then come back to
it to this one here. And then grab it and now we can pull these down into place. So double tap the A. And now let's join
these back together. So Control J and then control A or transforms right clips
at Origins Jump true. All right. What we'll do
then on the next one is? We'll join all these
bin bags with this, and then we'll
name them and then get them out as an actual asset. All right, so I hope you
really enjoyed that. R on the final stretch now. We've just got one
more actual asset to actually create the hardest
one, which is the MPD. Well, I think it's the hardest. You might think it's easy, and I'll see you on the
next one, everyone. Thanks a lot. Bye bye.
77. Starting the Most Complex Model in the Course: Welcome back everyone.
Blender three, the ultimate
stylized seen guide. Now, I think one thing I should do before I
actually finish is, I want to turn this
round so this actual looks like it's a bin
bag pointing out. So if I press R and y, spin this round, just like that, press and x and spin it round. You can see them
coming from there. I don't really want that. Individual origins are an X, spin it round, like so, and now I can put it into place. And into here, and then
let's fit it in now like so, bring it down, and
then bring it over. There we go. Now let's just double ty the A and just
have a quick look at that. Make sure we're happy with
it. Make sure it looks. And there you go it looks like a rubbish bin looks really, really cool. Let's
put it on material. Let's hide the
floor out the way, let's hide our guy out the way. Let's grab all of this. Like so, let's press Control J, and let's hopefully
join it all together. All right. This one's all joined together anyway, hopefully. So I'll grab this one and
this one, and there we go. Just making sure nothing's sticking out the
back or anything. Just make sure yours
is. You don't want any bin bag sticking out the back or anything
like that. All right. This one, then
we're going to call Wheeler Bin and we'll call
this one brown, bin, brown. Also, I'm actually
going to press dot, and I'm going to actually
press open, so open. Then what I'm going to do
is, I'm going to come to this one now, press
a little dot. Then we'll call it we bin. Green close, like so. Now, remember that you might
want to save out your assets for the bin bags and this actual cardboard
box separately. So we could do that.
So what I'll do is, I'll come in, I'll
grab this one, and I'm going to press shift D because I will be using
them separate as well. And then what I'm
going to do is, I'm just going to press three, and I'm just going to
rotate it as best I can, get it back to being
actual straight. I I press one now, and
then I'll press r and y. And actually, y. There we go and then put it on the ground plane like
so. That's the bin bag. Now let's grab the box as well. Shift D. Let's now
straighten this up. Unfortunately, you could press tar if we hadn't joined
it all up together, so that's my fault there. Altar basically wa it does is, if you press or Alt or G, we'll basically put it back to the size that you
actually had it before, as long as you've not reset the transformations or
anything like that. All right. So now what
we want to do is, it basically takes it back
to the transformation. So if you reset the
transformation, I'm going to actually show you what I mean just so you know. So if I bring in a cube,
so I bring in a cube. Let's bring this cube over. Let's make it bigger. Like so. Then let's say we reset
the transformations now. Control A, all transforms, click the origins geometry, and we reset them while the
cube is in the perfect place. Now if we come in, I'm
going to rescale the cube. I'm going to rotate the cube, so r x, and then I'm also
going to move the cube. Now if I press lt S, you're going to
rescale it back to what it was with the
transformations. Alt R is going to
reset the rotation, and lt g is going
to reset back to the center of the
world because we actually reset it to
the center of the. Don't know why we did that,
but that's what it did. Anyway, you've got
the point of that. Lead that the way.
Come back to our box. Now now I've
explained that, what I'm going to do is I'm
going to separate this out. I'm going to grab
it P selection. Then I'm going to grab my
bin bag, L P selection, and now I'm going to
reset transformations, and then do the same with this, one se spun rounds. I'm going to press one,
I'm going to rotate it. Well, I'm going to
set origin first, and then we're
going to press R y, and then R and x, like so seven, and then R Z like
so, and there we go. That's Nearly y actually wanted. I'm going to press one,
and then r, and y, and then three,
and then r and x, there we go, that's about as
good as I'm going to get it. Now I'm going to
do is I'm going to reset now this transformation. Press the dot, and let's
call it cardboard box. Let's also come to
the bin bag now, and we're going
to press bin bag. That's what we're going
to call it bin bag. Like so. Now, let's come
to our cardboard box. Let's press the little
dot bon, right click, markers asset, back
to our bin bag, right click, markers asset, to our first pin, right click, Markers asset, and then finally to this pin, markers asset. All right. Now, let's come
to the actual things inside. Let's come to our materials. Let's see. We mark
these assets as well. So we've got Rubber,
marked, black plastic, markers asset, bin bag, markers asset, cardboard,
markers asset. All right Let's move
all of these over now, so I'm going to pull
these both over here. And then I'm going to
pull this cardboard and the bin over here, like so, and now find
that I'm going to go to my assets, Unassigned. Grab each one of these, put them into assets, grab them materials, put
them into materials. All right, so we're
on the final stretch, the actual moped, and
we're looking and we've got a lot of assets
already built. All right. Let's now bring our
reference round so Oz 90, L et's pull it over like so. Then what we'll do
is we'll go back to modeling now, press
the little dot, press over here on the right hand side and let's
open up our actual moped. Where's our moped? Here it is our actual moped,
let's bring it in. Let's press salt and
bring back our guy, and let's make sure that
this is the right side. We can see that at the moment,
that's the ground plane. Let's grab our reference. This is way way too big, so I'm going to make
it, much smaller. Bring him all and just make sure he's the right
size, which he is now. Now the thing is
about the moped is, you want to actually
create it in part. For instance, we want
to actually when we look at anything like
this, break it down. Now don't worry if yours
doesn't turn out like this, we are going to do
a quicker version of this really because if
we're trying to do this, it is going to take a fairly long time and
we have really got time on this course to actually create this exactly
like this one. What we'll do is we'll make
a start on the actual front. I'm going to do is I'm
going to press shift. W to bring in a plane, I'm going to spin it around, so R Y 90, and I think that's
the wrong way round, so I'm going to spin it
around again, so 90. We're going to press
one, I'm going to make it little bit smaller, and I'm going to create this into this thirst
part I've got here. So if I press S, and
you can see now, I can bring them in,
and I can start then bringing out and shaping it
into the way that I want. Let's do that bit first. You can see that this part
here comes all the way over down to basically this part where it ends here.
Let's do that. I'm going to do is I'm going
to actually bring this out, I'm going to press Z
going in to waive frame, and then I'm going to bring
it out to the point of here, and then I'm going to do
is I'm going to grab this, and I'm going to pull
it out with E. Sorry, E, pull it out on the
x, I think it is. Yes, it is to
something like that. That looks the way it's
going to be to me. Now let's pull this down. To where it's going to go here. I'm going to pull this
one down to here, and then we going
to press control. Maybe three, left click, right click, grab the first one. Let's pull it into place. Let's pull it down, where it's going to go, probably
something around there. You can see it's following
it all the way along here, and then to this part
here, something like that. Then what we're going to
do is going to come in, just grab each point now. I'm going to need
another edge loop, so control, left click, right click, grab this
point, pull it up. Pull it up, pull it up, and pull it up and maybe
one more edge loop in. Control left click, right click and pull it up like so.
This is the first bit. Now if we actually
come in, press, solid, and now if I turn this around, you can see that I can actually get the scale there
I want it to be. I think that's the front
of it. Yes, it is. But we can also say how big
it's going to be anyway. If I grab this, press E, you can see if I bring my
guy there, pull him over, so you can see that we can get a rough idea of
the scale of where it's going to be and then fit the plate pieces into place. I think it's going
to be like that. I'm going to press control now, bring in two, left
click, right click. And then what going
to do is, I'm going to bring these up. I'm going to basically grab
them from the back here. If I grab them from let's
say this one here, edge. Grab this one all the
way around to here. It's going the wrong
way, so I'm going to go the other way down to
here, Shift select, and then go down to
here and down to here, and then finally I can
pull them all. Like so. You can see that's as easy as that to actually try
and get that shape. Now what I need to do is I
need to pull this one down and just pull it out a
little bit, and there we go. Now, let's get rid of the
front, the bottom of it. Let's control click,
control click, all the way, delete. Faces, and we should end up
with something like that. Now, let's bring this bomb bit down because I'm happy with that and just get it into the right shape that
we actually want it. That's the important part. Once we got into
the right shape, we can then solidify and then make sure that we're
actually happy with it. Do we actually need
this being here? I think we do because I think that's going
to go in there? Let's now, and I'll
show you what I mean, if I press control
or transforms, right click sag into
geometry, Shapes move. And there you go,
you can see, you've got your first bit in there. And what you can do now is
we need to solidify this. We also need to b
to smooth like so, and you can come in now and
bring in your solidify, and let's make it
into a piece of mel, so even thickness
on, bring it in. There we go. Simple
as that. All right. So that's that piece done. Now we need to work
on the next piece, which is probably going
to be this round piece, and we'll have it
come in down to here. Like I said, we'll just
break this into stages. So I need to just make sure that, it's in
the right place, now you can see it's
perfectly done, and I'm looking at
the sizing of this. And I'm thinking It might
be a little b small this, even though my guys study
might be a bit small, but we'll have a lot
as we move along. So'll start on the
next part on this one. We'll probably build
this bit round, and then we'll take this bit, and we'll just build
it into stages. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
78. Higher Level Modeling Techniqes: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. And I think what I
need to do on this, which is what I forgot is I just need to pull both of these out. I'm just going to pull this
out just a little bit, like so and make it Just a
little bit more rounded. As I say, it's probably sticking out a bit
more than the other one. I'm not going to worry about
that because as I say, what I'm going to do
is I'm trying to build this in a quicker way than what I actually
did with. This one. This one took a fair bit of
work actually. All right. So now let's come in and
actually think about building this part out and
come in round to here. I'm going to do is, I'm
probably going to use again, I might use I think I'll use
a plane do exactly the same. I'll do is I'll come to
the backup here though. I'm going to grab the back
up here, press Shift S, cursor selected tab shift A, and then bring in a plane. And then what we going to do is we're going to spin
this plane around. So Y 90, like so. I'm going to make
it the right size, so I can see roughly this is
the size it's going to be. So if I press S and
y, bring it in. I'm going to see
it's probably going to be that sort of scale. And we're then
going to press one. I'm going to press Z
to go into wire frame, and now I can see
exactly where it is. Now, let's press S and
Z and bring it down. So something like here, and I think I can work on that. I need it really to come from here going all the
way around here, all the way to the bottom
of here is what I'm trying to do. Let's do that now. We'll get the actual the shape
of it first, so Control. Let's print four, left click, right click, press one. And let's come and grab them invert select with my box sex. If I grab one of
them, I can press B, and then I can start pulling and shaping these into place. I'm going to press B.
I'm going to pull it to the forest place out because I know then it's going
to bend around here. I'm going to grab this one, pull it to the forest place out. Then again, same thing. You can see I'm going to need number edge loop
in there as well. I'm going to worry
about those right now. Round to here, round to here. And then pull it up
and round to that. Now, let's bring in an
edge loop, so control. Can I bring them in sideways or don't think so, so we
have to come round. Control, left click,
right click, one again. I've got them both
grabbed anyway, and let's pull them out, and
now let's come round again, control, left
click, right click, one again. Pull them out. And then finally on this bit, I'll do one more so control
left click, right click. One. Pull them out. All right. Now we've
got the right side. Now what we need to do
is we need to bend them, obviously, we need
to press control. Two, left click, right click, and now I'm going to
do is come down each of the sides, like so. Then what I'm going to do now
is I'm going to press one. I'm going to pull them out. Two near enough where that is C. Again, I need to change
them a little bit. This, you can see needs pull it out a little bit different. Again, we're going to
come to edge select, grab this edge, pull it out
to where it needs to go. B, just make sure your is
using box select, B, B, and this one is going to
go back to their legs. That's what it should
look like at the moment. Now you can see that we do
have a problem in that, it should be rounded as well. So we need to bring down a few of these
edges. Let's press. Go to solid, and this is what
we've got at the moment, and now we need to come
in and bring these down. If I come in and grab
all four of these and start dropping them down
and then grab these ones, start dropping them
down, like so. Now you can see we're getting that actual shape that
we're actually looking for. Albeit it's a little bit out of the moment
because we need to start pulling these around
just a little bit more. Let's pull them
around. Let's just smooth them off. Like so. I'm thinking I'm
probably going to need probably a press
tab Shade Smooth, probably going to need
another edge loop in here. I'm going to come in. Control, left click,
right click, control. Left click, right click, like so, and then what I'll
do is I'll round this off, so I'm going to
pull it up just a little bit and then
pull this down, a little bit, just
to round it off. I'm also as well going to
pull these in with S and y, pull them in, and
then pull them up. Now I'm looking for
that nice round shape. That's looking pretty good. Now what I'm looking
for is the height. I've got this in, I need
then to definitely bring, as you can see, if we
look at the front, you can see it comes in as well. It comes in slightly
at the front, so we need to make sure
that we're doing that. The easiest way to do that
is just to grab the bonds. Put it on proportional editing, press S and y, pull it out a little
bit and bring it in like so, and there we go. Now we can see we're
getting a nice shape. One thing I would say is that I don't think it's high enough. So I'll shift and click. I know the thing showing that, but I think this needs to
be a little bit higher. I'm going to pull it up with
my proportional editing, and just pull it and
bend it back into place. Now I'm hoping f press one, bring my guy down to where
he's going to be stood. You can see that is probably, if you look at this, I think I need to make this
a little bit bigger. I'm going to press S and
just scale it up a little bit and put that back
into place like. Now I can see that's
probably going to be a lot better
than where it was. I think I'm happy
with that. I might have gone a little bit too far. Just on these, these edges, and I have pulled them
down a little bit too far. But I think what
I'm going to do now is I'm going to
actually solidify that. I'm going to come
in, add modifier, solidify, even thickness,
bring it back this way, and then just put auto
smooth on, right click, Shades move, autos
move on, like so. I'll think I've
gone a little bit too far, a bit too thick. Yeah, something like that.
That's looking good so far. Now we need to put
this actual front on. Again, we'll probably if we
look at the fronts here. It's a nice bit that comes up onto here and
then goes into here. I'm probably going to
use again a plane. Shift A mesh plane, y9s, bring it down, and then let's put it into
place where we want it, something like
that it's going to come all the way up to
the top, so five press. Control three, so I can go. In fact, as well, I'm going to actually isolate
out all of these. I'm going to isolate them
all out with question mark, and now I can actually see
what I'm doing properly. If I press control three now, I can see that's at the front,
that's where I want to. So I'm going to put it here. Then what I'm going
to do is I'm going to pull this down to here without proportion
ing on, like so. Then I'm going to I'm going
to put it down even further. Then I'm going to bring it
in. S and X or S and y, bring it in, like so,
and then control. Three, left click, right click, bring this part in, so S and y. Then I'm thinking, actually, that's looking pretty good. Control t two, left
click, right click. Now let's bring these parts
back. Bring these parts back. Like so. Now, we've got
to bend it over to there. I'm just going to
grab the center one, put proportion editing on, and hopefully, I bring that in, I'm going to bend
it in a little bit. I don't want to
bend them too much, so I'm just going to try
and get that nice shape, and I also need to solidify it. Yeah, so something like that, and then I'm just
going to work on. Just pulling them out, like so, and I'm going to think as well, pull these back on the ron without
proportionally hitting on. These two here, pull them back into place and then pull
these two into place as well. Like so and then
just work my way along and then these two. Finally pull them into place. Tap right click, Shades moth. Yeah, I'm not actually
happy with that because they're actually not coming
out the way I want them. So now I'm going to
pull them out, Double tap the A. Yeah, that's
the way that I want it. Now I can actually got
something to work with. Now let's sit and grab both of these and pull them into place. Like so and then grab
both of these and pull them into
place a little bit. Yeah, I think that's
actually going to look fine. You can see on this one,
it actually ends here. Do I want it to end there? Maybe that's actually better
if it does end there? I'll try pulling
them down, like so. Then what we'll try and do is just get rid
of that bone one. Grab this one, grab this one, delete faces, and there we go. Now let's solidify this as well. Solidify even thickness, and which way do I
want to bring it out? Maybe bring it out that way, might actually help it
look a little bit bare, obviously way too much. Let's bring it back a bit. Actually, I think it's probably going to be bare the other way, to bring it out
that way, like so. Let's shade smooth and
let's put tomo on. You can see that I
need to probably be level these off
and I need to, I think going to have
it end in there, but I can see that
this bit here. It's coming out and the
actual edge is on here. If I pull this out, like so. And then let's think about
pulling this one out. Like so, and then finally bring this one out just
to round it off. So look at that. And that's probably actually going
to look lock better. You can see as well what
I did with that was. I actually didn't
pull them out at the same time, so left click, right click, shift S,
cursor to selected. If you do do that, just
come in, shift and click, control plus, delete faces, and then just bring in a mirror. Grab it, Control A transforms
right click origin, 23d curser add modifier, bring in a mirror. There we go. Now it's fixed. Now you can press
control, control. There we go. Hold on. Now, you might want to
actually smooth these off. If you do, just grab them all and then just
press control B, and you can smooth
them off like that, and that actually might bet. Now let's think on
the next one about bringing in maybe all light or should we carry
on working around? Actually, I'm thinking that we've got this part here and I need to get rid of this part because I've actually
brought it back. I need to bring
it back basically because I don't know
how that happened, but it's come way way too much. We'll fix that on the next one. All right, everyone
loves to do that. I don't know how I
did that, but anyway. I'll see on the next one.
Thanks a lot, bye bye. M.
79. Learning About to Little or to Much Details: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's come in and actually
fix this mess that I did. I don't know how I
did it, but anyway, let's grab it going all the way around back to this one here, press delete and faces, and then let's come grab
this, delete Faces. Now what I'm going to do is a, I don't want to do that either. Let's come in and grab
it in the middle, delete, faces, and then, delete. Vertices. Now, let's
grab both of these. I don't actually want
these on either. So we might as well
delete those as well. Delete and faces, not vertices. Faces like so, and now I should be able to grab the whole
thing and I should be able to just pull it back into the place that I want
it, something like that. Yes. Okay, that looks
good. All right. I'm just looking
at my reference, and you can see that's
probably why I've put that on there just to
hide this little bit. All right. I'm happy with that. Let's now think about putting
our middle console in. If I come to this part here, let's apply that
solidify control A, and let's actually grab all
of this going all the way. Maybe because I need an
actual floor on here, as you can see, so I'm probably going to grab it
all the way to this here. Then when I'm going
to do, I'm just going to press E
and pull it out. Then I'm going to press S
and X and just squish it in. Like so maybe not so much,
and then pull it back. Maybe something like that. Then what I'll do is I'll grab this center part and I'll
put on proportion editing, and I'm just going to pull it back then and make it
a little bit rounded. Maybe I've gone a little
bit too far, pull it back, and then pull this one back maybe maybe I need
another edge leucina. Control our left
click, right click. Let's pull it not that way. Let's pull it back. So
have a look at that. That's looking pretty good. Now, let's come in and actually make this bit a
little bit smaller, so S and y. I don't actually want to
bring all of that back, S and y, can I just
bring this part in? That's what I'm wondering. And then bring the next part in. It looks a little bit more
realistic, so S and Y. Yes, something like that. All right, I'm happy
with that. Now what I need to do is create
this actual handle. I think what I'll do is,
I'll also pull this up. Just a little bit like so, I
going to get away with that, Sove it is what you're going
to get away with really, and think, I'm going to
have to pull these out. S and Y, and then pull
them back and then up. And there you go, that's
looking better. All right. Now, let's come in and make
the actual part on here. So if I grab both of these,
and I'll pull them in. You can see that
I'm going to have a problem pulling this
one in, the front part, so I'm going to have
to just use this one, so I'll just press like so. I'm also then going to
press S and y, pull it in. And then I'm going
to press E. Like so that then will be the
console for press one. That then is going to be
the console from here, probably going to pull
it up a little bit more. So I will maybe round this off
a little tiny bit as well. Control B. Yeah, that
looks actually good. Then you will be able to see speedometer and
things like that. All right. Now
let's come and work on this actual bottom,
for press one. I want to work on this bit now, and it's quite a chunky part, as you can see, we need it going probably all the
way around to here. We've got our cursor
in the center. I think actually
we could do this. Yeah, we'll use a
plane. We'll definitely use a plane because
it's just so much easier working with planes actually when you're doing
something like this. Let's first of all, bring it in. S and y, bring it in. Let's bring it to where
it needs to start. So something there. Let's put this one
back. Let's press one and see where we are, so you can see that,
but go it perfectly. Put it up. And I want
to bring this bit down. One. This bit down to well, I'm going to follow that around, so probably somewhere
around there, bring it in and
then make this bit. What I'll do now is,
I'll come in, control. Four, left click,
right click one, and now we'll come in
again with SD wire frame, and then we'll grab these now. If I press B, B, and it should be able
to move both for them and just work
the way around. B, B B and B, like so, and you should end
up with something like that. Now you want to do is you
want to bring this part in. If I press Z, go into solid, we want to bring this part
in, so I'm going to come in. Like so, I'm going
to bring it in now, so S and y to there, and then just make sure that you're pulling out far enough, so it's actually hiding
that part there. You can see that it's gone
a little bit too far. The reason for that
is because I need to bring in another edge
loop along the center, which we'll do in a minute, but what we need to do as well is, we need to think about
the roundness of it. In other words, it needs
to come out on here, S and y, bring it out, S and y, bring it out and
a nice smooth way till we go back in, like that. We've got that nice shape now, that's what
we're looking for. Now let's press control
lot and bring in another couple of edge loops.
Left click, right click. Then we'll do is we'll
come to this fit now and this bit around here. We can see. Let's
come around there. Yeah, there we go.
Let's pull that out now to there without
it poking through. All right. That's looking pretty good. I'm
happy with that. And now I want to do is I
want to pull this down and then bring it in because we're going to want that
bottom part in there. If you press one, you can see at the moment, this
is what we've got. So we need to first of
all extrude it down. We're not going to
use solidify because all we need to do
is just extrude it down a little bit and now
just fix these parts here. So let's pull this back
into place like so. There we go. All
right. Now we've got somewhere for his feet
and things like that. Now, let's bring this whole
thing in and then down again, I'm thinking. Let's have a lo. So yeah, or do we leave a
little line going round it? Probably. Let's bring the
whole thing down, actually. Yeah, let's do that. We're
going to grab this one, grab this, grab this, grab this, grab this, and grab this. Then I'm going to do
is I'm going to press. Bring it in, very gently, and then press key, so
now want to squish it in. S and y, bring it in. Like so there we go.
Let's press one. And there we can see that
we're getting somewhere apart from the fact that we
need to now bring this. So give it a bit more
roundness is what I'm saying and then
bring another part in, which is probably going
to have some ends sticking out a little bit. So I'm happy with
the shape of this. I just need now to actually start shaping these parts.
So I'm going to press one. And what I'm going to do is I'm going to bring it down to that. Then we're going to
come to this part. Grab in all of those,
press one, not that one. Actually, the sup,
can I get away with that one? Bring it down. Yes. Something like that, and then we'll come to this one, one, bring it down, and then this one, control one. We bring it down, and there
we go. That's looking cool. Now we need the final part, which is these parts here, which are going to actually
come out a little bit. What I'm going to do is,
I'm going to come in. I'm going to grab
all of this again. Control click, Control
click, Control click. I'm going to press
shift D. Bring it down, press one, and now you can see where I
actually need this to go. I need it to go all the way
up here and then over here, and I basically want it
sticking out a little bit. If I press E now
and pull this down, you can see it's only
going up to there. Basically, I could
actually at this point, get rid of this back piece, so I will do that actually. Delete faces, and then
get rid of this one, delete faces, and now
look at the front. What're going to
do, I think is I'll also bring this up now. Let's bring it across. O again. And bring it up into
this place here. I'm also going to rotate
it round, is it x? No, it's y. It's definitely y, rotate it round like that. It doesn't look like
much of the moment, but we actually are
getting somewhere. Now, we need to bring these
out before we do anything. What I'm going to do is, I'm
going to grab both of these. I'm going to bring
them out a little bit, S and y, bring them out. Then what you want to do is
now you want to bring in just the top, these parts here. That just this bottom
part is hanging out, S and y, bring it in, like so. Now we can grab the
whole thing, L, and I think we can bring
it up into that place. So. Yes, that's exactly
what we're looking for. And now all we need
to do is we just need to make sure that
we have a bottom on it. So if I press one,
we can see that we need to grab all of these
and pull them into place. That's what we're
going to do now, sad, wire frame, and I'm going to come in and
grab all of these. B, grab them all, pull them up into place, and then just work
the way along. Like, so B, and I think
what we'll do is, we'll pull these back to there, and then bring in
another one, so control our left
click right click. I'm hoping that that enables
me to pull this into place. I'm hoping. I don't know
yet, but we'll have to see. This one here, I can't really see what I'm doing with this, so I need to come in
and grab all of these, press one, and pull them
back and into place. All right. Let's go back in solid now and have a look
at what we've done there. I think, actually,
apart from this bit, I'm going to bring these two in. S and y. I think that looks
actually pretty good except maybe
this part here. This part here needs coming in. You can see that we're
building it like a jigsaw, and we're just
trying to get to all fit together and that's what you're basically
trying to do. S and y, bring it in. We also, so S and y b closer,
and then with this one. Again, we'll bring
this part back now. These are a little bit
different from each other, and that worries me
a little bit because it means I've not got
them in the same place, which means that
while we're doing instead is control our
left click, right click, and then come in,
shift and click, delete faces, and then just
delete this side, let faces. Then come back to this side
and all I want to do is just make sure that I'm
happy with how this looks. If I bring that in very
slowly and then back, just making it sure it fits You can see here on
the front of it as well. There we go, and I'm also
looking at this part on here. I'm not happy with
that. So what I want to do is bring it up, bring it back, and bring it up and back and up,
and there we go. Now that's fail in place and that looks
really really nice. Now, before we finish, let's just split off this, so you can see this part here. P selection, tab, Bring in
another bringing a cursor. Shift S cursor selector
right to the center, control lay transforms
right clicks, origin three dcursor, add modifier, bring
in a mirror on the y, turn off the eggs,
and there we go. That's what we're looking
for. Now, we can see that maybe a little part of this is actually
coming through there. And that's something
that we might want to fix, O we might
want to leave that. I think actually looks okay. All right. Let's press the tab. Let's right click Shades smooth. Let's bring in our Auto smooth, and let's do the
same thing on here, so right click Shades smooth, Auto smooth, double tap the A, and that's what you
should be left with, and actually, that's
looking pretty nice. I think one thing we should do is put an hard edge
along here on the next one. In other words, Oh, that's
why it's not there, because we can't shade
it off smooth yet, because It's a mirror, and
we need to apply that. So let's apply that, so
Control. There we go. Yeah, I think I'll
need a hard edge on here, so I'm just
going to come in. I'm going to come on each
side of these, right click. Mark Sharp. There we go. That looks much, much better, and we'll also put a
sharp in this one, this one, and this one,
right click, Mark sharp. Tab, double tap the ag. And there we go. All right. Let's have look at our guy now if he's standing
next to it, so one. Put it next to it. Yeah. That's looking
really, really good. I like the actual feet
things we've put in there. We could probably pull
those out as well and make them into
little feet things. Again, the problem
is as I keep saying, you can push this
as far as you want. But we really need to get this done so I'm the one doing this. I know, but I need to
just pull myself back and stop actually adding details
and things like that. All right, everyone. Now
we'll try and start now actually speeding up the process of getting this actually done. Okay, so I hope you
enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
80. Refining the Style of the Scooter: Welcome back everyone.
Blender three, the ultimate stylized scene guy, and this is where we left off. All right. So we've
got this main bit. I think probably probably better off working on the seat now
before we put the details in. I've been thinking about and I think that's probably
the best way to go. So let's pull our guy
over the other side and let's think about
our actual seat. So you can see that
when I build this, I pull this extra bit in, probably just to hide something. I'll do is I'll start
with the center bit and we'll make this round bit, and then we'll start
with this bit, and then we'll work our
way basically over them. What we'll do is basically, I think we can get away with
probably bringing in a Qe. The cube's going to come
in the center anyway. Let's pull it back to there, and then what I'll do is I'll actually put in a
couple of edge loop, so left click right clip and just pull that part out like so. And then let's
press one. And then I can just pull that into there. I'm going to put
another edge loop then, so control, left
click right clip, and now it enables me to
actually grab the top of it, press one and actually pull it over like so into this part. All right. So that's
looking good. Now, let's pull
the bomb bit down. All the way into here without obviously
going through there, something like that, I
think it's looking fine. What we need to do now is we really need to probably bring our guy over and just have a look at how big
that actually looks. I think that looks. I
think it's looking a little bit too small because we've got these bits
coming from here. What I think I'll do is I think I'll bring actually
those bits in next. I'm going to press one. I'm
going to press shift A, bring in another
plane, spin it around, so x 90, make it smaller, and then I'll do the
outside the outside first. This go in from here to here. Let's press dead, go
back into wire frame. M Maga the way
because it's very, very dense on the mesh, and then what I can do is
now come back to my plane, press t and x and pull it
out into where I want it. I'm going to start
from in here I think and then just work my way going round. I'm
going to press tab. Grab this edge.
Pull it into here, like so, and then give it
some e loops on controla. Left click, right click, and now let's start working
our way with these, so let's bring it up. L so. You can see how easy it is
actually if you break it down. This one here, I'm going
to bring it to this point, but I'm actually going
to grab both of these, bring it to this point,
and then bring it there, like so, and then
bring this one down. I don't actually
want them touching, so I just want them down there. But you can see what I mean, if you break them
down, how easy it is, I'm going to press
control, left click, right click to actually
make these parts. You can do this for anything really as long as you
just break them down, same for cars as well,
exactly the same process. I bring that down to there,
bring another edge loop, left click, right
click, bring them up. And then work on this
one, bring it down. Control, left
click, right click, and I'm going to just
bring this one up, and then let's bring this one. So I think I'm going to
actually bring it to here. In fact, I'm not
going to lift it up. I'm just going to grab
this one and lift it up, and then I'm going
to grab these. Like so, and I'm going to press p x because I want to
move it along the x, and I think I can get it to there and get away
with that actually. Let's see. Yeah, I think
I can get away with that. I don't think I need
anymore. All right. Now, let's bring it out
just to the side of here. If I grab this with, bring it out just to the side, and then what I can
do is now I can bring it out and make it a
little bit smaller. I'm just going to press
that, going to solid. I'm going to bring
it out like so, and then I'm looking
now on the bike. It wants to be the
actually come in to here. Basically, I want
to make it smaller. I press d. So I'm
going to press. Again, shifts, now press S, and bring it out and then probably pull it out
a little bit further. So it just goes to
the edge of there. Maybe just passing
it slightly like so. Yeah, and I think
that's going to look fine. Now, let's press one. And I think I'm still going to have to make it
smaller because you can see that we're not quite
down on the floor even yet. So I think I'm going
to have to come in. And grab this face and just
pull it down into the floor. Without it, sticking through. So I'm going to pull it down to there, then grab this edge, pull that down, and there we
go. Now it's not stuck in. Now, one thing I do want to make sure is that if I press sad, going to waive framer can see
that we're a long way out on this part it needs to
come in a long long way. So I think what I'm going to do, I'm going to first of
all, pull all of this out to give it a nice
flat edge on the top. Control, click, the
e, pull it out. And then what I'll do with
this, Control, click. I think actually and probably, we know that this edge is
really nice and clean. This one here, we know
that's in the right place. We don't really want to
alter that what we want to alter is just this part. I think what I'm going
to do is I'm going to press sad going
to wire frame, and I'm just going to
alter these on their own. I can see that they need to come all the way back
to here, for instance, I'm going to see if I can bring these into this place and I
think actually on that one. Yeah, I think I'm going
to bring it in like so. I bring this one in, and I'm going to bring them
in just to the top of there. Make it follow this round here. I'm hoping that when I
come to smooth this off, it's going to actually become nice and smooth and this
one I think I'm going to bring it into here and
this one into here and down and down. L so. Let's have a look
at that then, so solid, and there we go. That's what it's
going to look like, and I'm thinking
that the light will look nice, actually
coming out of there. Now I'm going to
do is shades move. Also move on. You can see we do have a problem in here, and it's probably down to this, circle press G. You
can see this is a little bit of
an issue and it's because of this one here. We didn't move this one. We can see if I move this one now. It's actually going to fix it, and then I can pull it out
into place. There we go. That's actually fix that. Now, we need to pull
these back a little bit into place or up into there, so they're actually hidden.
Let's look at that. And that's actually
looking pretty nice. Now, before we actually come
and put it on the back end, I need to actually
create this part. Again, we're going to use, I think, shall I use a cube
or shall I use a plane? I'm probably going to use a cube actually or a plane,
which one shall I use? I think I use a cube. Let's bring in a cube.
Let's bring it up, and let's bring it into place. I'm thinking if I
bring that in there, that should be fine actually. As long as it's just coming out, just so, if I pull this up, you can see that
slightly in there. That's exactly what we want
in. Something like that. I can waive with
that. Then what I can do is I can
pull this back now, so grab this, pull it back. And then I can pull this
bit down into place, here, let's pull it down
properly into here. You can see it's flashing, and the reason it's
flashing is because this is too close to the sides of this, so
I need to change that. S and y, pull it out a
little bit. Control. Let's bring two. Left
click, right click. Now let's level this up. We can see got some
problems in that. I need to pull these
out, O, pull it out, and then one, pull it
out, and then one. Pull it out, like so, and now we need
to press control, and we'll bring three in, something like that, and
now let's drop these down. If I press one, Z, wire frame, we can see I've got to drop
that all the way down there, which means I'm probably
going to be better off, grab in all of these. If I press B, grab all of these, bring them down, and
then on this one, B, bring them down,
and then on this one, B, bring them down, and then finally on this one, I'm going to bring
them up, like so, and you can see as well that
I need to bring this out. If I press E and x,
bring them out like so. Is that going to
work because I'm going to have this
back fender on, Let's press Z, solid tab. Yes, I think actually that will work once I've got
this back part on. Now, the seat, let's
think about the Cat. Also, let's think about, I'm thinking that's actually fine
except maybe this bit here. I'm thinking that
I need to press control, two, left click, right click, and then
one I'm going to do is, I'm just going to round
these off a little bit. This part here, I'm going
to round all of these off. Pull them back. Like
so, and press one. We're going to pull them down, L so and I'm probably going
a little bit too far. I'm going to smooth
it off though, so shades move. Autos move on. I'm probably going a
little bit too far as we can see. Let's
bring them out. Let's press control B, and just bevel that
off, and there we go. I think I'm actually
going to pull this front bit, just
out a little bit. Pull it out. That's looking
much better. All right. I'm just happy with
this roundness on here. I'm going to come in and
grab this one and this one, the same ones, and then just
pull them out. There we go. Now that's looking better.
That's looking pretty cool. Now let's put the
actual seat on here. So Where does the
seat come from? Well, it comes from here, so probably better
off making a plane, bringing it down and doing
it that way, I think. Let's do that though on the next lesson
because obviously we're nearly 11 minutes now. As I say, though, this
one, it's going to take a fair few
lessons to get this. But once we've actually got
the main bulk of it and it's just basically adding wheels
and things like that. Should be probably a
course on its own, this one, actually.
All right, everyone. I hope you enjoyed
that, and I'll see on the next one.
Thanks a lot. Bye bye.
81. Finishing the Large Parts of the Scooter: Welcome back everyone.
Blender three, the ultimate stylized
scene guide. Now, let's come to these parts. What I'm going to do before
I finish on this bit anyway, is grab all of these, and I'm going to pull
them out, S and y. But I want to pull
them out actually with proportional editing
on, S and y, let's bring them out a bit and just make that actually
look a little bit bet. Now that looks better
because it looks like it's got a front bit. When anyone ever
sits on the bike, you'll notice that
the f here is a little bit wider and then
the legs go over each side. That's exactly how it should be. Not going to worry about
this part at the moment. What I'm going to do though, I think I'm going to try
and use this part here, so I'm going to grab
it all like so, and then we're going to
press shift D, bring it up. Then what I'm going to do
is I'm going to actually bring it up with that
proportional edit on. I'm going to then
press P selection and just split that off. Tap now A, grab it all, and then just press
S and Z and just straighten that back out and make it a little
bit bent like so. Then I'm going to do
is going to press E. I'm going to
pull that out then, S to press D again. I
don't want to do that. I just want to press
S, pull it out, and then E. And then S, pull it out, and now let's
try drop in that interplace. Control A all transforms, right click, origin to geometry. Now let's put that in place. We can see we've got to
rotate a little bit, so R and y, just rotate a little bit and still not in
the right place. I think that sat looks fine apot from we need to bevel
off these edges here and bring it down so it actually fits properly because this bit here comes down, and
then it goes up. Let's come in. What we'll do
is we'll grab both of these, put proportional, press one. We can see that we a little
bit out as well on the scale, but don't worry about that yet, because now we're going to
actually start shaping it. Let's pull it up like so. Let's grab all of
this, pull it up. Let's grab this one here, maybe, pull it up, like so. Now, I'm thinking, let's
drop that sat down. Let's grab all of this, going all the way
around to here, here, here, here,
control clicking, and then let's bring that down. E, bring it down into place. Like so and now, let's press Z, going to wire frame and let's have a look at how
that's going to be. You can see M them on
we've got a lot of work to do on bringing these
parts up into place. Let's do that now.
I'm going to come. B, grab all of those
without proportioning on and start bringing
them up, like so and B. Bring them up, and
then B, bring them up. I'm going to actually grab just one of those and bring them up, and then B and bring them up and perhaps leave
that there for now. I might actually cut that
off. I'm not sure yet. Z, solid, and yet, that's looking nice.
I'm happy with that. What I'm not happy with is
the smoothness on these, so I'm going to smooth this off. I'm going to grab all of this
going all the way around. Like so, and this bit
here and this bit here, and then press control B, bevel it off, and there we go, that looks much much better. All right. There's
the seat then. I think actually that
sat looks pretty good. I'm just looking at it
coming on the back here. Not really happy
with this part here. Let's fix this part now. I think what we'll do is, we'll either try
pulling it back, so control clicking,
pull it back like so, and then bevel in this part off. If we bevel this now, control B, vi off. Yeah, I think that looks
absolutely fine now. That's that bit. Now, let's
put this on the other side. You can see it's in
the center, I'm open. Let's come over
and modify mirror, y, turn off the x,
or it could be Z. Let's turn off those Z. Yeah, that looks absolutely fine. Now, the one thing is, we don't actually want to
see in these things, so we've just got to
make sure that maybe we get rid of these and
solidify it instead. I'm not actually sure
if I want to do that. I think though that
I probably want to get rid of this. Yeah,
I'm going to do that. Before we mirror it, I'm
just going to come in and I'm going to get rid of
all of the inside of here. Control click all the
way down to there. Then I'm also going to get rid of all of the inside of here. So Control click like so. I'm probably not far enough up, so what I'll do is I'll
delete faces like so. Yeah, that's looking bare. I'm also thinking, can I press shift and just
hide those out the way, and then delete faces, and then press alta
and bring those back. So I press alta? No shift. No. And it's not actually
coming back. So now let's press ltge. There we go. What
happened is there that. Basically, I wanted to actually
hide them out of the way, but I didn't want to hide bring everything back into the
scene, all the other stuff. So what I did there
is a press shift age, then went into object
mode and pressed ltage, and that's how that
actually works. All right. So now I'm looking at
this, and I'm thinking, yeah, that's looking
pretty good. Now let's put this back
fender on. So this one. Here you can see it's got a little line going around
with these two lights on. So let's put that
back fender on, so I'm just going to
probably come in. We want it going down to here, and then there's a little
round bit on here, and then another bit on here. Let's do that. We'll
press shift A. We'll bring in another cube. Let's bring in a cube.
Let's bring it up. Let's press S, bring
it into place, like so, something like that. Can I now press S and y, pull that out a
little bit like so. Then let's just grab this face, press one, bring it
over. Let's rotate it. R let's press control, and then, y, rotate
it, and then E, and then bring it down, and then rotate a
little bit more so y, bring it down, and then E, and I want it to come all the way down to there basically. That's where I want it, but I also want to shrink it down. I'm just going to put
this on normal and then S and y and shrink it down. Then I want to bevel
off these edges. Let's see if I can
actually do that as well. While I'm here, Control B, and let's bring that up. Like so. That's looking pretty good except it's
probably a little bit too fat. I'm going to pull this
back like so. There we go. A thing that's looking, probably still a
little bit too fat, so can I bring these parts down. I'm just going to
grab all of those. Bring them down, like so. I'm also going to just come in and then right click and triangulate
faces and tries to quads. That's what I'm scared
of this part here. You can see why that happened was because when I
brought that down, I didn't actually grab it all, so you can see here, I've not grabbed this one and
that's why that happens. Now if I bring it down, it should come down nice
and even like so. Right. Now you can see if I grab it and face select and tries to quod. There you go. You can see it
looks to tons b. All right. That's that. Now, let's think about we've got another
part on here as well, which covers the wheel, and we've got this
back bit on here, which is actually
the actual light. Let's probably do
the lights now. I'm going to press shift
S. S selected, shift A. Let's bring in a cube. Let's bring the cube out.
Let's also save it out, just in case, make sure
you're saving your work. I haven't saved mine now
actually in a while. I'm going to press S now, so let's move it down. S, bring it into place. I'm going to press one
and look where that is. The lights are coming from here. I'm going to have it come
in, probably out here. This is where the number
plate would would be on. I'm going to press S and y, pull it out, and this is
where the lights will go. I'm going to have this bending
probably back into there. I'm going to press control.
To left click, right click. I'm going to bring
them out then. So S and y, bring
them out to that. And then what I'll do is
I'll grab both of these now. So this side, face,
this one here, and this face here, pull
them into place, like so. And then I think actually, I'll leave that lad I
actually like that, so that's absolutely fine. And then what we'll do is
we'll do this number plate. So I and then E, pull it out, so or the stoplight, whichever
you want to call it. Let's put it down a little bit, like so, so that's that bit. Now finally, we've got
a little bit up here. What we'll do is we'll
actually use this I think, like so, and I'll do is I'll press, and then E pull
it up into place. Like so. And then what I'll do is I'll bring these
parts back now. If I can come all the
way down to here, and then go all the
way across to here, and then control click
in and actually control, click the middle and
control click that side. Now hopefully if I
put this on global, I should be able to just
pull those in like so. I'm hoping, that should be fine. I don't mind probably that here, I can pull these back at least, it's going to be
hidden out of the way. If I come in now and
just grab these, I can pull those back and
hide them out the way. There we go. Yeah, that's
look in there pretty nice. That's exactly what I wanted, and we can put the
lights on there, so double tap the A. Like so. One thing is that these
aren't rounded off enough. I I press if I come
to these shades move, put an auto smooth, and then you can see that's
where the round off. Actually, they rounded
off pretty nice. Yeah, they're actually nice. I like that. We've
done a good job there. Now, what we'll do then on the next one is, we'll start to, I think we'll bring
the wheels in because bring the wheels
in then is going to make it much easier to see where we need to put the
other stuff in here. We'll do that on the next
one and we'll steal part of the wheels at least from
the actual hot dog stand. All right, everyone. I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye. A
82. Refining the Scooter Wheels: Welcome back everyone
to Blender three, the ultimate stylized scene guy. Now, I hope you're
not getting too bored with the actual scooter. I feel like it's coming on really, really nicely, actually, I think we gain some really
good work actually done here. I think once you've
learnt how to do this, it's like the
pinnacle of creating all of these parts that
we've actually been doing. All right. Now we're
going to have to actually press the
question mark. Bring everything back because we are going to have to go to our hot dog stand and
steal this actual wheel. What I'm going to do is,
I'm going to come in. I'm going to grab all
of this, all of this, all of the rubber, and then just press
shift, bring it over. And steal it and put
it on our actual byte. Now, the other thing is
that I actually need to change it a little bit
because the byte is two sided. Let's come in, press old
shifting click, delete faces. Let's then grab the whole thing. L on all of this,
delete vertices. Finally, now, let's
just split it off. L L, make sure you're
grabbing everything, and then P, selection,
split it off. Control A, all transforms, and then you want
the center of it. To be right in the
center of here. Shift this cursor selected because we're going
to use that actually to create a mirror for the
other side because you can see that this is
different to this part. We need all of this going
into the other side. Basically, I'm going to
hide my rubber out the way, and then going to
come in control, left click, right click, and then come in with old
shifting click, delete faces, and then grab this back bit, L and delete and
vertices, like so. Now we can actually come in
and we can split this off. I I come in, LLP
selection, split it off. Grab it, control Al transforms, right click and set
the origin 23d cursor. And now I'm hoping that I can just mirror that
over the other side. So if I I'd modify it, bring in a mirror, put it on the Z or the y, actually, that's not coming
over where I wanted it. Have a look. That is
not how I want it, so I'm having a few problems. Why is it not doing that?
I don't actually know. As I look at Z. There we go. I knew I'd get one of them. So there flipped it over on
the actual Z from the y, and now I've got it actually
going on the other side. You can see that we
do have a problem. In that, I'm going to
grab it all first, and I'm going to move it out just so they're not
actually touching. You can see there
that we need to actually make the clipping,
so they actually come in, we put the clipping on,
and now we can bring them closer together
and now release them, and now you should have
something like that. The reason I want
to do this as well is because I actually
want to create, as you can see, on our bike. We've got those little
gaps in there as well, and I actually want
to create those. What I'm going to do is I'm
going to come into this. Like so, I'm going to press the i and bring it in, like so. And then what we're going to do, I'm going to pull it back. So E pull it back, and you'll see that they've
actually clicked into place. Now while we've got
these, we might as well press delete faces, and there we go, we've
got nice holes in there. Now, the next thing
is it's a little bit too bigger the moment this. We need to bring them
in so we've got in those round things
going into a rim at the moment we don't have
a rim on here either, so that's something
we need to do. For now, though what
we're going to do is I'm actually going to apply the
mirror, so that's done. And then when I press Control A, all transforms right
clip, Origins geometry. And now I'm going to do this. I'm just going to line them up. So I'm going to see how big
they are in comparison. You can see here, I don't
know why that's over there, so let's grab them again. And let's grab this and this
and then press Control A, all transforms right
click, to geometry. There we go. That's
better. All right. Let's bring them into place. An log, how big they are. And you can see, I need to make these a little bit bigger. It's a bit deceiving, but this should realistically
be in there somewhere. So if I press dot now, you can see that should
be fair bit bigger. So something probably
like that, actually. Then what I need
to do, I need to obviously fit these
into the middle. I'm going to grab this part.
Shift S, cursor selected. Now grab both of these. Shift S, selections cursor, and now I can pull them down. I know the bang in the center. Something like that, I don't
want it scratching on that, I want it fitting nicely. Let's press one and let's have
a look how big these are. I'm thinking, can I get away
with bringing it back there? I think I can. Let's have
a look at the wheels now and make sure if I click
on my guy, are they right. Now I'm thinking that the rubber and this are probably
a little bit too big, what I'm going to do
is I'm going to press S. Bring that in. Then I want to take a
piece of this and actually create this inside rim on here
because bytes need a rim. I'm going to press ol tag, bring that back, and then come in, grab this and then
press sift D. Then what I'm going to do is I'm
going to press S and y, pull that out, and then E
enter altern S, bring it in. Like so. Then finally, we'll have a center
point on this. I. I think that'll be
the best way to go. If I press Control, two, left click, right click, and then do the
same on this side, so Control L, two, left click, right click, and now, let's come in and grab this and this. So and then e enter S and
y and just pull them out, and then we should end
up with a nice rim. Now, the other thing is that the rim obviously
needs to go in because the wheel it should start where the
rubber connects basically. If I press S and y, bring it in, and you can see now that that's
where it should start. So that's looking a lot better. Then on the inside of this rim, it shod realistically
be leveled off, so Control sorry, shift
click shift click, control B, and then
just bring that down. Maybe we can get away with one. Yeah, that looks much better. All right, that's looking good. Now just make sure they're
happy with where this is in. So if I press S, I can bring
it in a little bit more, making it look a little
bit more solid there. We've got everything on the now. Now we need to think about putting the one on
the back as well. I'm going to join
all this together. Control J, join it all together. Control A, set
origin to geometry. One, and now let's pull
this to the back as well. So shifty, pull it to the back, and now you can see we're really starting to get somewhere.
That's going in there. All right, so that's
looking good. It's looking a lot more
like a scooter now. So now let's think
about first of all, the pistons on here. I'm also thinking if I go to my own reference
that I'm going to, probably let's have a look, and let's just hide
something out the way. Yeah, I'm thinking I'm thinking how to actually do this and which
part to do next. I think actually what
we'll do is we'll create the little vent on
here, this bit here. We'll create the vent each
time because that's going to obviously this wheel,
so we'll do that next. What we'll do is
we'll grab this. We'll press shift S, shift S. Cursor selected. Then what we'll do is we'll
bring in now a cylinder. So shift A. Let's bring in a cylinder where a
cylinder. There we go. And then 90, let's
make it smaller. Let's press S and y like so. Let's make it even
smaller than that. S. Let's look at our reference, you can see, this is
how it covers it. It's got this round thing on. If I bring it smaller, like so. Then what I want to
do now is I want to make another part basically. I want to bring it out. How am I going to do that?
Well, I'm going to come. I'm probably going to
make this a little bit, like so, and then I'm probably going to
come from the top. From the top, which will
be probably here two here, so control plate, then I'm
going to press shift deep. Like so. Then what I'm going
to do is P selection, tab, grab it again, control A, all transforms, right
click, Sargent geometry. Now what I'll do
is I'll just grab. I'm thinking I'll
probably just bring in a solidify, add
modifier, solidify. Let's bring it the other way. Like so, so outwards this way. Then what'll do is even
thickness. There we go. Now I should be able to
bring this back to here. I'm just wondering
if I've done that. Correctly. I might have made
a hash of this actually, I should have maybe done. Yeah thing I'll do is I'll
create this vent now, and then I'll join this to it and see if that
actually works. One thing I do know is though
I need to bring it in, so S Y like so. Let's
create this vent. We'll create the vent up here. Shift A, bring in another
sphere, not sphere, sorry. Another cylinder. Shift
A. It's been a long one. Cylinder, and then RX, nine, spin it
around, and then S, bring it in, and we'll put
that around here. Like so. It's going to go S and y. Bring it around here,
something like this. Yeah, I think that'll look
absolutely fine, like that. Now let's actually delete
this one and this one, delete faces, and
let's bring these in. E enter lns, bring them in, so now let's create those vents. I'm going to press shift
A, bring in a cube. I want Cube bases come in here. I'm going to do is I'm
going to press shift, selected shift A,
bring in a cube. Like so, I'm going to
bring it out, so S and x, bring it up, and then S and
y bring it over to here. I think this is still
a little bit too big, S bring it up, starting probably from
there and then rotate it. R and x rotate it, and is that still a little
bit too thick? I think it is. Now I've rotated, I'm
going to have to use my normal and I'm going to pull it back in
like so. All right. Now let's grab it, press
shift D. Hopefully, I should be able to pull that
straight down now, like so. Let's see if I can do it again, so shift D, pull it down. Like so, let's pull it out. I'm going to put it into place,
pull it out, so S and X, and then shift D. Shift D, and then S and x, and then shift D all
the way down to here, like so, and then S
and x and bring it in. Let's do the same
on the top one, L S and x, bring it in. Bit more. There
we go. All right. Double tap the. There we go. Okay, so on the next one,
then what we'll try and do is join this with this. I'm thinking that this is
pro a bit too wide on here, so I need to thin it out and then be able to
join this and this. I'm hoping I can actually
do that. So we'll see. What I might have to do is
just bring this back instead and that might make it easier rather than using
this part of here. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
83. Creating the Smaller Engine Parts: Welcome back everyone
to Blender three, the ultimate stylized singer and this is where we left off. Now, think, I'm going
to delete that. I'm not going to use
that. What I'm going to do in steadies, I'm
going to bring this out. I'm going to come
probably bring in two edge loops to left
click, right click. I'm also going to squish this all up a little bit,
so I'm going to join. I'm going to just spre I'm not going to do that because
I need it on global, S and Y and then bring it out. There we go, they all fit in, and now I need to pull
that back a little bit, I think just so it
can go onto here. Now I'm going to do is I need to join these two up really. It will be easier probably if I delete that out of the way, and then grab another one, shift de, and then
put that there, one, roughly in the
right place where it needs to go and now make it probably a
little bit smaller. Something like that. Put it as near as you can
in the middle, and now it's going to be easier to actually join these up. One thing is though, I don't
really need this anymore. I'm going to delete,
dissolve edges, and then to come to this
one and same thing. Dissolve edges. Now let's join this and
this up, so control J. Now finally, let's bridge the edge loops and try and
make something out of it. If I grab this part here
and this part here, let's press F, and there we go, you can see that's looking good, but should it be on this one? Maybe. Let's grab this
one and this one F. Yeah, that looks
better. Then let's grab this one and this one, let's press F. There we go. Now, we need to actually
give this some edge loop, so Control law and control law, so the reason we've done
that is because now if I grab all of this going all
the way around on the inside, what I can do now is I can
right click and in fact, what I'll do is,
I'll just press F, and then I'll come up and
see what this looks like. Come down, triangulate faces, tris to quads, and there you go. You can see how
nice that meshes, and that is because we added
these edge loops along here. Now let's do the same
thing. With this one here. **** and click, going all
the way around, like so, and then we'll press
F, and finally, right click and
triangulate faces, tries to quads, and there we go. That's looking
pretty nice, except we've lost this bit here, so you can see this bit here, and we've also not brought
out this bit here. But luckily for us, we can now bring these out
because we've created in such a nice way that it's easy to actually bring this out.
What do I mean by that? If I come into here, press F, and then come into
here, press F, and then let's
bring this bit out, so I'm going to come.
Bring this bit out. I'm going to press E, pull it out, and then
pull this one in. I, and then E, and then I E, like so. There you go you can see
that looks pretty nice. Then now this bit
here will come in. Old shift and click, E, bring it out, and then
bring this fan out. Into place, double tap
the A, and there we go. That's looking pretty nice. Now one thing we need to
do is we need to actually pull this probably
back into place, so something into
there like that. Then you can see on here we've got another bit that
goes over the top, and then on one of them, we've
actually got an exhaust. That's what I'm
probably going to do. I'm actually
wondering if I should pull this out a little
bit more actually. This one here maybe pull this out a little bit
more before I actually finish, think that's going to
look bare like so. Now let's get this little
part that goes over here, so it needs to come in here. I'm thinking as well,
should I solidify that? Probably so. Let's
apply that, so control. In fact, rather than apply that, if I joined this to this, this and this, press Control J. There you go, supplied
it over the other side, and now join this
to this as well, so Control J, and that supplied
that over the other side. Now we can press control
A on the mirror, and now we can come to this
part here and split it off. L on this one and this one, and then press P selection,
come back to it, Control Ale transforms,
add modifier, bring in A solidify,
and there we go. Perfect. Control A. What
happened? When did to do it. I don't think I don't
know what happened there, so let's have another
go, solidify. Then let's put on
even thickness, Control A, and there we go. Now it's done. Don't know
what happened there. Anyway, it's fixed
now, so there we go. Now, let's think
about as I said, little fender that
comes over here. What I'll do is, I think, I
will come in with a plane, and then what I'll do is
I'll just spin it around, so X 90, make it smaller. Let's have a look where
it actually comes to if I press Z, going
to wive frame. I can see if I press one. That it's coming from
around here and up here. Let's see if from s, get it. It's going to be
harder as well to see, so just bear that in mind, but I can see it starts
around about here, and then I'm going to come down and bring this
over to here like so, and then I'm going to
press control law, and I'm going to have
something like that many in, and then I'm going
to bring this one down to where it needs to start. You'll probably find
as you go further on with this that
you're just going to speed up the process probably because you're
fed up with making it. Or you might be really
enjoy making it. I'm not sure which one
you're falling to, but I actually enjoy making things like this
every now and again. Let's bring it down to there. So let's press ZE, go back into solid,
and here it is. Now, it needs to be probably
a little bit higher on mine, so it just fits above there. I'm going to or does it. Let's have a look. So first of all, what I'm going to do is, I'm going to bring it over, and then I'm going to bring
it out into here. Like so. Then what I want to do
now is I want to get rid of the inside and this bottom. I'm going to get rid of
the bott first, like so, like so, and I'm probably going to get
rid of that as well. So delete faces, and it's
going to leave me with that. Then I'm going to come in and get rid of
these, delete faces, and then finally what
I'm going to do is, I'm going to grab this, and I'm going to actually
shade it smooth. And then I'm going
to uto smove on, and I'm going to
devel this off now. So shift and click
all the way down, Control B bevel it off, and maybe You know, actually, that looks good. Now, let's bring in a solidify,
solidify, even thickness. Like so, press Control A, and now we just want
to mirror over. If I grab this one, shift
desks to select, grab this. Control A all transforms, clicks the origin to geometry, add modifier and
bring in a mirror. Flip it over the other side. You can see it's
not flipping there, so I need to flip it, and
we're going to put it over. Nope, and the reason is. S origins three DCs. There we go. Let's
do no flipping. Let's just pull it over
the other side like so. There we go. That looks better. All right, double tap
the A. Then there we go. You can see happiness
in my voice that I finally nearly
finished this part because it's a long part. All right. So that looking good. Now we need just to apply that, and now we just need
the actual exhaust. So let's put the exhaust, probably coming under
here a little bit. I'm also wondering should
I drop these down? Maybe. I think I'll just drop those down while I'm
here as well. Come in. Put proportion editing on, and just bring them down
a little bit like so. Now let's bring that exhaust in, so I'm going to press shift A, I'm going to come in
with my cylinder. I'm going to spin
it round, so Y. 90. Make it smaller. Let's make that exhaust. Let's pull it out
where it needs to go. It's going to go
something like that. I'm going to actually
make the actual scale of it first, I'm
going to pull it out, it's going to go
just below here, so I'm going to put
it out without for setting on, something like that. Then I'm going to make
the end of it now. E, and then S, like so, and then I'll
press, and then E, just bring it back, so a
very, very simple exhaust, and then E S, like so. Then I want to basically a pipe going probably up
into here somewhere. We'll actually do that.
We'll also grab it. We'll press R and
y, spin it around. Put that in there.
Maybe also as well, just spin it around
a little bit, like so, right
plick Shade Smooth. Alto move on. I'm going
to actually as well, mark a sharp here. Right click and mark
shop, and there we go. We can also as well. You can actually make
them look a little bit more realistic and the way
that you can do that is, you press shift S,
cursor selected, Shift A, bring in a cube. Spin your cube, so RY 45, so. Make it a little bit smaller. Pull it out a little
bit, like so. So it's just sat on there, and then shift D, bring it over, pull it out or in, like so, and then one more. I'm just going to press
shift D, bring it over. Pull it out. I just
want it stuck in there, so so join them
together, contro j. Grab your exhaust,
contro or transforms, plate srogen, to geometry, a modifier, and bring in able. Mablean is going
to be these four. Then all you want to
do is just apply that. Delete those out of the
way, and there you go. Looking a little bit. I think, actually, I've made them probably a
little bit too big, so I'm just going to
press controls head and go back before I do that. I'm going to grab each
one of these with A. Make sure I'm on
individual origins. Press the S born, just make
them a little bit smaller. They're a little bit too big. Make sure they're
all still in there, so pull them all in, and now
let's try that one small. I'm going to grab these lean. Press Control, like so,
delete them out of the way. L so and there we go. Now, let's smooth this off because we can see we've
got a lot of mess here. I'm going to y, the problem is here that you're probably not going to
get this smoothed off, and the reason is because I
didn't put any ge loops in. I'm going to go back
again just before I actually added that boolean
and show you why that is. There we go. There's
the Boolean. Let's take it off a minute, and then we're going
to do is control. Let's bring in
something like that. Now when you apply that Boolean, it's not going to be as bad. So you can see the
nowhere near as bad. Control A, apply it, and then delete those
out of the way. Now finally all you can
do is you can come in a, right click and on facelt and put it onto
triangulate faces, and then tries to quads
and there you go. You can see it's much smoother. You can, of course, come in now, turn the smoothness
up, let's see if can we actually get
rid of that? Maybe not. But I think, I'm not going to mess around with that
anymore, actually. So I'm just going to
leave that as it is. Okay, now let's have One. Well, let's pull
this down first. I'm just going to grab
this, I'm going to come and pull it down
just below there, like so, and then
we're going to pull this up because
that's not right. Pull it up, like so, and then I'm going to
put a pipe going in now into the engine
somewhere. Let's do that. I'll come to this again,
Shift S, selected. Then what we'll
do is we'll press tab then we'll
press shift eight, and we'll bring in,
where is it a curve, and we'll bring in
a bezier curve, and we'll use that to
actually create that pipe. All right, so once
we've done that then, we've basically got the
front pistons to do and we've got the handle bars
and things like that to do, and then all the
little parts to do. So not actually a lot more. We might even put another part in here, but as I say again, we want to actually get
this actually done now, so we can actually move on with actually creating our scene. So I'll try and actually
speed this up a little bit. I'm just looking
at that exhaust, making sure it's okay,
I think, actually, I'm going to make it
tiny, tiny bit bigger, and then just pull it in, and then just move it
a little bit back. L so a thing that
actually looks. Yeah, a thing that
looks a little bit better L so. All
right, everyone. So I hope you enjoyed that, and I'll see you in the next
one. Thanks a lot. Bye bye.
84. Creating the Pipe and Lights for our Scooter: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide and. This is where we
left off. Now, what I want to do is, first of all, I want to bring that pipe
and put that into here. But before I do that,
let's actually put a piece into the center of here. So what I'm going to do is I'm going to grab
something like this. I'm going to grab this center. Shift S, to select Shift A, and let's bring in a Q. And then what we're going to do is just going to shape that e in the center of
here just to get rid of these bits that
you can see here. So if I bring this here, so, pull it out with S and Y. Like so, and maybe that's
gone a little bit too far, but we will see if
I pull this back, so pull it back like so. And then what I going
to do is I'm going to bring in an edge
loop, so control. To left click, right click. Now, let's grab the
top and this one here. So, let's take
proportional its of. We don't need that on, so
just bend it here and then pull out that middle bit
just a little bit like so. And then that's going
to cover that up. Now I want to do is we want to actually bring it
up, so control. Left click, right click, and now let's just bring that up. Like so and just fit it
into some place like that. Now finally, what we
want to do is we want to actually round this off, of
course, and bring it in. So I'm going to do is I'm
going to press old shift and click on each
of these sides. And then we're going
to press S and y and bring it in with
median points on, so S and y, bring it in,
like so, and there you go. You can see now it's looking much better
than where it was. Let's double tap the A and
actually over look at that. Okay, I think I'm
happy with that. What I want to do
though, I probably want to round this off a bit. I think I'll come
to this bottom, press control B and just
round it off ale bit. So let's have a look at that and let's
also smooth it out, so shades move and
autos move on. Yeah, and there we go.
That's looking much better. Let's double tap the A
and have a look at that. I'm just wondering
whether I should actually put it
behind here or not. Let's have a look. Let's press
S and y and bring it in. It's just poking out on this bit or should I
actually put it back in? Let's have a look
a little bit more. So I think actually it's going
to look better like that. I just need to make sure that this then is coming into it. So what I'm going to do is
I'm going to grab this end. I should be able to grab
it from there S and y and I can see I can bring it in and let's pull it out a little bit,
and there we go. Yeah, I've actually got
it there, so let's press S and y and just pull it out. Till it comes just
under that edge there. All right. There we go. That's looking much
much better now. I'm happy with that. Now,
let's come to our actual pipe. What I'll do is we'll click on this shift S because the
selected tab Shift A, and let's bring in a curve. Bring in the vesier curve. Actually, I think I already
brought that zia curve in, so I'm just going to
Yeah, I'll use this one. I'll delete that one.
Sorry, I actually forgot I brought it
in. There we go. Let's bring it in and
move it into place. I'm going to move it into place. Press the S button. And
then move it into place. I want it basically going
into here somewhere. I'm going to rotate
it round a minute. I'm going to make it a
little bit smaller like so. I'm going to rotate
it round now. So Rx and 90, and then R X 180, just spin it round like so, and then let's put
it in place like so. Then what we'll do
is we'll actually give it some actual depth, so I've come down, let's
give it some depth. Like, so, let's pull it out. And now let's grab this
end and put up like so. Let's give it to actual
subdivisions, so subdivide, and then we can pull this bit in and then pull this
both out like so, and now start
bringing this down. So if I get hold of this
handle and bring it down then. And then what I want
to do is I actually want to probably bring this handle down and around L
so. There we go. All right. That's looking a lot better. Let's double tap the A, have a quick look at that, make
sure that I'm happy with it. And yes, I think I'm
happy with that. Finally, now, let's put the lights on the back. I
might as well, as well. While I've got this here, just turn it into an actual mesh, so convert to mesh. And now let's come to the back of here and then we'll
put the lights on, so Shift S. Cursor selected. Where is it cursor
to selected like so. Then let's press Shift A, bring in a cube, cube, Make it a
little bit smaller. Let's pull it onto the side. Like, something like that. And then what I can do
is I can squish it in, so S Y, swish it in, pull it up into place. And now let's pull it in. So I'm going to
grab the top of it, press the i button
to bring it in, press E to bring it out. And then what we'll do is we'll put a light on each of these. So I'll grab it,
press Shift S s to selected tab shift A,
and let's bring in. I think we could probably
use a UV sphere here. So bring in UV sphere. I'll have it on 12 and eight, actually, I think
that'll be high enough. Spin it round, so R X 90, and then R z 90, and then S and X, pull it out. And then finally, what
I'm going to do is I think I'll actually
expand this out. I'm going to grab this.
T shifting click, press the S button.
And bring it out. But I think what
I'll do is, I'll put proportional editing
on and bring it out like so and you
can see now that's looking pretty nice. All right. So now let's grab this t
shift and click delete faces, L delete fases, and now
let's bring this part in. If I bring this in,
what I'm going to do is I'm going to
press E, enter S, bring it in without
proportional editing on, S, bring it in like so, and then E, bring it back. Make sure you follow
in that x axis or whichever axis it is, and then e enter S, bring it in. Then finally, let's
make the round bit of the actual light now, so
I'm going to pull it out. E following that x axis again
to something like that. And then what I'll do is I'll
press S and bring it in. Now, we do need to
obviously round this off, so I'm going to pull
it back a little bit and then press control. Let's 0.3, something like that, grab the middle one, and
let's bring that out, so S. Bring it out and round those off like
so, and then grab this. Pull it back on the x. I'm
locking it to the x, like so. Then I'm just looking now if I'm actually happy with that. I think I need to squish
it down just a little bit. What I'll do is I'll
So what I'll do, I'll grab it shift plate
control plus like so, and then S and X, and then I'm squishing
it in like so. And I think I'm happy
with that. All right, that looks a really nice light. Let's fill that in now. Come into Edge slick,
shift and click, and then I'm going to press
TF and fill that in like so. I'm also going to mark a
same on these as well, just to make it
easy for me when I actually come to
actually texture these. So right click and mark a same. All right. Now,
let's Shade Smooth. Let's put Auto sooth on, and let's have a look
what that looks like. And you can see here we
do have a problem in that this needs smoothing off
a little bit, to grab it. Control B, bring it out like so, and just smooth it off
and now there you go. All right. So now let's
make it a little bit smaller and let's actually put it into place where
it's going to go. So press seven to go up the top. You can see it's way way
too big at the moment, and then let's pull it out. And I think, actually, that's looking pretty
nice. All right. So now let's grab them
both with Control J. And then what we'll do is we'll grab the middle of here again, with shift S, cursor selected, and now grab this again. And you can see
here as well that it's not rounded on here enough. I'm thinking y, my Auto
smooth not on. That's why. Let's I'm thinking, is
that off smooth enough? Probably need to smooth that off as well, a little bit more. I'm wondering if I put
one more in, left click, right click, and then press Control B, is
that going to work? No, it's not, so let's
come back, take that off. Tab, let's turn up our smoothness
just a little bit more. So you can see it's
going all the way to 60, so I'm not sure whether I'm actually going to
get away with that. What I might need to
do instead of actually doing that is actually
just put that back on 30. What we'll do is
actually we come in with Face select and
grab this whole thing, press P, selection,
and just split it off. I'm going to do is
control Ale transoms, right click set
origin to geometry. Now, if I add this back to this, will it actually keep
that? Control J. No, it's not, so I'm going to have to go back and I'm going to bring in a subdivision
surface, subdivision surface. And it is my fault
because what I did was, I basically didn't give it
enough subdivisions now. Let's press S, bring it out, make sure that
that's set in there, double tap the eight.
And there we go. It looks just much
better. So I'm going to actually keep that now, and now I can join this and this Control J, and
there we go. All right. Now we've got this
in the middle, so let's put set
origin 23d cursor, add in a modifier, and we're going to bring
in a mirror on the y, and there we go. All right, so that's the back
of the actual big D. Now, if I zoom out, what
we've got left to work on is the actual front. I'm just looking around it, making sure that
I'm happy with it. I'm doing that all the time.
I think I'm going to have to fill in this gap
before I finish. So what I'm going to do is I'm wondering shift and click
Alt F and fill that in, like so, and that's
that bit done. And then I need my
pistons on here. I think what we'll do on the
next lesson is we'll start with the actual pistons
and work our way up. So hopefully, not
a lot more to go. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
85. Finishing the Bottom Section of the Scooter: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's make these
actual pistons. I'm going to do. I'm going
to come to the front. I'm going to grab
probably all of this round here
because then it'll be an even in the middle. Shift S s to selected, and then I compress tab shift A, and let's bring in a cylinder, and I think with a cylinder, 18 should be fine actually, so let's bring it down, and
let's put it in some place, and let's also look
at the size of it. Something like that looks
about the right size to me. Then what I'm going to do is I'm just going to put it up to here, and then I'm going
to pull it down. Like so, bringing it down without proportional editing
on, so bring it down. And then I'm just checking now. I think they are a little
bit probably two fat these. I'm going to press L S, bring it down, and I think
that looks much much better. Ess d, let's bring it up. Let's pull it into place now, and now I can do is actually start to shape this to
where it needs to go. I'm looking needs to go
probably something like that. It needs to probably come
in a little bit as well. But let's first of all shape it. What I'm going to do is,
I'm just going to pull it out a little bit. Like so. And then I'm actually going to put it there and then
pull it out again, like so, and then bring it in. So S, bring it in, like so, and then
E, bring it out. And then what we'll
do is we'll just make a little
indentation in this. So lt shift and
click, control B, bring it in, E, enter,
and then alters. And bring it in like that, and that looks pretty nice. Now one thing we've lost
here is the center of here, so I just need to make sure
that that's going to be okay. I'm going to do is going to
bring in another cylinder, cylinder, turn it round, make it much smaller, S. We know this is
coming in the center, and now we can just
spin it around on r x, 90, make it smaller like
so, and there we go. Now we need it smaller
than that even, S, and now we can start
bringing this out. If I bring this to
something like here. If I press S, And then what I want to do is I want to get this right in the
center of here. I'm going to do is I'm going
to grab the bottom of it. So Shift S cursor to selected. Grab it again now, Control A, all transforms right
clicks Origin 23d cursor, and now I want to actually move it to here. I'm going
to come to this part. Shift S, curs to
selected, grab this part, and then shift S selection to cursor. Did I
actually do that? I don't think I did, so
Shift S selection to cursor. And I moved the curs
that's why, let's go back. Shift S. Curse is selected. Grab this once more, shift S and selections cursor.
There we go. All right. So that's looking good and now can just pick
it up a little bit, and now finally I can
come to this part and pull it out and see how
that actually looks. There we go. That's actually
looking quite nice. What I need to do now is make this look like there's
an actual bolt on here. I'll do is I'll
pull it out, like so and then maybe pull it in. Let's have a look
at that. All right. So that's looking pretty nice. The one thing that I do
need to do is I need to bend it and pull it
probably further in. So I'm going to actually hide
this part other the way. I'm going to come to my top now, grab my top and just
pull it over this way. You can see here that that's probably not
the best way to do it. It looks like it's bent now, so I don't really
want to do that. I'm going to do is. I'm just
going to press Control, Ed. I'm going to actually
now grab it from this actual cursor here, press the little sideways V, three D cursor and
now let's bend it. R and x, and let's bend
it and there you go. You can see that
looks much better. Let's pull it a little
bit over now and pull it a bit out like so. There you go. Now it's looking much better, and now we can actually
see if that's looking. Maybe it needs to
come in a little bit. I think this probably needs
to come in a little bit. So what I'm going to
do is I'm going to grab it, control plus, and then let's just pull
it in a little bit like so And I'm thinking that
looks much much better. Let's join these both
together now, so Control J, Control A all transforms, right click and origin to geometry eventhough I'm
going to have to move it. So right click, Shades moth. Let's bring in auto smooth. Let's press ltates to bring
back the actual wheel. And then I just
want to make sure now that it's going to
be on the other side. So I'm just going to grab
any one of these shift desk, cursor to selected, and now what I'm going to do is
I'm going to right click. Set origin to three
D cursor and bring in a mirror to mirror
over the other side. So let's see, should
go over there, and let's double tap the
A, and I look at that. I can see that I just need
to pull them back now. They're not actually
pulled back. While I've got this here,
I'm going to have to, can I actually rotate them? If I press the little
sideways V again, go to individual origins, you can see that McCurs is here. I'm not going to rotate
them from there. What I need to do is I need to put this bang in the center, so I can actually
rotate them from there. I'll do is I'll come
back to this part. Shift click, Shift
S, curs selected. In fact, I need to
grab both of those, right bang in the
center, so I'm going to grab both of these
as well. Shift S, Cursor selected. Now that should have put it
right in the middle. And now I should be
able to grab this. And again, right clicks
origin three D cursor. It shouldn't move them, but what it enables me to do now is R and y and actually move
those back into place like so. And there you go. That
looks a tomb bar. So let's double tap the A. Yeah, and that's what we're actually
looking for. All right. We finally got on with that bit. Now, let's think about the
actual top of our actual bag. We're going to want
two little circles in here and then a
big one on here. Let's get on with that. So what I'll do is I'll
come to this part. I'm going to grab this part here. And then what
I'm going to do is. I'll do this actually
with probably a cylinder. Let's bring in a cylinder. It's on 18, so that
should be fine. Let's spin it around, so x 90, Let's press S, and let's
put it into place. We can see we're still
going from this point. Let's have a look see
the little sideways V is on individual origins, which is, let's bring it up. And we're should be able to move it now from where everyone. Just shift the right click just to make sure that's
actually working. Now let's make this a
little bit smaller. Let's pull it in
then, so S and y, and let's put it on the
side of the bike light so now we just need to shape
this into an actual light. I'm going to come in.
I'm going to press, and then I'm going
to press E just to bring it back. I can see. I don't know why that happened. Oh, it's got a solidifier
for some reason. Oh, I think I've actually
joined it with this. I didn't want to do that, so I'm going to press P selection. Tab, re grab it, take muscle edify off, and there we go. All right. So now we can press E, enter S, bring it in, and then E, and then just shape it
now the way I want it. I'm going to press E, E and E, and then grab the top of it, and then S, and then bring that bit as
well, this bit here. Maybe in as well's see
if I bring that in. S and this one and
S, and bring it in. And there we go. That's
looking pretty good. It's looking a little
bit too farther moment. So I'm going to do is
I'm going to press S and y and bring it in. I'm going to set the origin
to geometry, then S and y. And there we go. Let's
put it on the side. Now I can actually first
of all, duplicate that, soif D. And then
what I can do is I can join this up with
this Control Jake, and hopefully that's going to
put one on the other side, right click Shapes move. There we go as simple as that. Now, let's spin this one around. So Z 90 and then 180, so it's the right way,
and then we're going to use that as the
main line on here. Let's pull it over here. Let's make it big enough first, S, and then S and Z, just pull it out a
little bit like so, and now let's put it
in place so and Y. Let's put it into place and just make sure
it's big enough. You can see it's a little
bit further in on there, R and Y like so. And then what I want to do is, is that in the center because I didn't actually
measure that up, I don't think, so I'm
going to come to this. Grab this one, Shift S, cursor selected, grab this, shift S, selections cursor, and now let's put it right in the center where
I want it to go. So you can see it's
right in the center now, so R and y, spin it around. Double tap the A,
and there we go. Now, the thing is, I'm
still not happy with this. I think actually it needs
to come out a little bit. I think at the moment, it's pointing up in the S, so
I'm not happy with that. Let's point it back round,
something like that. Then what I'm thinking is, I'll just pull this back into place. Let's have a look
what that looks like. If we grab this and pull it into place, is that going
to look right? I think it needs to be
pulled back a little bit. I'm going to grab
this, control plus all the way to
here pull it back. Like so, double tap the A. And let's also shade
it smooth just so I can see what it actually looks
like with Autos move on, double tap the A. Yeah, I think I'm actually
happy with that now. Now, I need one more
bit to come up to here, so it covers this part here, and it probably will
come from here as well. So let's go on with that. So what we'll do is
we'll press shift A, bring up a cube, like so. I'm going to bring it probably just to the bottom of here, and I'm going to bring it over. So what I'm going
to do is, I think, I'll press tab control two
left click, right click. Now let's bring this part just out a little bit like so
then what we'll do is, I'm thinking, we'll
pull this part out. If I pull this part
out a little bit, S and y with median point on and maybe
proportional editing. S and y, bring it in. Like so, something like that. Now let's bring the front of it down because that
doesn't look right, so we're going to
bring this part down. There we go, that
looking a lot better. Finally, now let's
press control, two, left click right clip, and let's bring back
this part here. Bring it back like so, and then I'll be level
these parts off. If I grab each one
of these and then press control B, bevel them off. Yeah, that's looking
much better. I just think that
I need actually something coming down here, or it plugging
straight into here. That's what I'm thinking. Let's see what it
actually looks like. If I grab each of these and
pull them down with extrude, like Does that actually look
better? I think it does. Let's move it off, put an auto smooth and now
round these parts off. If I come in and grab
each one of these, each one of these coming
all the way down here, press Control B, round them off. Let's have a look at that.
So double tap the A. Yeah, a thing that actually
looks really cool like that because then it's got a bit of something on there. Now we can actually on
the next lesson, then, we can actually work on the actual top of this part and actually then it's
nearly finished. All right, everyone.
So we're nearly there. Just the top to do. We might get that
actually done in one lesson, we'll
have to actually see, and I hope you enjoyed
that and I'll see you on the next one.
Thanks a, bye bye.
86. Creating the Steering Column: Welcome back everyone
to blend the three, the ultimate stylized
scene guide. This is where we
left off. All right. Let's first of all, grab these because we can steal
these from here. Shift. Let's bring them up, and what we'll do is we'll
stick them on the front. Obviously, they need
to be much bigger. So I'm going to do is
I think, I can bring them out like so, and
then spin them around, so Z hundred and 80
spin them around, so they're facing the correct w, and then I need to
obviously bring those in, and also they're
not in the right. Place for some reasons.
Let's put them into the right place
and bring them in then. We're going to grab
them. Oh, it's because the actual mirason. We've still got the mirron. What I'll do is, I'll actually
just take that mirror off now because it will
make it easier for me, and then I'll press Control A, I transform to right click, set origin to geometry, and now let's bring it in
and put those in place. Where do we actually want them? I'm Tking with these
that I'm going to put them maybe actually
in front of here. They're actually going maybe into this part here like, so
let's have a look at that. Yeah, that's looking
pretty good. What we'll do now is
we'll come to the center. I'll grab anything
on the center, so this one here, shift
des sor selected, grab this one, control
lay l transforms, and set the origin 23d cursor. Add a modifier,
bring in a mirror, put it on the y, turn off the x, now let's put flipping on, and now we should be able to bring this and touch
these together. So I press E, pull
it out, bring it in. Probably with that
proportion editing on, so bring it in and then E, bring it in, and then finally
E and touch them together, and there we go, that's the
actual lights actually done. I'm just wondering if
I need this part here, if I should pull it back, probably going to
pull that back a bit. I'm just going to
grab this part here and pull it back like so, and that's look in
absolutely fine. All right. Now let's actually
do the handle balls. I think what we'll do
for this is probably bring in another curve. Let's bring in a curve.
Yes, we'll do it like that. We'll press Shift A. Let's bring in let's
press tab first, then shift A, and we'll
bring in A curve. Thinking, let's start
with the bezier, let's make it much smaller, and then we'll get the
right actual shape first. If we look at the shape
of a actual bike, we're going to spin
it around first, so I'll sad R said
90 and then R, y 90, and I think we can
actually work with that. Let's bring it out into place. Then what we want to do is
want to make it smaller, like so I want to put it
into something like this. Then what I want to do is I want to bring in another edge loop. Another subdivision I mean. Grab both of these, and
now let's pull them up. Like, so, Let's bend
that out then, like so, and then let's
straighten this bit up with this handle like so. Okay, so something like that, and now I'm thinking if
I give it some depth, then I'll really be able to see what this is
actually looking like. So you can see my handles
going to come on here. It's bent back like
that. I'm thinking that I probably need to rotate
it a little bit more. So and Z, rotate it, pull it back, and
then do I rotate it? Actually, that's actually
looking pretty nice already. All right. I think I'm
actually happy with that. The one thing I do need
to do is just rotate it on our Z just a little
bit more thing. Okay, I'm happy with that and we'll use that actually to
create this handle as well, and we'll also put
some mirrors on here, and then we're actually
finished with this. Let's come over and go to
object, convert to mesh, and now let's use
this part here to actually create our handles and our little fum groups
and things like that. If I come in and grab
each one of these, I'm going to press
E, enter alternS, and bring them out, like so. Then what I want to do is I
want to put also this on. I'm going to then turn
up a little bit like so. Then I want to pull this out a little bit to put
my actual brakes on. I grab, I think I'll grab
all of these like so, and then I'm just going to
press E and pull it out. Then we'll just put another
little point on here, so E, pull it out, like so, and there we go. Then let's make our
actual handles now. If I come in, I'll pull these
out a little bit. So E just pull them. I'm just winging it there. I'm just making sure now it's actually pretty flat like so. Then what I'll do is now, I'll make that actual handle grip. Probably make this a little bit smaller because it's a
little bit too thick. What I'll do is I'll shift click control plus control plus control plus control plus. Now let's see I can press lns, and I should be able to
bring that in like so, and that's actually
looking pretty good. And now I just want an end. I want to just
flare the end out. Control our left click. Let's bring this out then. All I'll do I think is
just grab this here, make it a little bit bigger, like so, and then control
I bring that one in, make it a little bit smaller, and then Grab this and old F, and then I think I'll bring
this in a little bit. I'm just going to press
G and os bring it in just a tiny bit like
so when there we go. There's the actual handle. Now we want our
actual brake on here. I'm going to come to both of these press shift
S cursor selected, and let's bring in those breaks
now. I'm going to press. I'll probably do this
actually with a plane, so plane S, make
it, much smaller. That's where I want
it to come from, and then I'm just
going to rotate it, so our Z and then S, make it a little bit smaller, and then I'm going to make
those actual breaks now. I'm going to pull
it out, pull it in, pull it out as though
it's actually a break. Let's come in and grab this. I'm going to put this on normal. Let's even pull it
that way. Yes, that's perfect. That's
what I want to do. E let's look on the X.
Nope, that's not right. Let's put it on the Z. No, it's not going to
come out like that. I'm thinking, I'm
going to have to put this on global after all, and then just of
wing it in a way, so let's press e, and then
what we'll do is we'll straighten it all up
as we come to it. So I'm going to then
pull it once more out, like so bend it this way,
something like that. And then what I'll
do is I'll grab this one and pull
it out like so. Now, can I actually
straighten that up? Will it let me
straighten it up using my vertex and smooth
vertices, and yes, it will. There we go. That's why
I'm actually looking for. Now, let's just press
E and bring this up. There we go. That's exactly
what I'm looking for now. Let's come in and
grab this face here, and then let's just
pull it back with G into place, and there we go. Now, finally, what we need, I need to just make sure
that that is big enough, which is clearly not,
so let's grab it. Let's press the S button, and bring it out, make
it much more J press G, and just move it into place, and then Z and then
move it into place. And then pull it
down. G, pull it down like so, and there we go. Now what we need is just the
actual mirrors on these. What I'm going to
do is I'm basically going to pull the mirror out, probably coming out of here, and then go into the
side I'm thinking. Yeah, probably from
ATL pull it out. I'm going to come into here,
I'm going to grab this. I'm going to press shift
S and cursor to selected, and then I'll actually
use another curve. We'll bring in another curve, a bezier curve, and it's come over there,
always the same. Let's press S. And bring it out, and then let's try and maneuver it round so it's going
in the right place. So and y, and then let's
pull it up like so. And then what I'll do
is I'll actually bend this I think from here. Let's bend it from
here. Yeah, that's it. That's exactly what I want,
and then bring it round, like so, and then I can
actually bring it up now. So if I press E, I should
be able to bring up another one and
then move this one. Round perhaps this way. Let's just try and
straighten this up now. Let's try and this
up a little bit, like so, and I'm going
to pull it back. Don't worry again, you can
actually straighten it up. Once we've actually turned
it into actual mesh. What I'm going to
do is, I need to straighten this bit up
as you can see here. Sometimes what you
can actually do is, you can grab them
both, right click, subdivide, and then
you can put this into place like so and
then just delete it. Delete vertices and you'll see that actually
straightens it up, and that's an easy way
of actually doing that. Now, let's give this some depth. Like so. That's way way too
thick. Let's put it down. Okay, something like that. I'm also thinking that I need to also straighten
this up a little bit. Can I straighten this
up. There we go. All right. That's looking
much much better. Now, we just want a
actual part on here now. What we'll do is we'll come in, grab this, press shift, co selected, shift,
and let's just bring in now a cylinder. Let's make it smaller. And let's spin it
round, so R, y, 90, much, much smaller still, just to get into the
place where I need it, right on the ath,
and then S and X, S and x are going a
little bit too small, L so, and let's see if I can
pull it out a little bit. I pull it back, like so, and now let's make
that actual mirror. If I grab this, press E, enter S, bring it out, and then E, pull it out like so. And now all I need to do is just make it much, much
bigger, of course, something like that is about
the right size and then make this actual thicker
now, so bring it out. Like so, and let's pull
it into place like so, and then let's now
just bring this in. I'm just checking the size. I think that's
actually fine there. And then I just want
to bring this in, so I and then E and just pop that back
at bit, and there we go. All right, on the next lesson, what we'll do is
we'll tidy this up, make sure that we're happy
with the size because the handle bar still might
be a little bit too small, so I might just make
all of this bigger, and then we can tide this up and move it to the other side. All right, everyone. I
hope you enjoyed that. We're nearly there, and I'll
see you on the next one. Thanks a lot. Bye bye. O
87. Creating & Adding Shaders to our Scooter: Welcome back everyone
to Blender three, the ultimate stylized send, and this is where we left
off. Now, let's grab it all. Grab it all like so, and all we're going to do
then is press the S, and then bring it
out and bring it up. Then what you want to do is
you want to bring your man over and just make sure
that if the sat on here, so ds -90, that he is going to be able to hold those handle bars okay. And you can see
that probably still want to be actually
a little bit bigger. I'm going to grab them,
press the S button, pull them out. And there we go. That's probably going to be, much be this side like so. Maybe even a little
bigger than that as well. I'm going to do is, I'm
just going to press S and pull them out
a little bit more, and I think that is going
to be about the right size. I obviously need to
rotate it some d, rotate it round, pull
it up a little bit. And there we go. That looks absolutely perfect. All right. What I need to do now is, I need to I'm actually going to
pull it back a little bit. You can see it's
stuck out there. I'm also going to get rid
of this actual tube on there because we
can see that it's not actually fitting
in properly. So shift and click
going around this way. Control plus, control
plus delete and faces, and now I can come back and pull it into place
where I needed to be, and that looks about in the
right place. All right. Now what I need to do is I
just need to go over and see if I've actually got any modifiers or
anything like that. I've just got a mirror on
there, but that doesn't matter. Just on these parts here, I
think it's absolutely fine, so I can actually join
these all Actually, I'll actually check this because we can see it's
sticking out there. So I might as well
fix that face. What I'm going to do is,
I'll come in and actually create this into an actual mesh. And then what I'll do is
I'll come now to this end, shift click, Control
pus, probably to there, delete faces, and then just
grab one of these faces, put proportion
editing on and just bring it in just a little bit, so it's fitting
nicely into place. All right. So now we can
join all of this together. I'm just making sure
that that's in there as well, it looks like it is. Let's join it all together. Control J, right
click, Shade Smooth. Put on Autos Move, which is on. Now let's actually mirror
it over the other side. Come back to this
one, grab the top, shift S, curs selected,
grab this arm, and then what we'll do is
we'll control Ale transforms, right click, set origin
to three D cursor. Now find that we can actually mir it over to the other side. Mr it on the y, turn off the x. Let's have one.
Let's look at that. So double tap the
A. And there we go. You can see that that's
looking, really nice. I'm happy with that.
Finally finished it. Now what we need
to do is go down and attach all of the ifiers, smooth them all
off and just make one final check on it and make sure we're happy
with everything. What we'll do is we'll
come to this bit, I'm going to press Control
A, hide it out the way, bring back this bit,
hide it out the way, and I'm just working
my way down, so hide it out of the way. Control A, hide, and
just work your way down, as I say, you can see that that one there
is a little bit too fast. Control A, hide it
out of the way. Control A, I don't think that
will have anything on it, so I can just work my way
down, work my way down. I think I've nearly
got everything. I'm just making sure that's
not actually a curve. There we go one last
mirror, I think this is it, so control A, hide
it out of the way. This one, hide out of the way. Tate, bring everything back, and now we should be able
to join all of this up, so Control J and right
click Shapes Move. Then what we'll do is
we'll put to smooth, bring everything back,
double tap the eight, and then just have
a look around, making sure that they're
actually happy with it, making sure that
you're happy with all of the smoothness on there. Put any hard edges that you
want, so I can see one here. This one around
here, you can see right click and mark a sharp, and there you go,
you can see now that looks a ton better. Any other parts that
you're looking for. You can see here that's
maybe not smooth enough of. In turn it up if you need to. And just make sure that
you're happy with it. I'm looking around.
I'm thinking. Maybe I want to smooth off
this seat a little bit, so I'm just going to
grab these coming round. I'm going to press Control B. Smooth that off a little bit, and then I'm also
probably going to smooth off justice
center part as well. So going all the way down, press Control B, move it off. There we go, and maybe
justice on here. I'm just going to
grab both of these. And this one here.
That's the wrong side. So C, middle mouse, shift select, and then
control B, smooth those off. That's looking better. I'm just working
my way around now, just looking at everything, making sure that I'm
mapping with it. I think I actually
like these lines on here, so I'm
going to leave them. Yeah, I think I'm happy with everything on there. All right. Now what we need to do
control A or transoms, right click, set origin, to geometry, and now
we need to just think about bringing in our
actual materials. I think for the actual blue, what I'll do is
I'll put this first of all onto my cycles. And then what I'll
do is I'll come in to my actual material, click on material, and I can see I've got all of
these colors on there. I don't want all
of these on there, so I'm going to mind
is them all, like so. I'm going to click on to this
and then put it on cycles, and I'm hoping that
it actually appears. I think it's not
appearing because I need to press a
little question mark. And then press old tage, bring everything
back. There we go. And what actually happened
was, I'd actually press this, this
play button here. You can see Paul's preview. I when I brought
everything back, it actually paused it, so
it wouldn't actually show. I fix that. Now just press that if you haven't
that problem. I don't know what happened. Now, let's come to
the first part. What we'll do, we'll come to our materials now and we'll put it bike, blue, metal. So? Then what I'll do is I'll
put this actually onto T. Then what we're going to do
now is, I'm just going to get a nice color for the bike,
something like this. Then what we're going to do is going to mess around
with the sizes. I'm going to put
the size on 0.43, and then the actual
smoothness on 0.205, something like
that. There we go. We can see that's
looking pretty shiny. Do we want to the
same color as he? If we do, we can just click
on this one and then bring it to maybe start with that
and then make it lighter. So let's bring it
up. There you go. You can see now we've
got the same color. Now, don't we worry, put some other materials on it first before you actually
start messing with it. I'm going to do is I'm going
to put another one new, I'm going to call it
bike, white, metal. So, what I'm going to do is I'm going to come and copy this, so copy material paste
material like so, and then I'm going
to come in and just put it onto the white. Then what I'm going
to do is I'm going to grab like the sides off
here, for instance. These ones here and this one here and this
part on the front here, this part on here,
and then I'm just working way around and look
where else I need those. I think actually
that might be fine. Let's just click a sign, press the tab button,
and there you can see, we're really starting
to get somewhere. Now let's bring in a metal, so we'll click the
down narrow metal. We might as well use, I think we can get away with
using let's have a look. We've got dark, white metal, painted metal,
dark, light metal. Let's try the light metal. What I'll do is
now, I'll come in. To all of these.
Oh, yes, we forgot. We've got this bit here as well. I might make that hit actually. I'm just going to
come in to all of these parts with Edge
select. So just Edge select. I'm going to actually, as
well, I think I'll make this part it out here like
I've done on this part. So I'm just going to come though and do these parts first. So the white metal. I think I'll also grab
these and the rims, and then I'll come round and
work my way round slowly. So L rims, work my
way around, like so. I've also need to put part of these to be that metal as well. So like there, and I'm also I'm going to pretty
much, not that part, give all of these at the
moment for the time being, and then we can come in and fix these this actual metal as well. And we should, once
we've done that, and got the rubber in, have a really good idea of
what it's going to look like. You can see here I need
this part as well. I'm going to also
grab this part, this part and this part, and then let's click a sign like so. Let's press tab,
and there we go. Now you can really see
it die to come together. Now, we've actually put this to metal and we need
this back to blue, so I'm just going to come
in, click on the blue, click a sign, and there we go. All right. That's
looking pretty nice. What we'll do is we'll
make two materials. Actually, we'll make one
first, we'll do orange. Let's call it orange light. And then we'll make one
white light as well. So let's go to our
shading panel, and then what we'll do
on the next lesson is, we'll actually get
these in place. I'll also quickly also
bring in a rubber. Let's bring in our rubber. Like so, this one here. And then what we'll do
is we'll to our wheel. I'm going to grab our wheel in edge select, grab this wheel. And I think we'll also do we'll also do
the seats as well, and I'll also do my hand
grips, which are easier. Think if I grab all of this. I think I need to
just grab these bits. So I'll do not I'll
click a sign, like so. And then what I'll do
is I'll come now to these parts on here with
lt shift and click, going the other way round, like so, and round to this one. So lt shift and click Control plus going all the
way up to there. And then let's click on
Rubber click a sign, and let's hide those
out of the way. And then what I want
to do is I want these parts here to
actually be plastic. So click plus, down arrow, plastic, like so, and I've
got black plastic here. So I'm hoping if I
grab this one with lt shift and click Control plus, yes, I should be able to get
going all the way up side. I'll do the same thing now
with this one as well. So lt shift and click,
Alt Shift click, like so and lt shift
click, like so. If I can actually grab
them. There we go. For some reason, it's
been really slow, so I'm actually going
to come around now, speed it up a little bit. It's not actually letting
me actually grab that, so I'm thinking. Shifting click. There we go, and then
lt shift click and now control plus all the
way over, and I think. I need to press it one more. I'm thinking then that
probably need to just take this off and take this off, and then click black
plastic, click a sign. Let's press tab and
I look at that, and that's looking really nice. Now, let's come to
this Control plus, and then grab this
one and this one will also make this
black plastic as well. Black plastic, click a sign, like so, and that's
looking really good. Now I'm thinking that we
just need this is all metal. I'm just looking round, I'm thinking that
this probably here, if I press L on it, should be Maybe the as well, so be white metal, click a sign. Yeah, like that. All right. There we go. So what we'll do
then on the next lesson is, we'll actually finish the
lights off hopefully, and we'll come in and make
that actual material on, where is it orange line. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
88. Finishing the Scooter Asset: Welcome back everyone
to Blender three, the ultimate stylized scene guide and this is
where we left it off. Now, let's come in
and we'll come to. Let's have a of these
side lights first. We'll do the side lights. I'm going to come
in first of all, I'm going to grab
this, press tab, and then what I want to do is I want to grab each
side of those. I'm just going to press shift
and click on each of those. Control plus all the way up, so not the light. So I'm just making sure. That have not got that light. Then what I'm going to do is,
I'm just going to put this on where is my
black white metal? I need light metal, so let's
click a sign on the already. So that's just made
sure of those, and now what I'll do is
I'll come to each of these control plus going
all the way down to there, and then click Orange light, click a sign. All right. Now let's do this
actual orange light. So What I'm going to do is,
I'm going to first of all, bring in a noise texture, so if I press shift A noise
texture, bring that in. Then I'm just going to zoom in a little bit just to see what I've actually got on on mine. First of all, let's
put this on four D. Let's put this on zero. We'll keep it on zero.
We'll put this on 209. We'll put the details
down to zero, the roughness up to one and
the distortion on seven. Now, let's bring
in a color ramp, so shift A search color. Ramp, bring that in. Let's drop the fact into
the fact of the color m, and let's now position the. The position of the black
is going to be not 0.209. Like so, and then the
position of the white is going to be if I
check mine, 0.823. Let's grab that white,
and then 0.823, like so. Now we'll keep it
on linear as well. And then what we'll do is we'll bring another color ramp in, so I'm going to press
shift D. Duplicate it, bring the color to
the fact this time, and now let's grab
some different colors. I'm going to come to first of
all, put the positions in. This one here, is
going to be 0.445, and then the second one is
going to be 0.814, not 0.814. Then what we're going
to do come back to the first one and
let's pick our color. The first color is going to be this hex, which I'm
going to give you. This one, control V, and then I'm going to
go to the next one, which will be a different hex
slightly lighter control C, and it will be grab this one. Control V, and there we go. That's it for the actual colors. Now. Let's start mixing
these together a little bit. I'm just going to
pull this principle, the grab it over here. It's going a little bit slow. I don't know why, but
let's plug the color into the base color
of my principle. Now let's bring in
a transparent node. Search transparent,
node like so. Then what I'll do is I'll plug my color to the
transparent like so. Then what we'll do is now
we'll bring in a emission. Emission node, plug
that in there, and then the color from here, we'll go into the
color of the emission. And now we'll just add in
a couple of add shaders. Search a shift a, sorry, add shade one here, and then one down here. Now let's plug this one first of all into the bottom of here. Let's plug this principle
then into the bottom of here. Let's plug the transparent, we've still got transparent
over here into the top. Like so, and then let's put that emission over the top
and now we should be able to plug the emission into the bottom and then just
plug this one into there. I'm hoping that when
that actually loads up, there we go. Now it's loaded up. Now let's put this emission
down to 0.2. There we go. Let's press tab, and now you can see something's happening. Let's put it on cycles,
and there you go. There is your actual
light and you can see it looks really,
really nice. Now let's come and do
these lights here. These are going to be
white lights instead. Basically, I'm going
to copy this now, so I'm going to
make a white light, so I'm going to put plus author in one but
apparently not. Let's put plus new white, white. Then what I'll do is copy this. Copy material, and then paste material like so Put it onto material then and then what I'm going to do is
I'm going to come now, press the tablet and grab
I'll do this one first, so because it's the easiest one. Click a sign, and now
let's do each of these. I'm thinking can I
grab it in the middle? In fact, I won't
do it like that. What I'll do is I'll press Shift click on that outer ring there, and then the same on this one, and then control plus, and it should work our way
in all the way in there, and now I can click a sign. And now let's go around the
back and I'm thinking that the white or are these
orange lights on the back? I think actually
these are orange, so I can just come in t shift and click on that
inner ring again. Control plus all the way in, like so, click it
on orange light, click a sign, like so. We've just got our white
lights now to finish. Basically all I can do now I
can come to my white lights, and I can just change
these colors basically. I'll come to this color and
I'll put it onto a white, and then I'll just change
this color and I'll put it onto maybe a white but a little bit darker,
something like that. There you go, you can
see now if I put it onto cycles just to make
sure and there we go. Do I want it on a
little bit of a yellow? Let's think this one here. Let's grab it and maybe maybe
a little bit of a yellow. Can I actually bring it down. Yeah I think I'm going
to leave it like that. All right, so that looks
really, really nice. Now, let's come back and
what else have we got on? We've just got, I think,
just our mirrors now. If I come in and
grab this one here, so I'm actually
going to call it. Well, actually bring
in a glass actually. Actually, do we have a glass? Let's click plus
down arrow glass. Let's see what glass
we've actually got. We've got dark glass that
actually might do it. Let's just click a sign. Let's press tab, and let's
have a look at that. Yeah, I think I'm actually
going to leave it like that. I don't think I'm actually
going to put a mirror on. You can put a mirror
on by just turning the roughness all the way
up as we've seen before. Now, I'm just having one final, so I'm going to come
back to my modeling now and just have
one final round. And make sure that I'm
actually happy with it. We've got this little pipe
here that I forgot about. I knew I forgot something,
so there we go. Little pipe, also these vents. I'll actually come in first of all and put this onto rubber, a sign, and then I'm going to come into
these little vents. I'm going to put them on metal. So light metal click a sign and then come
around to the other side. Like so and put these on metal, click a sign and there we go. That looks really nice. I'm just looking around again, just making sure I've got every little piece of it
that I wanted two. And there we go. Now,
let's take a look at this. Now finally, what
I want to do is I just want to turn this
wheel now now I've got it, so I might as well come in, and I'm going to
grab all of these. I might as well do this
on material mode as well. I'm going to grab all of these. This wheel coming
around, press shift des, cursor to selected, that's
going to put bang the center, and now I can grab
all of these all the way and just make it look a little bit more realistic
by turning that wheel. If I now press and Z, I should be able to turn
that wheel a little bit and just make it look a little bit more realistic
as you can see. Like it's leaning up
against something. I'm not going to turn the handle balls or
anything like that. I think I'm happy with
it. Finally, now, let's come over then
and rename this. It's been a long one to
actually get this done, so let's mark it as asset, and let's rename it scooter. But it is a really nice
asset to actually have. Let's now come over as well
and make sure that all of these are marked as asset
that need to be. That one is. That one is That one now is, and that one is as well. And now, let's bring it over. So we'll bring it
over press O Z 90, and let's put it into place
somewhere like there. That looks fine. Let's make
sure that we're actually. Well, let's kind of
on the ground plane. Let's pick it up. I don't know why this
one's down there as well. So let's pull that one up
and pull it back like so. All right, let's now go
finally to our assets. And then what we'll do is
we'll come to unassigned, and we'll drop our
scooter in our assets, and then all of our materials into our materials. There we go. Finally, all of the assets done. All of the assets done now. So what we're going to do
on the next lesson is, we're going to
actually make a start on opening up a
new blend file and actually starting
to actually build up our hotels and
bring everything in. We'll probably start with the actual floor, creating
the cobblestones, creating the C and
things like that, and then we can start
bringing in the hotel. We'll building the
hotel. But now we've got all these assets. It's going to be much easier to actually put this
scene together now. Finally, what I'm
going to do is, I'm going to go to file. I'm going to save. I'm going
to come back to modeling. I'm going to press
tab just to make sure I've not got anything selected. Double tap the A, and I'm going to save it out
once again so that. When I come back
into this scene, it's going to be actually
set out like this. All right, everyone, so
I hope you enjoyed that. We're finally there. All
the assets are built, and now it's just a question
of actually bringing in all of these things into
our scene. Okay, bye bye.
89. Setting up the Compositer Panel: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. This is where we
actually left it off. Now, what I recommend
doing is because you're going to use this
for all of your assets, and you probably
want to bring a load more assets into as well, I recommend getting rid
of the actual reference. I recommend getting rid
of this ground plane, and then moving your guy
over here somewhere, so Z 90, spending
around the right way, and then finally saving it out. Now what I also recommend
now is that you put this file in somewhere
on your desktop, which is called Blender assets
or something like that, and then you're going to have access to all of your assets, all of your materials and
everything like that. All right. Now, with that said, let's open up a new blend fall, and here is our new blend fall. Now, you can see on mine, I've not got how many polygons
and things like that. So I'm first of all
going to do that, so I'm going to come to
preferences, open that up. And then what I'm
going to do is, I'm going to come
now to my interface, and then what I'm going to
do is, I'm just going to set my status bar on all of these
and then close that down. Next of all, what I want
to do is set up my asset. So if you've not got
your assets set up, make sure that it's
actually set up, we should have it because
we actually saved it out, so we're not going
to go through that again, how to actually do that. Then what you should
be able to do, you should be able to find
a user library down here. So these are my other user libraries that I've
actually used, and I'm not obviously
going to use though. I'm going to set
up a new one now, and I'm going to show you
how to actually do that. If we come up now to our
edit, go to preferences, And then what you're
going to do, now you're going to
go to file paths, and now you want to set it up in the file that where
you actually put it. If I just close
these two out like, so click the plus button. And then what I'm going to
do is go to my desktop. Find my Bach course,
which is this one here, and it's this course in here. This is where my actual
file is going to be. So I'm going to add Asset
library, and there we go. And let's call it Bach. Like so. Now let's go to all and you'll see that on
the current file, we need to be beach and here we are here are all of our assets. Let's close that down so we can see now we've got all,
we've got an assets. We've got our
balconies, our windows, we've got our materials, and we've even got
our HDI lighting. But without the HDRI, that's where it's actually pink. I'm not sure, but
actually anytime I bring in HDRI lighting, I think I actually have to go back to the file
and save that out. I'm actually going to see
if I can actually do that. I'm going to go back
to my other file, which is this one here. To come across the
right hand side, and we can see I've got one
beach lighting it's called, and it is actually
saved out as an asset, and I'm not sure actually why why that actually
comes in as that. I'm just going to have
a look actually on my assets again and go and find, it's beach lighting, it's here. Let's see if I can clear asset, and let's see then if
I can come back to my Wild and then right
click it, mark as asset. Now let's see on unassigned,
and there we go. Now it's in the right place
and I put it under light in so now hopefully I
update on the other one. I'm just going to go to file, I'm going to save it
out, let it save out, and then put that down, and I'm hoping that this should update. I'm just going to go to file. I'm going to come
down to save as, and I'm going to go now to
my beach scene, so this one. Here, and I'm going to
save this out as a build, and you can see, we've got beach scene assets
and beach scene. I'm going to save it out
as probably a new one, course three, the
ultimate stylized scene. Let's save on here.
I've got bil. Sorry, C, my words out. Beach scene blend build. This is the assets, and now I'm just going to put Beach scene. Like so, and I'm
going to save us. That's that saved
out, and now you can actually see that it's
updated. All right. The next thing then we want
to do is we want to come over to our composite in because
we're going to use that. Basically what I'm trying to
do is get everything set up, and then what I'm going to
do is I'm going to save this out as a start up file. If I come back to modeling, this is where we'll
come in at the moment. There won't be any cube
there either because we've actually deleted that out of the way, but don't
worry about that. It's probably easier
actually if you save it out. Your start up file as
something with nothing in the scene rather
than keep coming in and deleting
everything at the start. So that's what I
prefer to do anyway. Now, let's come to
our compositing, and you'll see this
is our compositing, and we can use notes, but we're not actually going
to actually have anything in here at the moment because obviously we've not
rendered anything out. We're just going to
set this up ready. So I'm going to do
is I'm going to come down to the
bottom left hand side, you'll see there's a
little curse that comes, pull it down and drag it down, and there you go, you'll lend up with
something like that. Now I want to do
is I want to come again down to this
bottom left hand side, I want to pull it to the
right hand side like so, and then I just want
to turn this nodes off a minute with
pressing the end button, and that then we'll
get rid of that. Now, the next thing I want
to do is I want to actually change this from these
three squares here. What I want to do is I want
to put it on image editor. Image editor, and then I want to click on this and you'll see
we've got render result, which, of course, isn't
anything at the moment. Basically now when we
come to our composite, Have our render
result over here, and then we'll have our
actual node set up for actually compositing and messing around
with the lighting, the sharpness, things
like that over here, so now that's actually set up. All right. So now let's
go back to Model in, and now you can actually
come up to file, and what you want to do
is you want to where it says defaults,
save startup file. Now every single time
you open up blender, you're going to have
your assets in place from that file, wherever
it's going to be. All of the assets
will be in there, you'll have your all of
these options set up, and you'll have your
composite set up as well. All right, so let's
go back to modeling, and then what we're
going to do now is, first of all, we'll bring
in a new actual reference. So if I press Shift
A, come down, make sure I actually
I'm pressing one. I'm in front view, Shift A, come down, and we're going
to image and reference. And let's bring in first of all, let's bring in our human
sorry not our human. Let's bring in our references, and let's put this onto this and let's also put them
on where is it regular? Let's put them on large so
we can see what we're doing, and let's actually open
that up. All right. So we can see we've
got hotels here. We can see we've
got our build here, this one, this one and this one. I'm thinking that probably
the easiest thing to do is to bring
in both of these. Get them the guys
the right size, because you can see these
are exactly the same size, and you can see
that this is where the actual sand comes to, and then this is the actual
cobblestones come to. So it's really, really handy
to actually have this. So the first one I think we'll
bring in is this one here. So let's bring that
one in. Next of all, let's come up to file, and let's import our actual human OBJ. I'm going to press
import. Now, let's go back to our desktop, let's go to our beach
course and this one here, and then I'm looking
for my human reference, which is this guy
here, bring him in. Let's move this over here. I'm going to press
Shift space bar again to bring in the Move
tool because as well, the Move tool won't be in here because we've actually
opened up a new scene. I'm just going to
put that over there. And then what I'm
going to do now is I'm going to make this big enough to actually make our
little guy that height. Now let's make it huge. Grab it. Let's make it huge. Keep going, going, keep going. You can see how big
this is going to be. Let's bring it up and have a look at the size of the moment. We can see that it's probably going to have to be
a little bit more. I'm going to shift right click, and I'm going to press
the little V button, and I'm going to put
it on three D cursor and now I can actually
move it up from here. I can see it is nearly
there, not quite, but this is very important that we actually get
the actual right side. You can see that is
perhaps a little bit big. And a little bit small like so. That is the right high
form actual sand. Now, if I pull this over
to the left hand side, and then I grab it press de, bring it over to this side. Now, I just want to
change this one now. For my other actual reference. If I come here, go
back to my references, and the one I'm looking
for is going to be the one that is
the front view. This one here, let's
bring that one in. You'll notice that our guy should be exactly the same size, where he think he is over there. There he is he stood that
way, so let's have a look. Let's bring our little guy over. I'm going to press a
little sideways V again. Individual origins,
right click origin to geometry just so I can get it where I need it and then
let's bring him over. And let's hopefully make
sure it's the right side, and there you go near enough the right side. That's perfect. Now what we want to
do is we want to first of all, bring
it in this sand. We'll bring in the side
view, first of all, bring it down to here, and then we'll start work on
actually bringing it out. What I'm going to
do is, I'm going to put my cursor in
the middle first, so Shift S cursor
to world origin. I want to press shift A then. I think I'll start off
with an actual plane. I think that's going to
make it much easier for us. And then we're going
to press and x 90, spin it round, and
let's bring it over now and put it into place. Now, we do need to go back. I'm very sorry to our actual assets that we built because I did forget one thing and I
need to actually fix that. I'm just going to pull
that down to here. I forgot to actually
check the normals, and that's something very
important that you should do every single time you
actually built something. All right. But for now, let's
actually bring this out. I'm going to do is I'm
going to bring it all the way out now, all the
way over to here. I'm going to grab the side of it like so, shift space bar, bringing the move tool,
and then just pull it out all the way
over here like so. Now, let's press ZD
going to wide frame, and let's actually give
this some actual edge loop, so control, let's
put in something. Like this many left
click right click, and now let's start
bringing these down. I'm just going to
come in. I'm going to bring this one down to here. I'm going to
actually put another one in there because I do want it to be pretty accurate
to what I've got, something like that, and then let's start bringing
this one down. Let's put another
one in, so control. So, bring it down, bring
it down, and then control. I messed up there
I didn't put it in the right place,
so control again. So. Then I want this flat now. Because I want it flat, I'm just going to grab
all three of them. And bring them down
to where I need them. That's looking
pretty nice. Now, let's grab the whole
thing and spin it round. O Z 90, and that's
the wrong way. O Z -90, I'm just going to
spin it that way round, and then I'm going to
bring it over to the side. I'm going to press one and I can see now where I need it to start which is going
to be roundabout here. You can see probably
this is straight on, and it's probably bending
out a little bit for me. I've probably bent
it out a little bit. I don't think I'm actually
going to do that on this one. I think I'm just going
to extrude it out. If I press tab, A, grab everything,
press the E button, and you should then just
be able to extrude it out over to this side that. I think I'm going to pull these out a little bit
further as well, so I'm going to grab
one of them, press B, D box select, and pull them out like so press
the tab button, press Z, going into
solid, and there you go. That you beach actually
started. All right. I'm pretty happy with Now what we'll do then
on the next lesson, we'll go back into our sets. Make sure everything is
set to the right normals, and then we'll come back
into this actual scene. I don't actually think this
has actually saved out, so I'm not sure about that,
so I'm going to save us. So I'm going to double click it, and there we go.
Now it's saved out. Alright, everyone, so
hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
90. Creating the Beach & Ocean Greybox: Welcome back everyone
to blend of three, the ultimate stylized scene gad, and this is where
we left off now. Let's go back into our file,
which is this one here. Let's now put it
back into modeling. And now I want to do is I just want to come
in and put this onto where is it face
orientation. There we go. All of these red
basically our problems, and we need to
actually fix these. So it's a good job we
checked because as I say, all of these will mess
around with our lighting. So what I'm going to
do is I'm going to come in and just
grab both of these. Press tab. I'm going to press. A to grab everything, shift n, and let's spin them all
around, and there we go. That's those fix. It's really important that you
actually fix all of these. I'm going to grab all of these. I'm going to press tab, all tag, bring back everything
first of all, and then come in to each of these ones and spin them around. Again, with these, sometimes they're not all going to
spin around the right waist. What you need to do is
you need to come down to the bottom left side
and click inside. Now because these are just a single sided, same
as the windows, it's important that we spin
them around because if not, the lighting is going
to be messed up. Now, let's come to these. A shift n, spin everything
around, and there we go. Now let's come to the next ones, which are these ones. So here, here, here, I'm going to grab them all, these at least at the same time, and then I'm just
going to come in with shift select and just grab them all like so and spin
them all around, like so, and can see
that one is messed up, so shift n, spin it around. And now let's come
to the outside. Oh, this one here as well, we might as well do that we here. So shift n inside. There we go. Now, let's come to you can
see this floor as well, is messed up, so L,
shift n, spin it around. And then let's come
to the frame here. So L, shift n, spin them round,
and there we go. And then let's just
work our way around. We can see here for some reason. This wall is a wrong way round, so that sometimes happens, so shift, and now let's
this problem here. Let's see if I just grab this. Shift. It's not going
to spin it around, so I have to be
careful here because I need to grab it and
then calm up to here. The reason is because if I spin all of this round it's going to obviously
turn it all round. Shift, spin it round
to the inside. Then I'm going to grab this
one. I'm going to press. Well, I'm actually going to
try and grab it from here, grab it to here, shift n, and spin it around. I think the problem is with
that one is, as you can see, we do have a little bit of
an issue. With this face. So I'm also going to go in
just looking at this one, y. It's a bit of a mess. So
let's come in and grab this. I'm going to grab
this one, this one, and this one, shift in. Spin them around, like so, and now that's looking better, and I'm just going
to come around here. Now what I'm going to
do with this one is, I'm going to grab it all, and I'm going to
make sure on face, right click and
triangulate faces, right click and tries to quad. I think what I did there was, I just didn't actually I made them a name
gone. I didn't fix it. So now let's come
back to this one. Let's spin these around as well. So shift n. This one
doesn't want to do that. So inside so. All right. Let's just have one
last look around, and you can see on
the inside of here. Scrub this with L, shift n, spin it around. These parts here, it just
seems so that's fine. All right. So in the end, it actually
didn't take that long at all. So that's now all done. I'm happy with that. Now,
finally, let's press a tab. Let's press file and save
and just save that out. And now we can put
that back down and we can come back to
our actual build. Let's save this out, and now
when I bring anything in, they'll all be actually
correct. All right. So now I want to do
is I want to make a start on my actual
water. So this bit here. What I'm going to do again,
is, and first of all, I can see straight through
here how high it needs to be. So I need to spin
this round again. So I'm going to
come back to here, and I'm going to press
OS 90 spin it round. Let's actually put our cursor our actual orientation
in the center as well. So I'm going to press Control A, all transforms right click. Set origin, two geometry like so press one
on the number pad, and let's put it
back into place. And now we can make a start on our water so we can see our water is going
to come up here. Don't worry about sloping
down or anything like that because the actual waves
are actually creating that, and you'll see what I mean
when we actually create it. So let's just get it
into into place first. You can see the water as well, slightly before the actual sand, so just take that into account. All right, so let's
come in. I'm going to again press one. And then going to bring in
another plane, so shift A. Let's bring in a plane. Let's spin it around, so R 90, and let's get it to
the right scale. It doesn't matter
if it's actually in the actual plane here as long as it's actually starting
in the right place. Okay, so now let's press tab, let's press one, and
going into side view. Again, let's also press S, go into wire frame. And now I want to do is I want to just grab this side and I want to pull it over to
something like that. I want it overlapping probably
around this part here. And now I'm going to do is
I'm going to bring it out. So if I bring all of this
out, so if I press tab And then I'm going to
grab this and my water, and I'm going to a
pull them out like, so I'm going to go over
the top of it now, and I'm going to
come to my water. I'm going to grab my water and pull it out to where
I want it to be. So jast on the edge of here, and I actually want
it to come a little bit further out now
as well on here. So I'm going to do is
I'm going to press tab, grab this edge,
seven to the top, and then I'm going
to jaws pull it back just to something
like that. All right. So now I can grab
it all, press M L, and now I can pull it out
with E. It's going to pull along I think that's
the Y axis like so, and then just get it in place, hold the ship button down,
something like that. Now let's press the
edge, go back in solid, and you should end up
with something like this. Now, the one thing
is, we need to actually make this a
little bit wavier. So what I'm going to do now
is I'm going to give it some actual ledge loop, so
I'm going to press control. I'm going to give
it an even amount, so something like this, left click, right clip, and
then control, going this way. Left click, right
click. And then all I want to do now is make
this actual wavy. Now I'm wondering if it's probably better once
I've got these edge loops in. In actually deleting this and then pulling it
back down again. Because then what I can
do is I can actually use my actual knife instead of actually trying to do this way and pulling
back the notes. I think that's
probably a better way. So what do I mean by that? I mean basic, I'm
going to come in, shift and click, delete faces,
and then grab the bottom. So I'm going to hide
this out of the way. Come back in, grab this, L delete faces, and now it should be left
with something like that. And now let's come in. And make some actual waves. What I'm going to do is
I'm going to come with M K. I'm going to actually
go over the top, like so, which this side here, and
then what I'm going to do is, I'm going to quickly come in now and just make some waves. I'm going to hold
the control just so I'm not actually
attracted to that, and then I'm just going to
make our waves like so. So don't worry
because it will be rounded off this like so, and then just keep
working your way down. So like so. I'm going to go back to here press the enter
button so now let's come in and actually get
rid of most of these. So I can probably press
control actually. Yes, I can all the way up
to here lite and faces. And there we go. All right. So now let's press one. Then what we'll do is
we'll press A to grab everything E and actually pull it down into the actual sand, and you should be
left with something like this.Na press tab, I, there we go. You should end up with
just a kind of line going across there
like so. All right. Now what we need to do
is we need to actually bring in some actual
subdivisions for this. If I come over to
the right hand side, and we're going to first of all, reset all of the actual
transformations. Control A all transforms, click surgen to geometry. Now I want to do
is add modifier, bring in a subdivision modifier. Put it on simple, first of all, and maybe turn it up to one
and then actually apply. The reason we put it on simple, you can see, if I don't do that, it's going to round it off
and I don't want to rounding off when it's got
very few polygons in. So put it on simple, press Control A and apply it, press tab, and you will end
up with something like that, and now you can actually
come in and modify it and bring in a
subdivision surface, and now it can
actually round that off and actually make
it look really nice. Let's shade it smooth as well just so we can see what
it's going to look like, and we can see that's probably
going to be about right. Let's just turn it up
one more. Like so. I just want to see as well
how many subdivisions. It's 210,000 with that on
that's turned down, and 89,000. I think we'll keep it 89,000. I think I'll press control A, press the ta, and that's what
you should be left with. And now what we're going to do on the next lesson is we're going to continue actually
building this out. So we've got basically
the main block here in actual place. And the reason we
want to do that is because we're going to get an idea then of scale of things. So we can actually
also plan out where our actual hotels
are going to be just by a simple plane on the
bottom of each of these, and then you can
really start to get a feel for scale and
things like that. And that also enables you then, if you want to change
actually how yours looks, then you can simply
easily do that. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot, bye bye.
91. Creating our Wall with Simple Curve Modifier: M Welcome back everyone
to Blender three, the ultimate stylize
scene guide, and this is where we left off. Now, let's think about putting this actual cobblestone in, and then finally we can get this part of the stone work in, and that basically forms, as you can see here, this
stone going around here. We've got some steps
coming down here, but we'll put those in
a little bit later, and then we'll get this
top on top of here. All right so let's get
started with that. First of all, I'll come
to the side view again. I'm going to bring in
probably a cube on this one. Shift A, bring in a cube. Let's bring it down then
to where I need it to go. Something like here. And then what I'll do
is I'll come round now and I'll pull it
out to the right scale. I'm going to grab this
side of it, press one, and I can see that it comes
into this wall somewhere. If I bring it out somewhere like there you can
see if I press Z, going to wire frame, that's where it's
going to end and needs come a little bit
further like so. Then what we'll do is we'll
press on vertice select, grab this verte press B, and then what I'm going to
do is I'm going to pull it up to the top of here like so. Now, we just need
the other side now. If I bring it out, I
press one. Sorry, three. Pull it out as past
where the actual sand is because then the rocks are actually going to
come out past there. So I'm thinking that
the rocks should come out roundab somewhere
around here. Now, we can always
change this as well, so what I'm going to do
now is going to press B. I'm going to drag it
out to the other side. And again, hold in shift
just pass there like so. And you should end up
with something like that. And now if I press sd, go back into solid mode, you can see that's
what we end up with. Now, it's up to you whether
you want your sand to come here or whether you want this
to come down a little bit. And we're just going
to press one again, press Z, going to wire frame, just make sure
everything's right. You can see my sand
comes down here, but I understand if you don't want your sand
to come down here. I think actually
doesn't really matter. I wouldn't worry
too much about it. All right. Now, let's put in
this actual rock piece here. So again, what I'm
going to do is going to press one. I'm going to press. A, bring in a cube, and then I'm going to put
this into place round here. Now, the thing about
this piece is that we ain't going to
worry too much about it because when we
bring our rocks in it, is going to alter
the shape of it, so just get it roughly
to the right shape, so SN X, just bring it roughly to the right scale,
something like that. Then what you can
do is press tab. Make sure you're on vert select, grab a vert, press B, and then let's just pull it up. Like so, just under to where
this part is going to go. All right next, we
want to pull it over. I'm going to press tab,
I'm going to pull it over, and I want it slightly
out of there, like so. Again, we can alter this
and pull it out if needed. Then what I'm going to do now is I'm going to pull it
out to the other side. If I press three, tab again. V, grab all of these, and then let's just
pull it out past the other side,
something like that. You will have noticed as
well on this that it's actually slightly curved and
we need to actually do that. The way we're going to do
that is now we'll press sad, going to solid, and what we're going to do is give
this some H loop. You can also see that this is not up high enough
at the moment. You can see that
this is because of the fact that we've got our
actual what they call it, the little cobbles
on top of here. The little stones on top. That's why that's like that. Don't worry too much about that. Let's press control.
Let's bring in a few edge loops so something like that. Left
click, right click. Now I'm going to do is I'm
going to press Control A, all transforms and right click, set origin two geometry. Now I can actually bring
in a curve modifier. If I come in, not a curve, sorry, a simple default. Then what I'm going to do is
I'm going to put it on bend. And I'm going to put
on either y or the Z, and you can see it's not
actually working there, so I'm just going
to say to the y. And what I'm going to do
then, I'm going to do a little trick where
I press tab, press A. Make sure you're in edit mode. Press r y 90, and then tab, and then r y -90, and there you go,
you'll see that if I press the x or the y, that I should end up
with a different way, and it's not actually worked
out the way I wanted it to. Now what I'm going to do is
I'm going to press tab again. I'm going to then
spin it around. So Z 90 and you can
see what I mean now. Now we can see that it's
actually going the right way. Now I want to spin it
around r x 90, like so, and now I can press
tab and then r x -90, and then r z -90,
and there we go. That's what we're
actually looking for. I want a nice curve coming out. Now you can see that this
is curved way way too much. I need to pull it
back a little bit. I'm going to do now is jaws, pull it back like so and
just get a little bit of a curve that's actually going to fit in there really nicely. Something like that I
thinks really nice. You might want a little
bit more if you do, just obviously turn it
up a little bit more. Then just make sure
that you pull it back a little bit just so it's
covering all those. Now with that done,
what we can do is because we don't
know whether we're actually going to be
happy with this yet. I'd probably do
is probably bring in what I'll do is I'll
grab the top of it, so I'm going to grab this and
this all the way up there. I'm going to press
shift D because I know if I bring that up, we've still got that
curve on there, which is what I'm looking for, and then what I'm going to do is I'm just going to press
control our left click, right click, I'm going to
bring in a few edge loops. But rather than do it that way, I might as well actually
just press right click and come in and subdivide. Then what I can do
is I can just get rid of this one going down here. Shifting click and then
delete and dissolve edges, and you should be left
with something like that. Now we've got that each
one of these can be our actual pieces of
stone that go of the top. Now, of course, we
have got one problem in that. This is
not wide enough. So if I press A S
and X and jaws, pull them out a little bit more. I've got the bottom
pit bit here, as you can see, and I
don't really want that, so I'm going to
split this off now, so L P selection, split it off, and now I
should be able to come in A and then S and x, pull it out like
so, pull it down. And then also what I'll do
is I'll also pull it out. So if I press S and y, pull it out past there, and then let's
actually extrude it. Let's press E, extrude it
out just some little stone, something like
that sort of size, press the table,
and now you've got a good start to actually see what that's
going to look like. I'm going to also right click
and set origin to geometry, and then I'm just going to
pull it down into place. Now, remember, these are they're basically just gray
boxes at the moment. We're not actually doing
anything with them, we're just seeing if we can get everything in based
around these. For instance, this might
need coming up a little bit, as you can see that
this Cobblestone needs to end realistically
in the actual stonework, and then this goes on top, so you'd have a little
bit of a gap on here. That's why we're doing
things like this because the reference it might
all fit in perfectly. Just take that into account. So I'm going to do is, I'm
going to grab this side, come to this side and grab
this top, so Control click, and then I'm going to
come back round the, just pull it now in just
into place like so, and now I'm going to
look where that is. Now you can see the actual
cobblestones fit into there. With the cobblestones,
let's actually give this some subdivisions. I'm going to do is,
I'm going to come in. Subdivide. I'm going
to put it on simple. I'm going to turn it
up. Let's have a look how many subdivisions have we've got there. Let's press tab. And I can't actually
see it the month, so I'm going to can actually
see it for a press tab now. No still can't see it, so
I'm not going to do that. I'm just going to
turn it up to four, and then we're going
to press control A press tab, and there we go. Now we can see 3,000 polygons, and that should
actually be fine. Now, let's just bevel
this off as well. If for press Control A, all transforms right px
origin to geometry, add modifier, and let's bring in a bevel and just bevel
those sides off like that. That actually, if I
shade smooth now, and then put on my auto smooth, normal auto smooth, and then just maybe maybe turn
it up a little bit. I think that should be fine
for our actual cobblestones. Now what we need to
do is we need to basically bring in
another reference, and this one is going to show us where we actually going
to put our hotels. Also going to get where's
my guys he there. Yeah, there is. Let's
bring him over. We get an idea of actual scale. Let's put him on there. Let's press dot to Zoom in, and let's actually
put him on the floor. Now you can have an idea of actual scale and you can
see it's really really big. You can also see
that these may be a little bit too big and we'll see once we've
got the rest in. Sometimes it can
look a little bit weird when you're
looking at it like this. But I'm thinking probably
a little bit too big. I'm looking how far
this stuck out, but again, we can shrink
them in as we walk along. Now let's bring in
another reference. If I grab this reference
press shift, Pull it over. And now let's go to our
references so open it up, and we're looking for the one that's actually over the top. Over the top is this one here. So if we double click
it and there we go, we can see that's how it looks. Now I want to do is sit
this into place, so ry, sorry rx -90, and then
spin it round so O Z, 187 to go over the top, and now I will just want
to fit this into place. I'm going to press the Z
button, going to wire frame. And then what I'm
going to do is, I'm going to pull it down
now just below all of that. Press seven again, and then
bring it over and fit it into like so and you
can see that all fits together near enough
perfectly, like so. Then now we can actually
make this here, first of all, and then
we can actually start working out how big our
hotel is going to be. You can see here going to here, going to here, but we're not
going to worry about that. The main thing we're going to do is just get this
into place first, get this one into place, and then we'll start blocking
out this actual hotel. All right, everyone, let's
actually save it out, and I'll see on the next
one. Thanks a lot. Bye bye.
92. Setting up our Hotel References: Welcome back everyone,
Blender three, the ultimate stylized
scene guide. Now, let's think about, first of all, bringing
in another plane. We'll use a plane, I think for this, so let's press shift A. Bring in a plane. Let's
move it over then. We are in wide frame,
so let's bring it over. I think a brother over
a little bit weird. Let's press seven
to go over the top. Then what I'm going to
do now, I can see that it's beveled twice on
each of the corners. Just take that into account. The first thing
you want to do is just get it to be
the right size. I'm going to press
S, bring it out, and I want to come in right
to the edges of each one. I'm going to get
it to this edge, get it to this edge
over here, like that. Now I can actually work
on bringing these out. I come into this one,
bring it out to this edge, and then bring this one. This edge here, bring
it out. To this edge. All right. Now what
I'm going to do is instead of doing
just this one, I might as well bring it
over to the other side, so I'm going to press D,
bring it over and line it up. And you can see that the first, this one and this one
line up perfectly, but this hotel looks to be a little bit bigger, so
let's bring it out. To hear something
like that. All right. So now what we can
do is we can pick them both up, so if I press A, I can basically place
them on top of here, which they should be anyway. So I'm going to pull them
into the ground like so. And then what I'm
going to do is I'm going to press E and pull them out up to where I
actually want them, like so. And now I can actually come and actually grab all of
the four corners. I'm going to grab this corner. And if you can't see
the four corners, just press going
back into solid, and it's going to
make it much easier for you to grab these corners. I'm just grabbing
all of my corners. So and so. Then what I'm going
to do is I'm going to press Control A, all transforms,
click the origin to geometry because we're actually
going to level them off. Seven, to go over the top, Z, going to wire frame tab, and now let's press
Control B and level them off two here.
Let's put it on two. Open bevel, put it on two. Then what you want to do is
you want to press Control Z, go back and then do it
again because now it'll level it off with
two. There you go. You can see beveled off
absolutely perfectly. All right. Now we need to do is we
need to bring these in. And they're basically
going to form our actual what's it called? The actual curb of
our actual part here. Now, the other
thing is, as well, is, I need to bring this in, and then I need to probably bring them in both
at the same time, and then bring that
one in if you get me. So I'm going to actually
show you what I mean because I think I've made a little
bit of hash of this in that. I should have actually
just used the top of here. So I think what I'll do is, I'll press said, go to solid. And what I'm going to do is, I'm going to grab each one of these. I'm going to bring
them up, so shift. Like so, seven to
go over the top, Z to go back into wireframe, and then I'm going to
do is I'm going to press and bring it in. So I bring it in, like so. Now I actually want to create my actual edge loops
that go on here. Now, you will have a problem
in that you can't create edge loops if you've got these here. So what
do I mean by that? If I come now and press Control, you can see that I
can't actually create edge loops apart from on
each of these corners. Now, it's probably actually
good that we can do that. But if you actually
want to create edge loops going
all the way across, we've actually got to
join each one of these. I'm going to show
you how to do that. If I come in, grab
this one and this one, press J, and then grab this
one and this one, press J. Now I should be able to make an edge loop
going over there, which you can see I can
actually do that now. Now I'm not actually
going to do that. What I'm going to do is instead because I'm not going to use this center edge loops because
I don't really need them. What I'm going to do is I'm
just going to come in and bring in edge loops on
here. Up here like this. What I'm going to do is also, I'm going to press Z
to go into wide frame, and now I'm going to
bring in Control R two, three, four, five, and you can see that's
probably about right. So five edge loops, left click, right click and do
the same now on here. Control, one, two,
three, four, five, left click, right
click, and now the same on here, so Control, one, two, three Maybe on this one, I'll bring you one,
two, three, four, five, left plate right plate, and
then the same one here, one, two, three, four,
five, left clk right plate. Now, let's come
to the other one. I think it's probably
going to be the same. So Control, five,
and then this one. Five, and then this one over here. And then this one here. Control, five, left
cl right plate. We are going to have
a little bit of a difference here where this actually drops down and we're going to have to actually
straighten those up, but we're certainly not going to worry about that right now. What we are going to worry
about though is actually now bringing this down and
creating this center part. What we're going to do
is I'm going to press sd, go back in solid, and then what we're
going to do is I'm going to grab
each one of these, press the y button, to split
them off, pull them up, and then what we're going
to do is I'm going to press delete and limited
dissolve like so. Then I want to do
is fill them in. The reason I limited dissolve
those is because we still would have add all
of these edges on here because we
made an edge loop. If I go back, I'll just
show you what I mean. If I come in to edge slate, you can see now I've
got those there Delete and limited disolve the acancy. I've got
rid of them all. Now what I want to do is
go back to face late, right click, and we're
going to triangulate faces, and we're then going
to tries to quad, and we should end up with
something like this, which is much, much nicer mesh. Now, we need to actually get rid of these bottom ones now, so I'm going to press L and L and delete vertices,
and of course, the reason I'm doing that
then is because I can grab each one of these now and
actually pull them down. So now let's press three
on the number pad. Let's press Z to go
into wire frame, and I'm wondering, where is
my thing there is it's one. So let's bring them down now
to where they're going to go. So that's where
they're going to go. Then press E, pull them
down into the actual floor, like so, and there
we go. Z, solid. And there we go. Really,
really good start. Now, let's grab each of these, and then what we're
going to do is just pull those down to the floor, like so, and now you can see we've got that
kind of curb there. All right, so that's perfect. Now again, we're going to
have to cut some of this away with boolean when
it comes to that time, but like I said, we're not
going to actually do that yet. The next thing we're going
to do then is just get the square blocks of
these actual hotels in. So I'm just looking,
first of all, I can see that this one here. I'm looking at the sizing scale. I'm thinking that
I've probably got better actual
references for this. So rather than use these, let's just pull
this to the side. Let's just grab this
one, so shifty, pull it over here,
and then what we'll do now is bring in
my other reference. I I come over to my references, I'm going for let's have a look. I think it's the large hotel.
I'm going to open this up. So you can see here we've got the large hotel. This
is the front of it. Now, When we're looking at this, the main points we want
are coming around to here. We can see from the top, this is what it's going to look like. So you can see all
of these parts are basically parts that
have been added on. So if you want the main
kind of size of it, probably going to use this and then start adding
things onto this. The same is true with
the other hotels that have come to
the small hotel, although it's a much, much more complex piece that I'll
need a lot more refining. So I think what we'll
do is we'll block out this large hotel
first. So bring that in. And then what I'll do
is I'll spin it around, so our y, sorry, X and 90, like so, and I'm just trying to get
the front, which is here. So zd 90 and then z hundred 80, spin it around, like so. Now, I I got my
little guy on there. I don't think I've got
my little guy on there. So I need to now
basically look how big this is going to be and
then make it into place. So if I put this you can see, at the moment, it's
way way too big. So how do I actually get this into the
actual right scale? I need to bring another
actual reference in. So if I press D, duplicate it, and then Y 90, and I'm just going
to put that up. I'm going to press
control shift Z, bring it back and
now we're going to just pull that in here, and then pull it
into here like so. Now I'm going to do is, I'm
going to change this out, so I'm going to come
in, change it out. Let's grab the other
large reference, which will be the front, this one here, bring that in. Now what you want to
do is you want to scale this to this actual guy. If I look for my little man, here he is in here, bring him up, press one
or three to see him. Spin him round, so Z 90, and let's get him into scale, and you can see
sometimes you work in with actual
references like this. Now, let's grab both of
our references, like so. Let's press S three, and now let's scale them down. S, scale them down. I'm going to shift right
click put my cursor here, and then going to press
a little sideways V, three D cursor and now
can bring him down, and I can also scale
him from here. Let's get him roughly
into the right place, so scale him down
into the right place, and I'm just looking, I think, I've gone a little
bit too small there. I think I have, so I'm
going to bring him up. It's important to
have a game roughly into the right size here. I think he needs to just
be a bit bigger on here, so I'm going to scale him
up a little bit more. Like so, and I think that's probably round about
the right side. Now, what I'm going to do
is I can go over the top. You can see that I don't know if I actually scaled both
of those up. Yes, I did. I scaled both for more. Now if I grab this and grab this,
go over to the top, and now what I'll do is I'll press the little
sideways V again, go to individual origins and now should be able to put
this over that side. Now you can see that
this is the wrong way round, so I'm going
to spin it around, so R x 180, now it's the right way round, and now find they can press Z, go into wire frame. Now if I put this
underneath here, You can see pull this down, whereabouts it's going to go. Press seven, and let's pull it into place now where
it's going to be. You can see it's
probably going to be somewhere like this. Now what I'm going to do
is I'm going to, I think, make my actual part from here and then line it up with
this one underneath here, and I think that's
the best way to go. All right, so do that
on the next one. We'll create the first gray box. We'll get the actual gray box
into the right scale first, just so we've actually got
something to work with. We're not going to
use these gray boxes, or we're only going to use
part of these gray boxes, but it will give us
a real good idea of what we've got to work with. All right, everyone. I
hope you enjoyed that. Fairly complex bit, these bits, but after we've actually
created the gray box, then we can actually
start creating our materials and actually
getting things into here. All right, everyone.
I'll see on the next one. Thanks a lot. Bye bye.
93. Creating the Beach Shader: Uh, Welcome back everyone. Blend the three, the ultimate stylized scene gun and
this where we left off. Now, on this one, let's
just turn the opacity down. If I turn the opacity down, we can see that that near enough is
actually the right side. So you can see here
that it's near enough. I I pull it over here, you can see that we are
a little bit out, I'll never ever be perfect. So you can see that
I'm probably going to have to make both of
these a little bit bigger. I'm going to grab
them both like so, and then what I'm going
to do is just pull them out a litle bit and make
them the right side. I'm going to pull it
over a little bit, and all I'm trying
to do, make it a little bit bigger
is just line them up. To be around about
the right size. Then whenever I binger
referencing for the hotel, I know that they're
going to be perfect. It's a tiny, tiny bit
out, and there we go. Absolutely perfect. That size. All right, that's really great. Now, let's bring in our plane.
I'm going to press shift. A, bring in a plane. Let's bring it over. Bring it over to the right size. Then what I'm going to do is
I'm going to pull it down. And I'm going to bring it
to something like there. Then we're going
to do press tab, edge select, and then
pull it out to here. Now, remember this front
bit is a big chunky bit, so we don't need to worry
about that right now. All we need to do is worry
about this bit here. What I'm going to do now
is I'm going to grab this and pull it out to
where it's going to go, which is round about there. I've got a bit that
actually comes in here. Let's actually make
that fit, so Control, left click, line it up,
Control, left click. Line it up. You
notice I'm going to the inner sides of these and then control left click,
line it up like so. All right. That's perfect. Now, let's come in and just
delete that face out the way, so delete faces,
and we should be left with something
that resembles this. Now we just need
the height of it. One going two is
going to press three, and I'm going to put
this actual reference now onto down here. Now what I'm looking
for actually on the other side is this is
actually the wrong way round. I'm going to spin it
around, so I d 180, and there we go.
That's the right size. Now, we can see that this now should line up near
enough perfect with this, which it does, and now it can actually pull this
into the ground. So you can see that is on
the atra ground plane. If you want to see
it there, press, go in solid mode, press three, see where it is, and now
you should be able to see that it's actually
into the ground like so. Now, back to our actual plane, so let's press Z again, wire frame, grab
the actual plane. And then what you're going
to do is you're going to pull your plane down to here. Like so, you're going to press
tab A to grab everything, and then you're going to press E and just pull it up like so. Now we're just going to
pull it all the way up to the top of here like so, so pull it all the way
up. To here like so. Seven to go over the top in a minute because
what we want to do now is we want to actually
bevel this part off. Now, I'm not sure if we need to get rid of
this part here first. Probably we do. We probably
have to get rid of this part because I don't think it will bevel all the way. In other words, if
I press Control B, you'll see only wants to
bevel to that point then. I don't think that's far enough. What we can do instead is, we can move this down because or we can actually delete it for now
and then fill it in after. I'm thinking that I'm probably going to have to
delete this one and this one, Delete and dissolve edges. Let's see if we can
actually do that. Now if I grab this, can
I actually bevel it out? You can see can
bevel it a pot from the bottom where we've also got the same problem. I'm
going to press tab. I'm going to press a
little question mark, and then what I'm
going to do is exactly the same thing I'm
going to come in, dissolve edges on this, and I should be left with this now and I can actually make that a nice mesh once I've
actually be leveled this out. Now let's press
tab, press control, all transoms, click the
origin to geometry. Now let's come to this
part, press the seven. L et's press a little
question mark now, press seven again,
and now we can go over the top and now I can
actually level this off. So let's press Control B. I've got two there, and I
don't really want that. So I'm going to do
is click left click, put it on one, press Control Z, to go back and now
Control B and bring it out to that edge that I actually want
it. And there you go. That is how we have
actually done that. So now if I press d, go back into solid, this is
actually our first hotel. We've got the correct height. We've got the actual
correct form now in it, and now what we need to do
is work on the second hotel, which is obviously a much much more difficult
actual process. So what I'm going to do now is I'm going to look at this one. So if I go over the top again, press seven wire frame, we can see it's
perfectly lined up. So now all we need to
do is swap this out for the other top
view of all hotels. If I come to here, I'm going
to go to my small hotel now, which is where is it? This one here, and I'm going
to go to the top view, this one here, like so. And then what I'm
going to do is, I'm just going to move this out. And what I'm looking
for is to make sure that I've got the right
actual dimension C and see, it's much closer on here. What I need to do now
is this part here, I think this part here. Yeah, this is the back of it because we can
see those three. If you look on the
main reference, I come and bring in
the other reference, other reference, and we'll get the front view of
the small hotel, which is this one here. This one here, put
that in place, and then let's now line
them up near enough. If I press three, and bring this over to
something like that, and then let's stick
this in the floor. So now you can see how
that's actually lining up. Now you can see that this
is the actual size of it, and you can also see that because this hotel is
a lot more complex, so we need to do this in stages, but it's better just
to actually have something in place to actually
get a sense of the scale, and then we can actually
work from that. What we're going to
do is we're going to actually just make for this one, a basic gray box,
and then we'll come back and actually fix
that gray box out. What we'll do is, we come
we'll bring in another plane, si bring in a plane and
the plane comes over here, and this hotel will probably be the last one we actually do. Then what I'm going to
do is, I'm just going to pull it into place. I'm thinking that
probably from here. I'm looking at this dimension
and this dimension here. This one, this corner, this corner, press the
tab button, edge select, grab my edge, pull
it over into place, grab this one, pull it
over into place, like so. This is obviously a overhang this part here that overhangs. This is the main
actual floor as we can see down here. We've
got the main floor. Now, let's pull it into place. I press three, grab
all of this with, pull it down into place, and you can see that this
B one is a little bit out, but I think it should
still be fine. I'm going to put it
round about here, and then what I'm going
to do is I'm going to pull it all the way
up now to the top. All the way up to this
part here because this top on here is the roof
where this bit comes up. But the actual main
roof is on here. Something like that,
let's press it ad, go back into solid.
And there we go. That's our hotels. Now, as well, because we've put this in here, we can actually get an
sense of how far back the actual parking
goes because that's something else we're going to
actually have to sort out. Now, what we'll do is
we'll actually start actually bringing in some
parts and actually get in, so I'm going to hide all these, hide this, actually get in our water in and
things like that. I'm just going to hide
all my references out, and this is what you should actually be looking
at right now. Let's bring our
guide down as well, just onto the floor because
I always like him in place so I get a true sense
of actual scale for me. Like so. All right. So now what we'll do
is we'll actually make us start on
our actual sand. So let's come over
to our materials, new, and we're going to
make two types of sand. So we're going to have
sand sides and main sand. And the reason I'm doing that is because when I
actually created this, when I put it all over, so the sand all over my sand,
it didn't quite look right. So let's see how it
turns out anyway. So SAND, sand, and
then click plus, new, and then sand ss. Like so. Let's come
over to our shaded now. Let's put it onto material. And for now, what
I'm going to do. I'm just going to
put on material. And then once I've done that, we'll set up our actual
lighting as well, because I think that's important to get your lighting set up so you can actually see
exactly what you're doing. If you don't do that,
you don't be able to see really anything. All right. So what I'm going to do now is, again, I'll come in, I'll bring all of the parts
in and things like that, nodes and things, and
then you're free to go ahead and change
those as you wish. So first of all, I'm going to bring in a node that
was not used before, and that is going
to be a magic node. And this is a really, really good map And this is a really, really good noise texture for creating swirls and portals
and things like that. So I'm going to do is
I'm going to grab it. I'm going to press
control T. You can see again that
my preferences. So my node wrangler isn't on. So let's come up to add ons, bring in my node wrangler. Click that on, close it down. Come back, control
T and bring in my mapping and my
texture coordinates. All right, so what I'm going
to do on my mapping is, I'm going to put this
on the rotation on 51, something like that. No, 52. Let's put it on 52. Then
what I'm going to do now, I'm going to change
the scales of these. I'm going to put it on 0.6. 0.1 and 0.1. Of course, once we've
done this, we can come in and change it
again if needed. Now, let's change the scale to 2.4 and the distortion to 3.1. Something like that. Now, let's zoom out on my other screen, and what I'm going to do now
is bring in a color ram. So I'm going to press shift A, s color ramp and bring that in. I'm actually going to put
it over here like so, and then we're going
to bring the fact from my actual magic and put it into the fact of
the actual color ram. Then what I'll do is
I'll bring in a diffuse. Shift A, search, diffuse,
drop that in there. And because we've
brought in a shade, we don't actually need
the principal shade, so we might as well
get rid of that. And then what we're going to
do is we're going to plug this now into the
actual surface, plug this color then into the actual color
of the color ramp. And finally, let's
actually as well plug the fat from here into the
displacement, like so. Now, you want to see a
lot happen again because we've not set our
displacement on. So I'm going to do is, I'm going to come over
to the right hand side. We my actual I've actually
started on sand side. I need to just
quickly name this. I'm going to name
this one sand sides. And then I'll rename
this one sand and then just change that one. So like this, change it
now to sand sides like so. Let's come back to my sand then, and then what I want
to do is I want to come to where is it? Of course, the reason why
my settings aren't there is because I've actually
not got this on cycles. It happens to you, bring
it and put it on cycles, then go to your material, and now you should have under settings where it
says displacement, I say bump only. That's there now in case
we need to change that. Maybe I don't think I actually need to
change it on this one. All right, everyone. I
hope you enjoyed that. Next one, as I say, we'll
get our actual colors in, and then what we'll do
is we'll come in and we'll get all of our lighting
actually sorted out. All right, everyone, so
I hope you enjoyed that, and I'll see you the next one. Thanks a lot. Bye bye.
94. Blenders Cycles X Renderer: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's come in
and change the color. I'm going to come to my color
ramp on the left hand side. And the first thing I'm going to do is find you the position. The first one on here
will be not 0.3 like so, and then the second
one will be not 0.773. 0.773, like so. And now let's come back
to the column again. I'm going to grab you the hex. So the hex on mine, C is going to be
This one on your, so Control V. This one here, A 09 e7f, and just pause it
from going a bit too fast. It should this
murky brown color. Let's come then to the next ex, which is going to be
a much brighter one, so control C. Come
back to this one, and ex control V, enter and there we go. Now at the moment, we
can't see anything, and that's because we've got no lighting or anything like that. Let's now go and sort
out the lighting. So let's come to our assets, and then what we're
going to do is you're going to come
down to your lighting, you're going to drop this HDRI, just drop it straight
in, like so. And now you should see that it's actually on Bach lighting. You will end up
with wild. You just want to make sure that
it's on Bach lighting. Now, if you come over to our
actual shading panel now, you will if you
put this on Wild, so put this on wild, end up with something like that. Hopefully, with that
day EX actually in. If I put this now onto my
actual cycles render engine, you should end up with
something like this, and you can see already it's
starting to have a effect. Now, let's come over
to the strength, and what I'm going to
do is I'm going to turn the strength down. Two, 1.5, like so. It's going to be
much much darker. And then what we want to
do is we want to plug the gradient into our
actual surface like so. Now, I'm going to change
the actual gradient colors. I'm going to give
you the colors. The first one, which
is the top one on the gradient here is going
to be this x number like so. Just change that and
you'll notice that it comes much darker underneath. Now don't worry when we
actually render this out, We are probably
going to render it out with transparency on, so you might not see
this, just make sure it's a gradient that you
actually happy with. But just put mine in for now and then you
can change it to your heart's content once you've actually finished
the actual scene. Let's come into this one
now, press Control V, and this is the 15d 878f. Put that in, and you should end up with something like that, which I think is
actually quite nice. All right. So now we need
some more actual lighting in. So I'm going to do
is, I'm actually going to bring in a su first. Let's bring in our sum. So I'm going to First of all, you can see that we've not got any ground plane or
anything like that in here. If we come, I think
it is this one, yes, we can click on our floor and now we can actually
see something. We can also click on our
origins and that's going to help and three D
cursor is also there. If I bring in my son, I'm going to position
it just over the top, so if I press shift, A, come down and bring in a
light, bring in a son. Let's press shift space, bring it over, and let's point
it in the right direction. I'm going to point it
O So Let's point it Y. There we go. Point it in the right direction,
something like that. Then let's just turn it
around a little bit. So I go to the top, I'm going
to press R and Z and s, turn it this way just so we
can get some nice shadows. I always like those nice
shadows in there like so. Now, the strength of
the sun and the color. The color, I'm going to put
it onto a x value of F E, I'm going to give
you, over here. Control V, and it's a nice
yellow actually color, and that's not the color.
I'm going to do it again. It's going to be control C, and let's bring it over and
then control V. There we go. A nice yellow color, not
that color that we had. Let's put this on two, like so. Also, if you actually want
to create softer shadows, just turn the angle up of this and you'll see
that the shadows start to become much
softer and less hard. There is that as well.
I'm just going to put mine back to that for now. Then if I want to
turn those shadows up to make them not as hard
or anything like that, I will actually mess
around with this. Now we've got one more light
that we need to bring in. That one is going
to be a area like. I'm going to actually
press Shift S, So Shift S, s to selected, and then shift A, let's bring in another light, and this time it's going
to be a area light. Let's now make it a bit
bigger, so like so. Let's also a bit bigger
than that as well. Something like that, and
what I'm going to do is I'm going to come
over to this side and you can see
that I can actually change this for an actual disc. Then what I'm going
to do is I'm going to press three to get front view, and then I'm going to
spin it round so, y, let's spin it around, like so, and then I'm also
going to bring it out a little bit, like so. Then I'm just going
to look round and see what the angle is. I'm actually looking
at my screen and I think I need it on The actual beach more. I'm going to rotate it a little bit more onto the beach like so. Now let's come over and actually change
the power of this. Let's put it on 2000, like so, and let's change the meter, size 1.14, and then
this one maximum bounce down to 984,
something like that. All right. We've got
everything set up on here. Now what we need to
do is obviously, we need to come in and set up our actual lighting
in our cycles. We're going to come to cycles. We're going to go
back to modeling, we're going to put it actually
onto our cycles view. And then what we're going to
do is come back to cycles, and now let's set
up these parts. Something we absolutely
need to talk about is the actual way that blender
actually renders this out. You'll notice that if you come to cycles, you've got
this feature set, this should be on experimental
if you're using your GPU. You'll notice here,
you've got supported, you've got experimental,
and then you've got CPU and GPU comp. Now, if you can, it's always better to use your
GPU because it is quicker than the
CPU. If you can. The way you see, if you
can, is first of all, come to edit preferences, open that up and then
we're going to go to, I think it's on system, and you can see here,
this is our options here. Now, this is the new
Optics x which we can use. It's basically cycles x. I'm going to prom
on both of these. Just make sure that
both ticked on. Now you can see because
I'm able to tick mine, that I'm able to use my QD or Optics x to
actually render things out. If you can, just
actually use these. Now it's really important
because it's going to speed up the process
of actually rendering. Also, if you do have
a problems where it's saying that you can't actually use it and
you know that you're available to use it because
it'll tell you what you need. And to actually be
able to use it. I think if you have over
it, it doesn't tell me, but it should tell you
what you need to use. I think it's
something like a GTX 16 50 or something like that is the minimum
you can actually use. I'm not sure about
the other cards, but that is on the GTx version. Now, if you can use it, if you think you can use it and
it says you can't use it, just make sure that the
drivers are updated because I know that when I
first tried to use Optic x, it wouldn't let
me use it because my drivers weren't up to date. So just make sure that
they're up to date. Once you've done that now, you can actually close this down, and then what you can actually do is come over to this side, put it on experimental, let it load up and then
put this on GPU compute, and that then is
going to be your GPU, that's going to be working all of this out, which
is really great. Now the next thing
we want to do is you want to come down to D noise. You'll notice we've got all of these fireflies and all
of this noise in here, but the moon per on D noise, you'll see that clears it all
up and look how fast that is now with the
actually optic x, which is what it's rendering
on in the actual viewport. Now, the other thing
about the viewport, if your viewpot is a bit slow, you can see here we've
got 4,096 samples. Put it on 1,000 or
something like that, if yours is actually not
working very fast or something. Now, sometimes you'll
find if you open up this D noise and change
the D noise into Optics x, it is going to speed
it up even more. Just make sure if you want
to put that on, put that on, and then also to your
render, open this up, so you render D noise, and also put the D
nois onto Optics x, and that's probably also
going to speed it up as well. Now what we need to
do is we need to sort out the other lighting, which is a bit more advanced. But before we do that,
let's actually come down and come to where
is it performance. So this is basically where you
actually manage the tiles. It's basically how Blender
actually renders it out. What I want to do
is I want to put my tiles down to a small number. Now, I found and there's
a lot of controversy around this that if you're
rendering with your GPU, you need smaller tiles, if you're rendering
with your CPU, you need larger tiles. Now, people have argued about this till the
cows come home. So I'm not sure what will work
best for you, but for me, I know if I put my
tile size on 64, Always do it in double amounts. Basically, you're going
from 32, 64, 128, 256, and just 512, and you're
doubling up in that way because computers
find those numbers the easiest ones to use. That is why we also have
things like texture maps, which are 1024, 2048, 4,096. This is the reason why. This is why we set this to 64. Just make sure if you're using a large actual sample size, actual tiling size, that it is set to something
around those numbers. So what I like to do
is use spatial splits, and I also like to keep persistent data around because
if I'm re rendering out, it sometimes actually
speeds up the process, especially if you're re
rendering it out based on, let's say, animations or a turntable or
something like that. That's that done. Now
what we're going to do is we're going
to come over again. Down a little bit further
and we're going to come to our color management, and when you open this, this is where the fun
stuff really is. This is where you can change the entire lock of the scene. If you come to where
it says look and you put this on
very high contrast, you'll see it really brings out that vibrance
and things like that. Now for this scene, I don't
think you'll need it, but you might want
to turn that up. I'm just going to
put it back onto num because if you put
on any of the others, I find it just really really just saturates it and it
doesn't look very nice. It's either numb or very high. I'm not sure
whether that is. Let's come to the exposure, and the exposure as you can see is how bright
the actual scene is. What I'm going to do is going
to put this on not 0.503, exactly the same as on my side, and then you've
also got the gamma, which can bring out those
shadows and things like that. I'm actually going to leave
the gamma on one as well. All right, so we're
pretty much now set up, ready to start
bringing things in. You can actually
turn off the floor if you want permanently. I don't recommend
that in the viewport, but if you want to
actually have a good view of what that's actually
going to look like, then actually just click
these two interlocking links, and there we go. Now, finally, I'm going to
just put it on material. I'm going to file
and save that out, and then I'm going to
go back to cycles now. I'm going to actually
click on my sand. Come to my material. And what I'm going to do is I'm actually going
to apply this. I'm going to press tab, A, come in and click a
sign, and there you go. There is your actual sand. You can see what I mean by
the actual sides of it. You might not be
happy with those, I might try actually
beveling these off because actually it doesn't
actually look that bad. If I double tap the
A and turn this off, you can see actually
the sides of there, that don't actually look
that bad so I might just try beveling this off and actually having to look what
that looks like. Well, I'll wait till the next
one. All right, everyone. So I hope you enjoyed
that, and I'll see on the next one. Thanks. Bye bye.
95. Creating the Ocean Shader: Welcome back everyone
to Blender three, the ultimate stylized scene I've got to say I
do like this part. A lot better actually than
creating all of the assets, a lot of asets to create, so I really actually enjoy
this part. All right. So let's come in and Let's put these two
interlocking links on, and let's make sure
it's on material. Let's press tab now.
And what we'll do is we'll actually try
and level this off. I didn't level my other one off. What I'm trying to
do is just make it so that this seems to
flow a little bit better. What I'm going to do is
going to press Control B, bring it out, like so. Let's turn up these
segments to three, something like that, and let's actually
over look at that. Let's shade it off smooth. I'm just looking what
that actually looks like, and I don't think I'm
happy with how that looks. So I'm going to do is, I'm
just going to go back. I want to press Control B and bring it out a
little bit smaller. I want to put this on one,
so turn it down to one, press the tableau
and right click, Shapes move. Let's
have a look at that. And I don't think I'm
still not happy with that because I don't think it
looks actually very good. I'm wondering, If maybe I should pull this in or something to get that
actually looking right. This is why let's
actually put it on cycles and actually have a
look at that. Yeah. There we go. It actually looks a lot better like
that. There we go. Five double tap the A now, turn off interlocking links. That looks actually really nice. I'm actually happy with that. It looks a lot better
than what mine did. I think I'm actually
going to leave that like that instead
of the way I add it. I mean I could come in and put another material on it, I guess. We could actually change
over how the shading works. Let's go to our
shading. Let's come in. Like, so let's put
this on object instead and come back
to our actual shading. Then what I want to do is just change this, so it
goes all the way over. Instead of that let's have it on normal. No that's
not going to work. Let's try U V. You
can see now we're getting something where
it's actually trying to follow the actual
flow of this, and that actually
might work out better. But we can see we've got a
little problems on here. I'm going to see what it's
like on objects as well. And now that's definitely
not going to work. I'm just going to put it
back on generator for now. I'm going to actually unwrap this and see what that
actually looks like. Let's put it onto object mode. Let's grab this, and press
a little question mark, and then what we'll do is
we'll actually unwrap this. All I'm going to do to unwrap
it though is I'm going to come to each of these corners, like so, right click, and I'm going to mark a scene. Then I'm going to come
down to the bottom and go all the way around. And then right
click and mark sm. You'll know from
the previous part that I showed you that you can see why we
unwrap it like this. So can see it's going to
unwrap a bit like a present. Let's see if it actually unwrap. So if I grab it now, press
U wrap, and we should. If we go to our UV editing, it should unwrap like
this, which is really, really nice. That's
exactly what we want. Now what I can do is I can have a look and see if this
is looking any better. Let's go back now to
my shading panel. Let's put it onto cycles. Let's press the little question mark to bring everything back, and then let's put this on UV and see if that
was worth it or not. And yet it looks to me
like it is worth it. Now the thing is,
can we actually bring this up a little bit more. Bring in the sand a
little bit more, like so. Let's bring this the
other way. Like so. Let's take off that so we can actually see
what we're doing. Now let's come in
and I'm thinking, can I turn the scale up? Yeah, that's probably
a bit too much. I'm just going to go back 2.4 and then distortion
too much again. Let's try and t. I Beta want
to turn the bump of this up. What I'm going to do is, I'm
going to basically bring in A displacement note. I'll do is I'll just
press shift a search, bring in a displacement
and drop that into there. Then all I'll do is I'll plug this into the
actual height, unplug this one, and then what I can do is I can
turn up this scale, and now I have some control. So if I turn this
up really high, you'll see that we've got a
lot of control now over that. Let's set this to one and
then let's turn it up very slightly to 1.4, something like that let's
have a look at that and actually that might actually
work out really well. Now the next thing
as well, due is, I'll bring in my ocean, and then I'll be
able to see exactly what this is going
to look like and I might decide then to get rid of this displacement or not. I'm not going to
mess around with anything else on here for now. All I'm going to do is
bring in the ocean. Let's come over now
and click on this. Let's put the
interlocking links on. Let's come over to
the right hand side. I'm actually going to
save out this as well, so I'm going to come
to Markers asset, and I'm not going to
save out this one. I'm actually going
to minus it off because I am going to
use this regardless. Let's come then to the ocean, click new. Let's put stylized, Ocean. But when we
actually save this out, and now let's head on to our shading panel actually
build this actually ocean now. I'm going to say right off
the bat that the ocean is an incredibly
complex node setup. So just try and follow along. And then once you've
got them in place, again, you can go in and mess
around with it as you want. Also, you can use it in a lot of your other scenes
and things like that. But this ocean, as well, what I did was, I took many, many people's ideas of the way that they
put water together, things like that, added my
own different versions, added parts on it, and you end up with a massive
massive node tree. I'm sure some of the nodes don't actually really do a lot, but let's put it together
and see how this comes out. So the first thing I'm
going to do is just delete my principle
that the way. Then what I'm going to do now is come over to the
left hand side, and I'm going to
bring in a gradient. Search gradient, texture, and
I'm also just going to drop that there and then we
also lift this up just so we've got a lot more room so we can actually
see something. I'm also going to
bring out this, pull it across, and then I'm also going to grab this
one and pull it across. So we can actually
really really see now what we're actually doing because I think
that's important. All right, so let's bring in
now a mapping and texture, so control T. Then all you want to do is just
just leave them there. They're going to
be just generated. Now, let's bring
in a color ramp, so shift a color. Ram. This might take
two or three lessons, by the way to get this ocean in. Now, let's come in
and bring the fac into the fac of the color ramp. And then what I'm going to do now I'm going to make three, so I'm going to grab
this first one, Control click to
make a third one, and I'm just going to go over to my left hand side
and get you the positions first as always. So it's not 0.318,
so this one here, not 0.318, and let's
come to the next one. No 0.564, not 0.564, and then find the last one. Which will be not
0.795, not 0.795. Let me know if the
comments below. If you think I'm going to
a little bit more detail, or if you think I should
just be moving these nodes and you just place
someway you think, or I should be telling you what the colors are and
everything like that. So let me know if you're
happy with me doing that. Let's now grab the
hex of the first one, so control C. As I say, I
don't normally do this. What I normally do is
just tell you roughly where to put it and
roughly what color. So this is A 6b1b9, and let's grab the next one now, which will be this color here. This one here, x of
this four FD, nine CB, and then fine middle last one, which will be this color here, which is a deep
blue color like so. Not that one, actually, that
doesn't make any sense. Let's try that
again. There we go. One, two, three, 251. Now let's come over and
bring in a transparent BSD. Shift A transparent like so, so transparent, and let's drop that into the actual color. Now, let's come over and
while one is a mixed shader, let's bring in a mix shader. Shift search mix shader. Let's drop that in
there. Let's plug this into the top one of here, and let's set this down to zero. So. Now let's bring in
another mix shader. I'm just going to grab
this one, shift D, and let's plug this one into
the top of this one here. Now let's plug this into the actual surface and not a lot's going to happen
at the moment. You're going to end up
with something like that at the moment,
which you can see. Not a lot happening right there. Let's move the output
a little bit over, and now let's come
to the next part, which will be our light path. How does light
pass through this? What I'm going to do is
going to press shift. A search, light, path,
drop that in there. I'm going to use it then. To come into the fact
of this one here. I'm going to actually
pull this here. I'm going to pull this
one a little bit. I'm thinking, yeah,
probably here, like that. And then what I'll do is I'll bring in another mix shader. So I'm going to grab
this one. I'm going to press D, like so. I'm going to drop that
one in there like so. And then what I'm
going to do is, I'm going to grab my
fat from is shadow ray, and I'm going to drop that into the fact of this
one here, like so. Now, I have made one mistake in that this shouldn't
be a mix shade. It should be an add shader, so shift a add shade, like so. Let's drop that in. Now let's grab the top of
here and the bottom up here, and now let's plug those in, so surface, and there we go. Not a lot of difference
at the moment, but we've still got a
long way to actually go. Now, what we'll do then
on the next lesson is, we'll just carry on this. Like I said, it might take
another couple of lessons, but we'll see how fast we
can actually get this done. You should end up with something
like that at the moment. That's how it should look,
and once you've built it up, it's going to be all
the way down here, so it's going to be a
really big notice stem. All right, everyone, so
I hope you enjoyed that, and I'll see you the next
one. Thanks a lot. Bye bye.
96. Bringing our Ocean to Life: Welcome back everyone
to Blender three, the ultimate
stylized scene guide and here we are in our water. Let's now come over here and
let's bring in another node. So we're going to do a search, bring in a noise texture. I'm going to zoom in there,
and what you need to do is just need to make sure that all of these are set on these. The shod be anyway.
It's basically the actual standard for this. And then all you're
going to do is grab it and you're going to bring in your actual
mapping and yours. By the way, we keep
bringing those in just to tell Blender where we actually need this to actually
be upon this actual map. All right, so I'm
moving over now. Let's bring in a bump. What we're going to
do is shift A search, bring in a bomb. Drop that in there,
and then I'm going to also bring in a displacement. I'm going to press shift
A, search displacement. I'm going to drop that in there. Then I'm also going
to bring in a glass, search shift a glass, the SDF, and I'm going
to drop that into there. Now, let's plug the fat from the noise texture into the
height of ma displacement. Let's then plug the fat also into the height of
the actual bump. Let's actually put the
distance on north 0.1. And now let's plug the normal into the normal of
my actual glass. And then what I'm going
to do is I'm going to set the O IOR down to 1.333. So. All right. So now, we need to actually
join these up. So let's come and join
the displacement. Going to plug my material
output down there. I want my displacement to go into the displacement
of my material output. Then what I want to do
is plug my glass into this actual top part of this
mix shader here like so. Then you'll end up with
something like that. You can see now it's starting
to actually come together, albeit, we can't see through
it or anything like that. Well, we can see through
it, but just barely. We just need to start now working on it a little bit more. Thing is, of course, over
on the right hand side, we really should start actually putting this displacement
down a little bit. So you can see here, I've
got height, mid level. This is based on
the noise texture. Let's put this on something
like 0.4, like so. Let's just turn that
down a little bit. And then also, we
need to put this on displacement and bum
like so there you go. Now you can see it's looking a little bit better than
where it was before. Now, let's come down then
to the most complex part, which is going to be
building this out over here. Let's come over to
this part here. I'm just going to
zoom in my own. Then basically what I'm going
to do is, first of all, I'm going to bring
in a linear light. I'm going to press
shift A search. I think linear light
actually is on a mix RGB. Drop that in there and then just go in and
you'll see one that hopefully is called linear
light, which is this one here. Let's put this on one so. Then for the colors, we're actually going to
grab the vector from the mapping and drop that
into the top of here. Then what I'm going
to do is I'm going to make a map range now. Shift A search. Map range, and then I'm going to drop the map range into
the bottom of this color. Now I'm going to bring
in a noise texture. Shift A, let's search noise. Texture like so. Let's actually look at this. I'm going to do is change
the details to 1.5, I'm going to change the
roughness to nothing. I'm not going to change
that and basically, I'm going to plug
then the fact into the value of my
actual mat range. Now as far as these options go, the only one you want to
change this one down here, ero 0.360, change
that and there we go. Now I'm not going to
say anything happening right now because
nothing is plugged in, but we're just going to
keep moving over and actually creating
more and more notes. Now, let's press shift,
bring in a Veroni. So OR Veroni texture,
drop that there. What I'm going to do
then is press shift d, and just duplicate
that over here. Now I'm going to plug the color from here to the
vector of this one, and then the color from here
to the vector of this one. Then what I'm going to do is I'm going to change this now to distance by edge and
distance by edge. So now let's put
this one on three. L et's keep the randoess on one, and let's set the scale
of this one to eight, and again, keep the
randness on one. Now, let's move over.
What we want to do is we want another node now,
so we want to math. So math. Node, bring that in. And then I'm going to want
to another math node, so shift D, drop that one down. And then what I'm going
to do is greater than. So O both of these
set two greater than, this one here, and
this one here, and then let's plug
the distance of this one into the
value of this one, and then the distance of this one into the
value of this one. Now, the thresholds, 0.1, 0.1, and then on this
one, 0.1, like so. All right. So now, let's
bring in a noise texture, so shift a search,
noise, texture. Drop this one in here. And then what we'll do is we'll actually need something
to join those all up. So we'll use the
multiply, so search, mix. GB, drop that in
there and put this onto multiplier, which
is this one here. I'm going to actually
duplicate that over as well. Shift D, duplicate that over. Now we're going to
do is going to plug this one into the top of here, and then this one into
the bottom of here. Finally, let's now
put this on one, all the way on one, like so, and then let's plug the
color into the top, and the noise from the fat into the actual
bottom of this one. Now, let's just change
a few of these. The noise texture here, we're
going to put this on four. We're going to put
the details on five. We're going to leave
the roughness on no 0.5 and the distortion on zero. Now let's plug this up
to one, so one on here. Now let's again start moving across to the right hand side. Not actually much to do now, but actually on the
final straight. Let's again, bring in
another math node. Shift A. Let's spread shift A. Search math. Node, drop that in there. This time, we're
going to put this on something called arc, where is it arc tan two? Put it on arc tan two. Then what you're
going to do is you're going to grab the
color from here, and you're going to drop
it into the top of there, and then you're going
to set the value 2.590. Now, we need some
transparencies, a lot of transparencies. So what we're going to do is
going to press shift eight, search, transparent. This one here not the
translucent, so transparent, and then you're going
to press shift d, and shift D again,
so three of those. Now we need a value to
give these transparencies. I'm going to do is I'm
going to press shift A, and we're going to
look for value, which is this one here, and then we're going
to press shift D, and just duplicate that out. Now let's put this value on two, and this value minus one, and then let's plug this
one into this one here, and then this one into
the bott one here. Now we need to mix
all of these up, and then we need to
add this bott one. Let's mix these two first, so we're going to press shift A, and I'm looking for a mix. Mix Shad this one here. Then what we're going to do
is I'm going to plug this one into the top, this one, into the bottom, and
then the value from this into the fact of
here, and there we go. Now, let's add these together. I'm going to press shift A. Search, add, Shader.
Drop this in here. Let's plug this one
now into the top and this one into the bottom. Now finally, What I need to do is I need
to grab this one, and I need to put it into that
little gap which I've got, which is, let's have a look. It's this one here. I need to plug it
into this one here. It's the bottom one where it
comes from the light path. So if I grab this, I can drop it into that one like so,
and there we go now. We're starting to
actually really get somewhere we can actually
see into there now, and that's looking
really, really nice. Now, the last thing
we want to do now is actually bring in
some actual volume. So I'm going to do is I'm
going to click over here, press Shift A search. I'm looking for volume. And it's called
volume absorption. So let's bring that in.
Let's put the density on. Well, we'll leave
it one, and I'll just grab the color
now that you need, which will be this one here. So if I click on this X value, contro V, and it should
be that nice blue color, and now you can finally plug this into the volume like so, and that is what you
should actually end up with some really,
really nice ocean. All right. Now you will notice, although it looks pretty good, it doesn't
actually look right. The reason is because now all we need to do is
just remesh this. It's basically this
water is based on the actual mesh because
it's generated in that way. If you come over to
the right hand side, bring in a modifier,
and you just want to bring in the remesh ones. Bring in the remesh and Hey, presto, there you go, there's your actual water. All right, so that's
looking really nice. Now, the one thing you can
do on this actual water is, if you come over to the left
hand side, here we are. This is this
displacement and scale. This is basically what
controls how wavy this is. If I turn this down to zero, you'll notice now that
it goes like that. Let's not have it so wavy, where you will see
now we've still got our actual tide on here, and it looks just really, really nice water.
All right, everyone. So You can leave your
re mesh like that. You don't actually need
to actually apply it, and then as we go along, we can actually change
it if we need to. So probably better off
doing it in that way. All right, so I'm just going
to go back to modeling now, and I'm going to do is
just put this on cycles. Take another look at my water, and just make sure that I'm
actually happy with it. So you can see here,
let's press tab. If you don't press tab, you're going to end up with
something like that. Let's actually put
this on as well. Let's double tap the eight. And then once I've actually got my creatures and my rocks
in and things like that, it should look a lot
better with things in it. All right, everyone, so
I hope you enjoyed that, and I'll see you on the
next one. Thanks a lot. I think also what we'll do on the next one as well is we'll actually I think,
actually bring this. Maybe bring this up a little bit and bring it out a little bit. You know, it's a little
bit flat the morning. I probably want it a
little bit more out. So we'll mess around
that 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.
97. Populating our Beach with Assets: Welcome back everyone
to Blender three, the ultimate stylized scene guide and this is
where we left off. Now, let's see if I can go in and actually pull
these out a little bit. So I'm going to do it. I'm just going to
try and grab one. I'm not actually sure
if this is work, so I'm just going to press G with proportional editing on, so let's press G, out ale
bit like so and there we go. I think actually
that's going to look. Now I'll just pull
this one out as well. G, like so, and let's
have a look at that. And there we go.
Really, really nice double tap a glistening Beach. All right. So now,
let's bring in some assets and see what they
look like actually in here. So, what I'm going to do is I'm going to come
over to my assets. I'm going to go to
my assets here, and then I'm going to
put this on material, what I'm going to do
is I'm going to bring in my first rock. Let's have a look at our rocks. We'll bring in this flat one. I'm going to bring this
in, I'm going to put it in there in a pressif space bar, move, and let's bring it
in and put it into place. So I'm going to put on my cycle, so I can actually have a
look what that looks like. Double tap the
eight. There we go. Absolutely beautiful. Yeah, I think actually that's even rotated the
right way as well. Let's bring in a
bigger rock now, so let's pull it over here. Put it over here. Let's make it probably a little
bit bigger, like so. Put it near the ocean. Actually, I'll have it stuck out a little bit of the ocean, I
think, something like that. Really get that light on
there as you can see now, and just make sure
that it's actually stuck into the actual ground. You can see the water actually
reflecting off there. That looks really, really cool. Now let's bring in one more, which is the small one here. Let's put it Over here, something like that.
I think I want this. Near enough in the wall,
just the top of it, maybe sticking out, so x 90, and then z, spin it round and then have save it
stuck out of the ocean, like so, maybe a
little bit over here. Double tap the eight
and there we go. You might want it
stuck out a little bit more just so there's not quite that on there might make it a little
bit smaller actually, so make it a little bit smaller and then bring it
out a little bit. Yeah. I think that that
looks perfect like that. All right. The next thing then, let's bring in our
actual sharks. I'm bringing in my shark. So and you can see here, first of all is
not in the water. So we want that fin stuck out. Second of all, I'm going
to make it a little bit more interesting by spinning
him around a little bit. You can see though I forgot to set my orientation on here, so set origin to geometry. I can also see that's probably a little bit
too big in comparison, so I'm just going to make
him a little bit smaller. Have a spin still
stuck out like so, and then double tap
the A, come back, and let's have a look at that. There we go. That's
really telling the story. All right, so I'm
happy with that. Now, I'm thinking, what
else do I need to do? Let's actually have what
else we should do now. I'm actually looking
on my other one, just to make sure Now
I'm happy with it. I'm thinking I'm thinking that maybe this
water just needs to be a little bit more
see through maybe. So let's come back to
our shading panel. Let's click on our water, and then all we need to do,
we'll just put on cycles. We're just going
to turn down the density of the actual water. I I come here and look at this, you can see it's a bit
washed out, this shot. Let's put it on something like
nor 0.4, and there you go. You might want it like that. Maybe touch higher just to get a bit more
of that blew in. And let's go back
to modeling now. Let's press tab, and let's have a good look, what
that looks like. Again, though, they are
finishing touches, really, so probably not really
time to do that yet. I think I'm actually happy
with that as it is. All right. So now let's start
actually putting out a few of the deck
chairs and things like that and really start
building this scene up. Let's first of all, though, I think what we should actually
do is bring in Bach bar, let's bring that in, so I'm
going to click on assets. There we go. I'm not sure
what happened there, but let's click on assets and let's bring in
our beach part. Here is our beach part. What I tend to do when I bring
things in like this, I'll bring them in straight on. In other words, I'll
bring them into here and then bring
them into the scene. I'm also going to pray on
material or on object mode because it's just so much quicker when you're
actually loading it. What I tend to do is I tend
to come to these parts, and I'm also going
to bring in where is My actual I've got
a part missing here. I think I don't think I've
actually put it in there. I'm looking for my shades. Let's look at shade. There it is sunshade.
Let's put that in there. Then I need some deck chairs. Now I'll just click the x and I'm looking for
my deck chairs. Where's both my deck
chairs. I'm thinking. Deck chairs, what
did I call them? I call them probably loungers or something to call them that. Yeah, there we go. Some lounger. Some lounger up. I
don't think though. We've got a Sun lounger down. And don't worry it's just me
being silly because it's, of course, in the assign. So I'm just going to
bring it into there. What I'm going to
do then is just drop back into my other file, and I'm going to basically put it into the proper asset place. So on assign, let's drop
it into our assets, and let's save that out. So you will pick up all
of the assets anyway. They obviously not in the right place and
things like that. So let's save this
out, file, save, and I'm hoping for refresh, it's actually gone. All right. So now let's go to our assets, and there's our sun
lounger with the up one. Let's bring that one in place. Then what I want
to do is, I also want to bring in both of these, can I bring them
both in together. I'm not actually sure if
I can. Brought in one. This is the surfboard red, so let's bring the
surfboard blue. Let's make sure
the both in there. Then I think from that we can actually start
creating something. Now, let's bring
over our bar first. I'm going to bring over our bar. The good thing is,
as you can see, is that everything
is the right scale. I'm going to press dot. I'm
going to put it somewhere. Over here, Let's press
three. Put it on the ground. Let's rotate it round, so I'll, rotate it
round this way, and let's put it out, and
let's make sure that it's actually in the
actual sand, like so. What I tend to do as well is, I'll come into my sand. You can see at the moment,
I don't really have any edge loops or anything
to work with on here. What I'll do is, I'll
press control bring in some edge loops so
left clip right clip. Then what I can do now is
I can actually come in. And grab one of these points. Make sure proportion
it is on and just press G and bring it up. Now you'll see it gives that
look as though the sands actually starting to
brush up against there. Just that really nice look. Braun cycles let's
have a look at that. Make sure you're happy
with it and there you go, you can see that looks
really, really nice. Now, let's bring in both
of these surfboards, where are the,
they're over here. Let's put them closer together. Let's grab them both,
and let's bring them over into place. Like so, and let's
spin them round. I need to get them right first, so I'm going to press
one, bring them over, bring them down into
place, spin them around, so I 90, press the dot board, zoom round them, and let's
put them into place. Now, so I'm going to
have one over here, so, I'm going to rotate it, so R and x rotate it round this way, and then let's put this one. Over here, a bit
further forward, and then and y X s, and rotate it that way, let's just make sure the
stuck in the ground, just going to stick
this one a little bit further in like so. This one I might even
lean on the wall. I think I need to lean
in both on the wall, actually, I'm not going to
stick in the sand like that. Let's grab this one first. R Y, stick it against
this like so, and then let's pull this
one back and then r, Y. Let's stick this one ends there. L so. All right, that's
looking pretty cool. Now, let's bring the some
launder in, so again, seven, I'm going to bring them all over together just so I've got them into place rather than keep messing around with
them. Like so. Press three. And bring them all down into the place
roughly where they need to be, which is somewhere around there. Now, let's grab this one first, and we'll put one some
lounger probably over here, and then we're going
to press Shift D. Second some lounger over here, and then shift D, and
then the third one. Somewhere over here, don't
forget about the steps, so I might need to move
it forward a little bit. We'll see how the
steps they come. Now let's spin both
of these round, so I'll 180, now let's
put these into place. I'm going to put
this one under here. Making sure that it's actually in the
ground, which it is, so you can see it probably
needs to come up a little bit like so, let's grab this one. Define definitely you don't
want them straight on. You want to basal
rotate them round, just so they look a
little bit different. There's no way that would
be bang straight on. Let's grab this one now, shift D, and, and they
wouldn't be level e. So shift D, then
ZD spin it around, like so, and then
let's grab this one. Shift D. Let's bring them
forward and then r and Z, and then shift D, and then
and Z and pull it back, like so bit further under. Pull this one a little bit. So, they're all
different. Double tap the eight, and there we go. Let's have a then
with our cycles on. There we go. That's what
we've got actually so far. I think that looks really
cool, really nice. And I'm happy with
that. All right then. On the next lesson, then
what we'll do is we'll probably work on our
actual rocks here. We'll actually create
that material. We might even get
around to create our cobblestone
material as well. We'll work on those. Then what we'll do is we'll get
all the palm trees in, the benches in and
things like that. Then finally, we
can probably start work on one of these
actual hotels. I've been putting it off and
putting it off because I know that it's quite a
difficult part to actually do, but we're going to have to do
it at some point. Everyone. I hope you enjoyed
that and I'll see in the next one. Thanks. Bye bye.
98. Amazing Workflow for Creating Stylized Rock: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. All right. So now let's come in and actually
create our rocks. Now, first of all,
I'm going to put this onto material just so I'm not interfering with
what I'm actually doing here. The other thing is,
I'm just going to check to see how many
polygons this is. This is one look on this one. 40,000 and the guy is 48,000. I'm just checking
to make sure that my scene is within a
what I want it to be. So you can see here
that something on here. I think it's actually
this actually. I think because we remeshed it, it's actually shown
up as very high. Now, that should be okay
as long as we don't actually apply or
actual modify it. If we did do that,
you would apply it, and then you would reduce it
using the decimate modifier. So this one here, just to bring down the amount of
polygons it actually is. So I'm not going to worry
about that right now. I'm just telling
you just in case your scene is a
little bit heavy, actually apply that and then bring in a decimation.
All right. Now let's come to this and basically we've got
a simple deform on, so I'm going to
actually apply that. Control A, apply that, and then what we're going to do now is bring in our stones. It's a really really
nice technique to actually bring in stones, so let's get started. Let's first of
all, to modify it. We're going to bring in
a subdivision surface. We're going to put the
levels view on six for now, but don't worry, we're going
to bring that down as well. We're also going to put
it on simple because we don't want to lose that
actual shape that we've got. Next of all, then we just
want to close this up now, and the next one you're going
to bring in is a displace. You're going to bring in
a displaced modifier, like so and you'll
notice it does that. The reason we're bringing in displace is because
we're going to use a actual texture to create
the displacement on here. What I'm going to do
is I'm going to put the strength on 0.2, I'm going to set the mid
level down to zero because the middle level
actually pulls it out above and beyond what
we actually need. Then what I'm going to
do now is I'm going to actually name a new one. I'm going to come in and
where it says texture, I'm going to call this rock. That means that you can
actually save this out and use this as well within
your other scams, as long as you don't actually apply it. I'm going
to put that there. Now that means is
when I come down now to bring in a
displacement texture, you can see that it already
comes in as actual rock. You can see here that
we've got rock here, and this is the one
that we want to use. Set let's set the
actual image on movie, whichever we want for
our displacement, and what we're going
to use is Musgrave. So come down and put
your mus grave on and it'll come and look
something like that. Not very good at the moment. Let's scroll down a little bit, and what we're going to do
is we're going to put this onto Veroni F two and F one, and we're going to scroll
down a little bit on here. Then what I'm going to
do is, I'm going to put the size in on one. And then what I'm going to
do now is put the I think, actually, I'm going to
leave all of these. All I'm going to do
now is come to color, scroll down, and then what I'm going to do is now
put it on color ramp. Open that up, and now
let's bring in a new one. What I want to do is hit
the control, click on it, and then set this one to not
0.234, and there you go. You can see exactly
what that does. Apart from that, you don't need to actually do
anything else on here. Everything should
be fine on here, and then all we want
to do now is come back over to our modifier tab. Then all we want to do
is change the color. If you come in and change this color to where
it says the V, you want to change that
color to not 0.867, and then you want
to change the A. This one here to 0.5
like so. There you go. You should end up with something looking already
like actual rocks. So now I want to do is
want to come back to my actual modifiers and I want to put that
one up like so. The next modifier I'm
going to bring in, is one or two decimate. Add modifier, come down to where it says decimate, this one here. And the first decimate, you're going to
leave on collapse, and you're going to
put it down to 0.1. You can see there that soon as to do that it's going to take a long time to think about
it because it was 150,000, and we want to bring
it down to then we also want to click
on triangulate. So wait for that to actually think about that. There we go. Now we can actually
close that up, and then what we
want to do now is bring in another modifier, and this time we want to
bring in another decimate. I also want to make sure that
I'm shading this smooth, so I'm going to write
click Shade smooth. Let it think about again,
it's going to take a while, and then we also want to
put on, autos move on. Then we're going to
have a good idea what this is actually
going to look like. You see already it's
looking really nice. But we can go further than this. Now, let's sort out
our decimate two. This decimate, we're actually
going to put on planer, and we're going to change
the actual percentage. So I'm going to not
this percentage show the angle limit 215, something like that, and then let's put all boundaries on. Again, it's going to take a bit of time to actually
think about this. Let's put all
boundaries on, like so. Let it load up and
then close that hole. Then we're going to move
on to the next one. So add another modifier. This time it's going
to be a smooth. Et that load up.
What you want to do with this is you want
to set this to fall again, let it think by, let it load up. There we go, and now
you can see that's looking more smooth
and in there. But we're actually going to
make this much harder edge, so it's going to really pop out. The way we're going to do
that is by closing that up and adding in a bevel. Let that load up again. Then what you want to do
is you want to change your bevel to percentage.
Put this on percent. Change the percent
to 10% like so. Let's put the angle
limit on to 20, and then let's
change the geometry. The geometry here
and just make sure that clam overlap is off. Again, let think about it. Let's close that up, and let's
now add in our next one, which will be a weighted normal. Come over to weighted normal. Then you want to add
in your final one, which will be the triangulate. Let's close that
up. Add modifier, bring in a triangulate. L et you think about
a little bit more. The only one you want to tick
on here is keep normals, just tick that on.
And there we go. Now let's close that up. Let's
put it onto object mode, and let's have a look
at our actual rocks. There you go, you
can see they're looking really, really nice. Now, they don't really look
like rocks at the moment because we haven't actually gave them any materials
or anything like that. Let's just pull them down, first of all, just so they're
below that actual path. Make sure they've
got a little bit sticking out as I said before, and just make sure you're without far they're
actually stuck out. I think I'm happy
with this side, I'm happy with this side. Now what I can do
is, I can actually come and actually start giving
these an actual material. I'm actually going to
leave these lists on. I'm actually going
to apply these, and the reason for that is
because when I make my steps, I can simply join
that to my steps, I'll inherit not
only the material, but also all of these
actual modifiers. That's the plan
anyway. Now let's go over to our materials, and then let's put it new and
we'll call this rock walls. Let's double click
rock wall like so, and then that's head and
over to our shading panel. Let's do M a little bit. What I'm going to do
is I'm going to teach you how to make a material, going to pull this
down a little bit, that actually looks
like it's got sand actually in between all these cracks and
things like that. Now this material
sounds very complex, but actually let's put it first of all cycle so we can
see what we're doing. We've already applied it to it. Let's double tap the
A, and now let's bring in first of all
an ambient occlusion. Search ambient. Occlusion, drop that in. We're going to leave
everything on there as is, and then we're going to
bring in a color ram. So shift a search color, ramp, bring that in, and then we're going to drag our AO into the fat
of our color ram. Now, let's settle
this color ram. Again, I'm going to give
you all of the numbers. I think I'm going to
bring in one, two, three more, so 12, and three. Let's come. The first one is obviously
going to be set onto zero. The second one, I'm
going to set seven onto 0.341, so 0.341. And then the next one, I'm
going to set 2.532 0.532. And then the last one, well, actually, I need to
set the other one as well. 0.677. So not 0.677. And then the last one is 1.864. So No 0.864, so it should
look something like that. Let's come to our first one. I'm going to grab the
color again on the x, and you can put these in again. So grab this one, x, control V, and then let's
come to the next one. This one is going to
be a brownish color. This is going to
actually be that type of sand that's in between
there and then the next one. Again, just pause here if I'm going a little bit
too fast for you, so control V, like so, and then I'm going
to do the next one. Probably when I come to
actually editing this, I will probably slow it down. Just in case the bit too
fast, so something like that. Let's also put this on constant
like so, and now finally, let's grab the last one and we'll grab the hex
from this one. La contro. All right, it should look
something like that, and we've got just
a few more nodes to do before finishing this. I'm going to grab both of these, bring them in a
little bit close. We don't need them all
the way over there. Hopefully, by the end
of the next lesson, we'll have this
material in and we'll actually start wa probably
the cobblestones. All right, everyone. I hope you enjoyed that and I'll
see you on the next one. Thanks Bye bye.
99. Creating the Rock & Sand Shader: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Let's first of all,
bring in A RGB curve. Search RGB and curves, and we're going to
drop that in there. Then we're going to bring
the from the color ramp into the color of the RGB. So I'll drop that in there. Then I'm going to bring
in a glossy search. Glossy, BSDF. Let's
put that in there. Let's drag the principled
under here and let's plug in the color as well into
our principle like so. Now let's bring the
RGB curves and plug it into the color of my glossy. So, Let's move this over and now we just need to
join these two together, so we're going to
use an add shader. Drop that in there, and I want this one then in the
bottom of here, so. Now, you can see,
we've actually got sand coming up on
the actual wall. Now, if I grab this
and bring it down, You'll see that we can actually
alter how dark, this is. If I bring this up, can also alter how shiny our
rocks are going to be. I'm probably wondering
that it looks good, but does it look right
because of the moment, this sand is only up here. Now, do you want some sand in your edges and things like that? Well, if you want
that, all you need to do is just come in now and
where the distance is, you just bring that either up. Or down, and you can have
more or less sand like so. You can see that's looking really, really
actually realistic. Let's not go too crazy. I think something like that
looks absolutely fine. Then what you can
probably do is come in to the actual sand and
start bringing these up, so you can see
that if I press Z, going to wireframe
can actually see that I can just
make it out here. If I start bringing
this up then, bring up a few of these like so. We can actually,
I press tab now, Z, go back into solid. You can see now we've
got basically lumpiness, and now let's put
it back on cycles. Let's have a look at
that, double tab A, and now you can see that's
looking a lot more realistic. Now the one thing I'm happy
with is probably my rocks. I think they're looking
if I click on my rocks a little bit to dock. I'm just figuring out which one is the one
that makes them lighter. This one make them
lighter at the top. I think it's this
one. Let's have a look. Yeah, there we go. Let's make them a
little bit lighter so now they seem to be
a little bit too shiny, so I'm going to turn this down just a
tad, let it load up. Now finally, let's
come in and make them a little bit lighter
all over like that. Maybe maybe a little
bit lighter like so. All right, I think I'm really
really happy with that. That's that done, and now what we can do is
we can come in and actually make our stone
for this top bit. We can also think about making this probably a little
bit smaller as well. I'm thinking, Yeah, I'm
thinking that this wall is probably a little bit
too farther moment. Can I actually get away? We're just pressing S
and X and bringing it in and then pulling it out
to where it needs to go. So something like that, you can see those are
still stuck on there. But what I can do now is
actually bring these in, and that's why I'm
actually trying to do. So S and y, without proportion
editing on, SN X, sorry, bring it in because I
don't actually want those to be so big and huge. That's looking probably still and looking now where it's
actually coming over, so I need to pull it
back, as you can see. We want that over there. And then we want
them pulled back. I'm going to come to my angle. I'm going to pull it
back so they fit much, much better now, like so, and that's looking a
lot better. All right. So now, let's go
back to modeling, and let's actually
sort these out. So we can see that these
are still not right. I'm just thinking, are they hanging over a little
bit too far on here? And if they are can
probably just pull this back a little bit. I
think I'm going to do that. I'm going to grab this one,
controls the last one, and then just pull them back. Just a little bit, like
so. Let's look at that. Yeah that's looking much
bad. I'm happy with those. Now I want to do is thinking
that what I should do is probably still make this a little bit athls a
little bit too fast still, so I'm going to press S and
X and bring it in even more. And I'm looking to see if there's any bits
start poking out. I need to bring it forward, still a little bit, as
you can see, up to here. The reason I'm doing
this, by the way, is because I'm not happy
with how thick these are. I'm J trying to get
everything into place and you can see I need
to bring it back again. It's taking a bit of time,
but I'm not happy with how it looks at the moment because I feel like these are
definitely too long. Again, I'm going to come in now, I'm going
to bring it in. Like so, and now they're going
to look much much better. All right. So now I'm
going to do this. I'm just going to hide both
of these other the way. I'm going to come
into this part and a one of bases
select all of this. Rather than trying to come
in and grab them all, I'm just going to
press shift and click and come round to it all including
the bomb, like so, and then what I'm
going to do is, I'm just going to pull them out into place now you can see, I can't pull them out like that, so Mark Sm come in, press the bton, now
I can pull them out. Press tab l tate,
bring everything back. Let them load up. And
let's double tap the A. Let's actually hide these
out of the way again. I don't know if I'll
still need them, but I'm just going to
hide them out the way. And yet, now that's
looking much, much better, much
more realistic, and now I'm just looking to make sure that all of
this is correct. So you can see that still probably Need to pull
that back a little bit, so you can see here,
needs to come in back maybe a little bit, so
let's pull it back. Just to tab like so, and that looks
much, much better. Finally, I'm happy with that. Now what I want to do is
actually split these up. What I want to do
is I'm probably going to come in and just
apply that so control, and then I'll press tab, and now what I'll do is I'll
split all these up. What I'm going to
do is shift click on each one of these, so. Going all the way down. Press y. Press G, just to make
sure they're all split, and then what we're going to do is just delete these ends. The reason I'm deleting those
ends is because I don't want an end putting over my
ends. Why am I doing that? If I press A now and
I bring them in. I'm going to make sure
on individual origins, press the S b to bring in, and then what I can do is
going to come to mesh, clean up, fill holes, and it's going to fill all
of those holes in for me. Now finally I can
come in and bring in a modifier. I'm going
to press control A. All transforms, click,
set origin to geometry, add modifier, and let's
bring in a devel. And let's turn it down to zero. Turn it up to one, like
so, and there we go. We've leveled those of.
Do we want to leveled off a little bit
more? Probably so. And now let's bring them
all back together, S, bring them all back together, and now just look and make
sure you're happy with it. G tap the eight,
and there we go. I think I'm actually happy
with that. Yes, I am. The last thing then
that you might want to do is grab them
all, come to mesh, transform, and go to randomize, and then just turn it all
the way down to zero. Put this on zero. Like so, and then just turn it up one. Something like 1.1,
maybe one more. As you turn that
up, you'll see that it starts to make them a
little bit uneven really, really easily, and it
just makes it look a little bit more realistic rather than them all in the same place. All right, so that's that.
Now what we can do is we can actually come
and actually use, we'll make a new material. So D I actually
want my bevel on. I think you can actually
apply that now, so I'm going to press Control A, and then what I'm going to
do is come to my materials. I want to call it curb because I use it for the curb as well. Curb. Let's go over
to our shading panel. And what I want to
do is make these different colors on each piece. Like we've done before. Let's
make sure I got my curbon, I make can sure
I'm one object on a zoom, and then what
I want to do is, first of all, bring
in a geometry node, so shift a geometry. Node, bring that in, and then I'm going to
bring in a color ramp, so shift A, search color ramp. Then I'm going to
bring in a mix RGB. I really love mix RGBs
because it really helps you control the actual lightness
or darkness overall. What I mean is, I'm
using a RGB curve. S mix RGB and RGB, curves, bring that in. Let's plug this in
then to my base color. Let's plug the color then
into the color of the curves, and finally let's put it
random per island, like so. All right, everyone,
so I hope you enjoyed that And
on the next one, then, we'll get this curb
actually into place. We'll probably use it on
constant so that everyone. There's not like kind of a gradient on them or
anything like that. It sooner I in a
constant with a few in. But I'll show you both ways actually so you'll
understand both ways. All right, everyone.
So hope you enjoyed that, and I'll see
you in the next one. Thanks a lot. Bye bye.
100. Creating a Soil Shader for our Palms: Welcome back everyone
to Blender three, the ultimate stylized send
and this way left off. Now, Let's me show you
the difference in here. If I put this to a gray color, and then I put this one
to a grayish color, you can see if I bring that up, they end up with
something like that. That is a real, real
easy way of actually giving yourself lots and
lots of different colors. You then can come in
and actually control the overall look of brightness or darkness with your RGB curve. This simple sell
makes it really easy. However, if you want actually
more control over this, put this on constant, and then what you're going to have is something like that, where it's going to
be one or the other. Then what you can do is
just bring in two or three. We're not even going
to just set these up. All we're going to
do now is just click on one of them, so
click on this one. Make it a little bit lighter, like so, click on the next one, make it perhaps a tiny
fraction bit lighter, something like that, and
then click on this one. You can see there's a slight
slight difference there, then a little bit
lighter, like so. Then I'm thinking
that this one's probably a little bit
too dark. Bring it out. A little bit like
so. There you go. You can see how easy that
was to actually get that. Again, now with the curves, make them darker, make them lighter, completely up to you. I'm going to make mine probably actually a little bit lighter because they
are in the sun, so something like that,
and they look really, really nice. All right. Now, let's come in and actually
put in our palm trees, and we can also put this in as well once we've
actually made our palm trees. Let's bring in one palm tree and set that all to where
we actually need it. I'm just going to drag bring
in my palm tree like so. I'm just going to
bring it over here. Press the dot one and you
can see a miles away. I'm going to press
three and bring it down into the place
where I want it, something like that,
and we can see that the palms probably need
making a little bit bigger. Let's just pull them over here. You can see they're quite
small, these palm trees. Then I'm going to press dot. I think what I'm going
to do is, I'm just going to make this one bigger for now and pull it up into place
to the right scale. Something like that,
and I can change these as well on the
fly as you know, so we can change
these if we want. Now I want to do on actual
potting plant on here. On my original, I
actually created just some curbs and then some soil in the sensor.
Let's quickly do that. I'll do is I'll come and I
think I'll just press Shift S, and I'll just put it on them. Going to I'm going to just press Shift S. C is selected
and then shift A, bring in let's bring
in a cylinder. Let's put the cylinder
on something like eight, something like that,
and we can use that then for our
actual pot plan. Now let's come in. Grab
the middle, press the i. So Delete the center,
so delete faces. Grab all these faces, shift D, Shift space
bar. Move it up. Grab the rest of it,
L, delete vertices. All right, Let's split these up. So each one of
these, press y, G, make sure the split,
A, S, bring them in. Now, let's pull them together, so E with true, so
pull them down. And then what we want to do
is now be level them off. So tab control A, all transforms, clip
origin to geometry. Now what you're going to do
is you're going to come in, and what we're going
to do add in a bevel. So add in a bevel, turn it all the way
down. Turn it a one. Press tab, A, bring them closer together,
so simple as that. Control A now. And now I want
to do is bring in a circle. Shift A, cursor to selected. And then yeah, I'm
going to bring in a circle and show
you how that works. So I'm going to do is I'm
going to press sift A mesh, and you've got one
that's called circle. Press tab, fill it in
with the F button. Press S to bring it in then, so something like here. And now you want to
do is you want to press I, bring it in. To their press control, bring in a few edge loops
like this, left click, right click, and now
you just want to give it actually some noise. If we come over and
we add in a displace, like so, put the mid
level down to zero, put the strength to 1.1,
something like that, and now you want to do is
just bring in a displacement. We're actually we'll name it. Instead of we'll call it new and we'll change
this texture to soil, just in case we want
to use it again. And then what I'll do is now, I'll come over to
my actual texture, I should already be on soil. Let's try a bit of noise first. You can see that's what the
noise is going to look like. Let's shades move, and you can
see just how easy that is. Now, one thing I'm not
happy with about this is that we've still got that
circle in the middle, and I don't really like that. What I want to do is
really remesh this, so we haven't got that
ugly thing in there. What do is adding a modifier, bring in a remesh. I need to move the remesh
up to the top as well. Move to first like so now you can see that's
actually working. Let's right click
and shade smooth. I think I actually have to apply it before shading smooth, so I'll give that try first. Let's press control A, right click Shade smooth,
and there you go. Now you can see that's
looking much better. Now let's come back to our actual texture.
Let's have a look. I think there's the size. Actually, I'm not happy
with how that's looking. So let's bring let's
have another one. Can we get away with
a Veroni instead. Yeah, and then we've
got actually some size, and now we can turn
this upward down and just make it look
like actual soil. And you can see how much bear that actually
looks. All right. So now, let's come back
and actually apply that because we can use this
soil anyway for the others. So Control A, let's apply that. Now finally, let's join
all of this together. So control J, control A, all transforms right
click, origin to geometry. It's as simple as that
just to make some soil. Now, let's come in and give
it the curb actual material, so down arrow curb. Material, like so. Then what you want to do is
just put it on material. Let it load up, and then we're
going to make a new one, and we're going to
call that new soil. Let's double click
it soil. L so. All right, so let's now
make our actual soil. Let's head on over to
our shading panel. Let's zoom out a little bit. And then first of all, bring in a noise texture. So shift a s noise. Texture, drop that in. Control T to bring in your
mapping and coordinates, and then all you want
to do is now just turn this to 21, 21.8. Let's turn this up. Well,
it's already on two, so, I think we'll leave the
rest of them as they are. Let's zoom in. Let's
put it on cycle, so we can actually
see what we're doing, and now let's bring
in a color rom. Shift a color. Rm. You could again
bring in a curves. But I don't think on this
one I'm going to do that. I'm just going to plug
that in to my fat. Then finally, I'm going to plug this color into my base color. Finally, I'm going to also plug in the color to the
actual displacement. For bringing this, plug it
into this displacement, and now you'll see
we've actually got some displacement on there. Let's also make sure
that if for coming over, we can put it on
displacement and bump, and now you can see
that's how that works. Let's bring in the color. What I'm going to do
is, I'm going to put this on a brown color, I think, I'm just going to put it
out, put it on the nice, brownish color like so, and then let's set this one. Also, I think this
is not working because I've not
set this onto here. I'm going to grab
it L click a sign. There we go. That's looking crazy. I wasn't expecting that. I think it's because
Let's put it onto bump. There we go. Much much better. Now let's put this on black, and then we can mess
around with that, bring it down, like so. Let's put it onto
a nice deep black, and let's also change this
color because this is way way too bright, down to a black. L so. Let's bring it down, so I actually looks like we'll grow a bit of soil on there, and now let's change this color. Like so. All right. Is that
look in the way we want it? First of all, the
actual where is it? The roughness way way too high. It's actually salt, it wants to be probably all the
way down there. And now you can see that's
looking pretty nice and pretty much like so really
really easily. All right. Let's now bring this down. Let's put it back on object mode because we know
what it looks like. Let's press seven and let's bring it in to the
place where we want it. So our palm tree is going to actually be
coming out of here. Just make sure you're happy
with the size of this. We're going to rotate it round, so our z's rotate it round like so then I'm
just going to check on my palm tree and make sure that they're not too high
or anything like that. I think, actually,
if I look from here, you're going to have
a door in here, I'm looking at my
palm trees here, I'm going to hide that
al the way as well. And I'm looking, and I think actually that looks
absolutely fine like that. Let's go back to modeling now, and now we need to do is we
need probably four of these. Probably another
one over this side, so I'm just going to grab it. Shift D, bring it
over to this side. Spin it around. As say it looks a little bit
different, and then shift. Let's put one over here, like so, spin it around again. So and then one more in between where we've
got the hot dog stand. So we're going to
have our steps here, hot dog stand here. So shift. Let's bring it over on the spin it
round once more. Something like that. All right. So on the next lesson,
then what we'll do is we'll get
our palm trees in, then we'll bring in our benches, and then we'll actually put this actual railing along here as well. All
right, everyone. So I hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye. A.
101. Creating our Handrail with Simple Curve Modifier: Welcome back everyone
to Blender three, the ultimate stylized sen guard and this is
where we left off. Now, let's bring
in all the assets. I'm going to go to assets and because I'm not sure which
palm tree I brought in, I'm going to grab this palm
tree, I'm going to delete it, and then one going to do is,
I'm going to bring them out, all four of them to make sure
that they're all different. So something like
this, like this. Then one going to do is, I'm
going to grab all of them. I'm going to press one. I'm going to move them all down together, something like that. And then of course, I'm
going to make them all bigger on individual origin. So S. Like so, bring them up then
and there you go. They look much better like that. Let's move them over and
get them into place. Let's also pick them up just so our roots are a little
bit coming out, so like so, and now let's
put them into place. Let's have a look at
this one. Does it need picking up a
little bit more? Probably so. So let's grab the
others like so, press one, and let's
just pick them up, joust out that soil like so. Probably gone a
little bit too much, back in, like so. All right double tap the A, and that looks pretty good. Now, let's put this
one in straight, like so, and let's
bring this one in. And then the next one. Then finally, the last one. L. That looks pretty good. Now, let's bring in our benches and we can
put a couple of those in, and we can also bring
in the hot dog stand, and then have a
good look actually where we're going to
put this because I think that this one here is
not quite far over enough. I think I just need
to move it over, pull it back a bit. Let's bring in our hot
dog stand, so it's. Let's bring it in.
Let's turn it around. I'll 90, and then z 180, spin it round, and let's
put it into place. Seven, first of all,
let's pull it over. Let's pull it up a little bit of shade from this palm tree. Let's press control three, and hide this out of the way. Hide this out the way, and let's bring it down onto
the ground plane, like so. Let's press dot to zoom in, and just make sure
that it's sat. On there like so. All right. There we go. Let's
press all tate, bring everything back.
Let all these load up. Let's hide these
again, so we're just going to hide these
ones out the way. And finally now, let's
put it onto cycles and have another, what
that looks like. And yet, I think that's looking pretty good apart from the fact, I need to just bend it a little bit because nothing is
perfectly straight. Like so. All right. Now, let's actually think about bringing in our hand rail. I think that's the next
thing we should bring in. While we're on here, let's
have a look for our hand rail. Where is our hand
rail? There it is. Handrail. L et's bring it in. Let's put this on object mode. Let's spin it around. R z -90. No, it's not it wouldn't be. 90, spin it around. Let's get into place then, so we're going to
pull it all the way over here, and I think. I'm going to have it starting. Around here, like so, and then let's pull
it down into place. I'm going to start around here. I'm also thinking that it's probably going to have to be a little bit out like so.
Now let's come over. A modifier bring in an array, and let's pull it back, so
these are actually in place, bring back holding shift just into place like so, and
then bring that up. All the way till it goes, and we want this one here
to be round about here. Again, you can see here
that they don't quite fit. Again, as I said before, don't ever be afraid about making them a little bit
smaller because it's a very, very small fraction
to bring it here. If I press S and why is it? Yes, I can bring them in a very, very small amount like so, and now that you
can see it looks to tos. Now we need to do. I'm not sure actually I
don't think I can actually bring in a curve while I'm doing this because
if bringing a curve, it's just going to
base it on one, so I'm not going to do that. I'm going to do
is, first of all, I'm going to apply my array, and I'm going to come
to add modifier, and I'm going to bring in
an actual simple deform, not curve, simple
deform, like so. I'm going to press
control A all transforms, right plex origin to geometry, and then I'm going to do is
I'm going to put it on bend, and we can see here that
it's the wrong way around. I'm going to press tab, I'm
going to spin it around then. A y and 90. And
then spin it back. So tab, r, y -90,
and there we go. Now, I'm thinking,
Is that curved? I'm not actually sure. I don't think that is curved
the right way. No, it's definitely not, so
at least we've got that in. Let's press dot and
spin it around now, so I'm going to press tab. A, I don't think I
actually grabbed it all. What I did was, I made a
little bit of a mess there. Yeah, you can see, I
didn't grab all of this. I messed up. So let's
grab it again. So A R 90 and you can see, what's happening is, I have
not got that median point. R z 90, and then tab, and then R z -90,
spin it back around. Let's make sure that
we've not great yet, which yes, there we go on the Z. Now we can pull it back
into place like so. It's going to go around here. I press seven, I've
got a good look, how it's going to
look, you can see, it's coming in more there, so I want to bring it
back a little bit. There we go. Just make
sure it's in the floor. Control, apply it,
and then come in and actually get rid of
these two. No this part. I don't think we want to
get rid of that part, so it's just going to
be the shift shift click delete faces, and then let's just
fill those in. I'm going to come in, grab
one of them, press the dot. Then shift click, lef, and then the same
on this one here. So slick lef, fill
it in, like so. Now, we can see we've got some left here, which
I have not got rid of, so re press L and L
delete Vertices like so. All right. There we go. Now what we do need
is we need a place where you can actually
walk down some steps. I'm thinking that if I
bring my guy over here, and then put him into place, I'm thinking all I need to do is probably get rid of
maybe this one here. This one here, I'm thinking that if I got rid
of all of this, that will look
round about right. Let's come in and grab
this one. Let's press tab. L. You can see it goes up
to there, which is great. I can get rid of this one,
but this one will go further. I'm going to delete
this one delete. Do I want to get rid of all
of these or just one of them? I think actually, I'll just get rid of this one and move
this slightly over. Yeah, I'll do it that way.
I'm going to grab this, shifting click, delete
faces, grab this. Then we're just going to
pull this over to here, probably, somewhere like that, and then what I'll do
is I'll grab this. O shifting click shift
click Control plus, You can see it goes all
the way over there. Now I can pull it in to the
halfway point, so there. Then what I can do now is
pull those back as well. I can grab each one
of these control plus and pull them
back into place. So Let's look at that, make
sure I'm happy with it. No, I'm not, so
I'm just going to grab each one of these,
press the little dot b. What I'm going to do is I'm actually going to delete those, so delete faces,
and then I'm going to fill this face in instead. So shift and click OF, and then shift click OF
tab, and there we go. Now, let's put it on
cycles and let's have a quick look at what that
actually looks like. Double tap the A.
And there we go. Looks fantastic. Now, let's think about
bringing in our benches, so we can see that we've
got where's my bench. There's my bench, I'm going
to bring in my bench now, and I'm just going to bring
in a couple of benches, one around here and
one around here. I'm going to spin them
round first, so Z. 97, let's go over the
top and let's pull it over to this middle part here. Let's bring it all the way
down, all the way down. Again, if yours is
a bit sluggish, just remember, turn down
the amount of samples. In your actual render. I'm thinking as well, it
would be facing this way, wouldn't be facing
the other way, so we'll have it
facing that way, and we'll press D. Bring
this next one over, rotate it, so A Z, and then let's just
put it over here. Double tap the A,
and there we go. All right, the next
thing we should do, and the next lesson is, we'll bring in, in
fact, no, we won't. We'll actually
bring those in now because we have
actually forgot those. Let's actually come, and
we've got a starfish. Let's do these final
little touches on here. We'll bring in a starfish. Let's press seven to go over the top. There's our starfish. Let's bring him over. We'll
put him onto this rock here. We're going to press one. We see if we go a long way down to go. Now we're going to press dot, and then I can see now
where I need him to go on, so he's going to go on here. I'm going to put him on here, going to rotate him, so R X, rotate him around, and then
rotate him the other way, so R and y. Let's just bring him
out, and bring him over. Then let's just rotate him
a little bit more, so r x. There we go. It's going to
sit on there really nicely. Let's double tap
the A and look at that. That's look in fine. Now let's bring in our There
we go, our castle, dot. Let's spin it around, so Z. Let's bring in now our spade. I'm not sure why,
there's the spade. Let's bring in the
spade. Put that there. Let's press our zed,
rotate it round. So finally now our
little beach ball. Let's also bring that in. Little beach ball. There we go. Let's put that over
there somewhere. Double tap the A.
And there we go. All right, so that's
looking really cool. So I think then what we'll
do on the next lesson is, we'll actually start work
on our actual cobblestones. We'll actually bring
in some materials for this because I hate
this whiteness on here. So once I brought
that materials in, then I can start creating
this hotel first. I think they will
do this one first, and then we can actually get all the windows in
and things like that. I really start bringing
this scene together. I'm just going to
save it out now, so file save, and I'll see
on the next one everyone. Thanks a lot. Bye bye.
102. Creating the Cobblestone Shader: Welcome back everyone,
slender three, the ultimate stylized
scene guide, and this is where
we're left off. Now, I think it's time to
do our actual cobblestones, and basically with
the cobblestones, what I absolutely
want to do is to make sure we've absolutely got
some ambient ecclusion. And the reason for
this is wherever these are contacting around
here and around here, we do want some darkness
around these parts. If we don't have that, it's probably not going
to look so good. So you see if at the moment, if I put this on cycles render, you can see that
we've really, really not got any dark
spots under there, so that's something
that I want sort out. So if we come to this main part, let's come over then
to our materials. Click new, and let's
call this cobbles. Like so, and let's go over to our shading panel,
which is here, and then we're going to
do is just zoom out and let's make a start on
our actual material. So the first thing I want to
bring in is a ammeolusion, of course, search
ammunclusion, the top one. And again, I never ever
alter any of these. I do it all through
the actual color ramp. So shift a search color
ramp, drop that in, and then let's just drop
the color into the fat, and then let's
bring in a overlay. Pretty much a standard setup. So Olay is mix GV, sorry, so mix RGB, and then let's put it
onto overlay like so, and then always drop
your aminoclusion, jawed into the bottom, if it actually wants to
go in, can't grab it. There we go into the bottom, and then the color into
the color of my principle. A nothing really
happened at the moment, and that's because it's
actually overlaid, but if we come in
now and actually turn this up or down,
let's have a look. Let's put it on cycles actually. And there you go and now we
can turn this up or down, and you can see that darkness actually appears and the
higher, I turn this up, the more dark it actually
comes in in all of these pots, and that's exactly what
we're looking for. I'm just going to leave
it on that for now. I'm happy with that. And now I want to do is
actually create my cobbles. What I'm going to do is first
of all I'm going to come in and bring in a noise texture, so shift a noise
texture, drop that in. Now let's bring in a texture
coordinates. Not a mapping. I just want texture coordinates, so I can press control T, get rid of the mapping, and then just plug the object into the vector of
my noise texture. Now with the noise texture, I'm going to leave everything
on exactly the same. And all I'm going to do
then is plug it into a mix, so shift to A, let's
bring in a mix, it should be mix RGB again. It comes in as a mix anyway, and then we'll
just plug the fact into the color of the mix. Now we'll change the
actual mix to 0.675, so 0.675, like so. And then what I'll do is I'll plug this into
another color amp, so shift a color, and this is basically building up
our actual cobbles, as you'll see, once
we plug this in. So color into the fat. Now, on the cobbles, we're going to make
them different colors, and we're going to use
this to actually do that. So I'm going to
do, first of all, is just show you how
we actually do this. I'm just going to
put it together, and then you're going to be
able to see how it works. Let's first of all, though
bring in a RGB curve, RGB curve, drop that in, put the color in,
and then let's put the color from here into my actual overlay
into the top one, and we should end up with
something like that. Not a lot going on, but
that's because we haven't actually done our
color ramp yet. As soon as I plug something into this mix and then start messing
around with my color ram, you'll see exactly what happens. Now let's finish this
off with the last one. What we'll do is
again, we'll bring in another noise texture. It's going to be a
Veroni, so search. Veroni texture. I'm also going to bring in
another noise texture. S D, drop that down there. And then what I'm
going to do is, I'm going to plug both of these in to another
texture coordinate. If I press control T,
get rid of the mapping. Again, we're going to
come from the object into the vector of the actual Veroni and also into the vector of
the noise texture. Now, with the Veroni,
let's put it on four D. L et's change it
to distance to edge, and let's change
the scale to 1.8, and then the randomness
to 0.542, like so. Now let's move down and
we've got a noise texture, and let's keep this on three D, put the scale to 0.1. Put the detail to five. 0.5 and zero, they
can stay the same. Another mix RGB,
Shift A mix RGB, and this time, we're going
to put this on darkM we should have one that says
Dark, which is down here, and then we'll plug
the distance from this one into the
color of this one, and then the color of this one into the f
of this one leg so. Now we need one more color ramp. Let's just zoom out
on my other screen, so we're going to have
another color ramp. Shift A search. Color ramp, and then we'll plug the color
from here into this one, and then we'll plug the
color into this one. So it needs to go
all the way back here into this one here, like so, and they can see now we're starting to
really get somewhere. Now the thing is let's
sort out our color. I'm going to give you exact
ones of my colors again. The position of the first one. This one here is going
to be on no 0.241. Like so, you can see it there, and then the next one is
going to be on not 0.764. This one here, not 0.764, like so, and there we go. Now we can see that
something's really happening. Now what we need to do
is we need to actually plug this into an actual bump. So for press shift A, search, bump like so drop that here, and this space is going to
give us that three D look. The moms looking a little bit flat, and we don't
really want that. So if we plug our
color into our height. And then what we'll do is
we'll change the strength to 0.35 h. Leave the
distance on one, and now let's bring
in another bump now. So shift A, search. Another bomb drop that there. Then what I'm going to
do with this bump is, I'm going to put this
in the normal like so. I'm going to turn
the strength down to 0.2 and the distance
can stay at one. Now what you need to
do is you just need to plug this noise fact. Into the actual height
of this one here. Plug it into there and now we
can actually plug this in. If I plug this now in
to my normal over here, so plug this into here, like so, and you'll see now, it actually starts to appear like its actual cobblestones. Now, there is one more
thing that we need to do, and that basically is to change the
displacement over here, so we're just going
to put this on displacement and bump
and there we go. Then the other thing we
need to do, of course, is come to that actual color ramp that we
didn't mess around with. It's this one, where is it I've actually lost where
it is, this one here. This is the one that
we need to change. I'm going to give you the
details in this one and then it should bring out all
the colors in this. The way that we
actually want it. So let me come over to my
left and screen again. I'm going to grab the positions. So we're going to have
two more in here, so control click, control click. And the second one is
going to be on not 0.214, not 0.214, like so, and then the third
one is going to be on not 0.591, not 0.591. And then the last one is
going to be on 0.841. So this last one,
not 0.841, like so. I'm also going to
grab this and just bend it up like so,
make it a little bit. Brighter, and now I'm going
to give you the actual color. If I come into the first color, it's going to be this x, which is a very weird
number, where is it? Not that. This hex. It's going to be just all
the sixes. There we go. Then let's come to the
next color and that one is going to be a darker
color. Let's grab that. This one here, we're going to put this number in
like so one F one, D one, D. Now let's
come to this one here. And this one here and I'll
give you this color here. Now finally, the last one, which will be a bit lighter. This one here. Contro
and there you go. That's looking pretty nice. We've got the RGB
curves as well, so it can actually
mess around with those and bring it to
whatever you want it. I think that's
looking pretty nice. We've also got, as I say, we've got a nice actual if I turn my ground plane off now, you can actually see where this is actually making contact, and that's exactly what
we're actually looking for. Now the thing is
you can actually come around and mess
around with this now. You can mess around with the ambient occlusion
and things like that. I think all in all, actually, it's a pretty nice texture. One thing that you should
actually do as well is probably come in and change the roughness if
you want to make it much lighter or much darker. A tended what I tend
to do with minus, just put it a little bit
lighter just to give it a little bit of
shininess on there. Just make sure it's a
little bit shiny like so and I think that made it
look a little bit better. I'm really really
happy with that. Then what we'll do then
on the next lesson is, we'll start getting
and these parts in. And then we'll start
building finally this hotel, getting the windows in
and things like that. I'm also thinking as well that I might do a bit something
with my beach. I'm not sure yet. I'm
not sure if I need a little bit of more noise in here like we've got in this, just to bring it
out a little bit. I'm not sure though as I say, I didn't do that on
the last one, but I'm thinking doing
that on this one. All right, everyone, so
I hope you enjoyed that. I hope you really
enjoyed the course, and I'll see you on the
next one. Thanks a lot. Bye bye.
103. Starting the Large Hotel Model: Welcome back everyone
to Blender three, the ultimate
stylized scene guide and this is where
we left it off now. Let's come to our curb. And one thing we've not
done with our curb, let's just put it onto
material mode at the moment. Come to our curb now, put on so we can actually
see our actual selection. And what we really want to do is we want to actually
bevel this off now. Now, I'm thinking that
I've probably better. Have I actually done this yet? No, I've not actually
made my curve, so it's a good idea
if we actually make our curb first because at
the moment, nothing's there. I'm just going to grab
both of these hotels. A boxes and hide
them out the way. And then what I'm
going to do now is I'm going to try. I can
actually select it all. Let's say, look, yeah,
it's actually not joined, so that's good for us. So I'm going to do is
I'm going to press P, and then I'm going to
separate selection, and then I'm going to do
the same thing on here. So L P, separate selection. And now if I grab
this, I should be able to move it up
and down. All right. Perfect. Now, Let's actually join both of these
together because it's going to make it a little
bit easier like so, and now what we'll
do is we'll come in. I think I'll hide this
floor out the way as well, and that will make
it easier for me. Now I want to do
is I want to come in and grab every other one. So I I actually go over the top, we can do it if I pull
this down a little bit, like so zoom in, and then
what I'm going to do is shift click just on each every
other one like so. I think you know exactly what we're going to do here by now. We're going to
separate them off, shrink them in, level them, and then join them back together is what
we're going to do. Now, don't worry too much about this one here on the
other side because we know that this hotel is
going to have a drop down. Where the actual car parking is, but we're not actually going
to deal with that yet. We're going to put it off until the last moment is what
we're going to do. Okay. Let's come round
finally to this one. Then what we're going
to do is press Y, G, and split them
all off, then A, and then come in, make sure
you're on individual origins, press the S but, and
bring them in like so. Now, let's give these
a face on each one, so mesh, clean up, fill holes. And I click the wrong one there. So fill holes. There we go. All right.
Beautiful. Now, let's come in and bevel them off.
I'm going to press tab. Control le transforms, right
click Origins geometry. Come in and add in
a bevel modifier. Let's turn it down to zero. Turn it up to one, like so. There we go. All right. I'm actually going to come
in and just click on this. I'm going to put it
on cycles once more. And I just want to
see if the material, if I turn off my where is it? Displacement and bum, can I get away with
turning that off? There, I'm just going
to turn that off because sometimes
it actually uses a lot more power from your
computer if it's actually off, so I'm going to make
sure that's off. Now, let's come back
to these parts here. Then what I'll do is,
I'm going to press tab. I'm going to press the S button and bring them closer together. So then I'm going to
press tab again and just look at how those
curves are actually looking. I'm thinking, do I need to
be level it off once more? Let's put it at one
more. Bring them a little bit closer together. Hold the shift on
down if you need to. So I'm thinking, They look like really,
really nice curbs. All right. So now we
can come in and we can see that the material on
this one is called curb. So we might as well
bring that in, so I'm going to click
the down arrow and look for curb, which
is this one here. There you go. There's
your actual curbs. Now what we need is
the actual tarmac, and I'm also wondering if
this is a little bit dark. A these are a little bit
dc. I think they are. I'm going to come in and
just pull this down. Actually, this way. A little bit like so, just make them just a
little bit lighter. Let's press salt tag, bring
back our actual roads. I'm going to our actual tarmac
that the hotels are on, which is basically a road
or it would be a road. Let's come in and make a new one and we'll call it tarmac. I do want to give this
a little bit of noise. What I'm going to do is I'm going to zoom out a little bit. I'm going to pull
this up a little bit. And then what I'm going
to do is I'm going to come over to the
left hand side. Let's bring in just a
simple noise set up here. So noise texture, drop that in. And then what I'm going to
do is control T. Bring in my mapping and my actual
texture coordinates. Then what I'm going to do is
just change a few of these. I'm just going to zoom
into my left screen and see what I'm
actually changing is. This scale will be on 20 sorry, 31.1, like so, and
then 20.5 and zero. Now, let's bring
in one color map. And that should be enough. So shift a search
color Rm drop that in, and I'm coming from the
color to the actual fact, and then from the color into the base color
of our principle. Now we can see we've
already got something. Let's make these a
little bit darker. I'm just going to make this one. I'll do the left one,
which is this one here, and I'm going to put it
on control V like so, and then I'm going to
come to the right one and make that darker. So grab this one
control the two C two, c2c, and there we go. All right. Now all you need to do is just pull this one,
just a little bit. So and you can see,
it's really starting to look the way that we
want it. All right. That's good. I'm
happy with that. I'm thinking let's
pull this one down. I'm going to pull
it up a little bit. So I think what I'm going to do is just lighten
this actual up. I think this one here
is a little bit, or this one here,
could be the one. It's a little bit too light, so I'm just going to
come and darken it up, tiny bit like so then I'm
also going to also add in a curves because I feel that makes it easier to deal with. GB curves, drop this in, and then we can come
and lighten it up. To our hearts content. All
right, I'm happy with that. That's the Tarmat done. Now, let's come
back to modeling. Let's press the tab button, Old Tage, bring everything back. And now let's just
hide this out the way, so I'm going to hide this one
and this one and this one, hide them out the way,
and let's just take stock of what we've actually
got before we move on. So we can see if we go
around the back as well. Got plenty of room on the back hopefully to put our scooters
and things like that. Let's start then now
finally on this hotel here. All right, so we've got
pretty much all of our parts, so we've got all of the
windows and things like that. What we just have to do now and start actually
building this out. What I'm going to do is, I
think, I'll grab this one. I'm actually going
to press hole tae. I'll bring everything
back again. I'm going to come in now, and I'm going to
look at the sizing. I'm going to grab
this this, this, and then I'm going to press
a little question mark, and that then is going to
take all of those away. And now if I press
seven, you can see, I can go over the top and see what parts I need to put in. You can see that on here, I need this gray box, and we can also see if
we're working off of here. This is the small hotel, so I need to change
that out dot. Let's change that out first. And put it on the large hotel. I'm looking the large hotel
and let's go to the front. We can see this is
what we're looking at. Five press one now, or three. Now we can see that I
need to move this up, so I'm going to move it up
and move it into place. And then move it up
a little bit more, and now we can see
whereabouts we are. We can see this fits perfectly. We can see that
we need one block going up here round and then in. If I press, press
three, why frame. Here you can see this block. Let's first of all,
make this block, and then we'll have
a look how far it actually comes out because
what I'll do is also, I think I'll also put one
d going the other way. If I press one, I want an
actual side view as well, and at the moment, I can't
actually see anything. What I'll do is, I'll
press d on this, bring it out, spin it round, so I'll sad 90, and I think that's probably
going the wrong way, but I'll turn it round and once I've actually
brought in the next one. I'm going to bring in the
actual side view of my hotel, which is This is the back view. This is the side
view from one side, and this is a side view from the side that I'm actually
going to work on now. So we'll bring
this one in first. So bring that one
in, and then where you can should fit perfectly, if I move it over, you can
see it's fitting perfectly, except it's the
wrong way around. So z hundred 80, and now let's move
it in. There we go. That's perfect. You can see that I've got it
right from this side, so I can start building
from this side. I've got it right
from the other side, so I can start building
from this side here. You can see this is
where it's coming out, and then, that's the one. I'm going to just
pull it over here, so it's not interfering
with what I'm trying to do. All right, finally,
we got those in, and now we can actually think about actually
building this out. So you can see, even on here, we can see how it goes in, we can see how it comes down, we can see how this front
view is coming out. We can see how far
then this is actually going up here because
that's also very important. And I think we've actually
created this anyway, so we can actually put that
straight in All right. So what we'll do is, I think we'll start that
on the next lesson. I don't see the point
in starting it now, but hopefully you've
got this set up. Once we've done that,
then this side, we'll move on to the other
side and create that, and then finally
move on to the back. So it's better to
do it in stages, so the front and
then the left side and then the back and the
right side and do it that way. Alright, everyone, so I
hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
104. 3D Lesson 103 Laying out our Hotel Efficient Workflow: Come back everyone
to blender three, the ultimate stazed scene guard and this is where we left off. Now, let's build this bit in. What I'm going to do is I'm
going to press three first, and I'm going to bring in. I'm going to actually
grab my hotel. I want to press Shift S just to bring in the cursor to selected, and then I'm going to do is
I'm going to press Shift A, and I think we'll bring in
a plane, spin it around, so R Y 90, and let's bring it into
some sort of place. I'm not going to
worry where about it is in the depth yet. I'm just going to get it right down to here
and then pull it out, so S and Y, pull it out. It's going into the right place. As you can see this far out, and then grab the
top of it. Like so. You can see if you line
these up properly, it really really is
actually easy to do. So line them up properly, pull it all the way
up to here, like so. You can see this is probably
where it's going to go in. I'm going to press Control, left click and bring it
up to there like so. Now I can go to side view. So if I press one,
I can grab it. I I think I press
A, there we go, and then I can pull it
out to here, like so. Then what I can do now is I can bring it back,
so and press E, pull it back with extrude
all the way into there, and now I can come
to this part here. Press three again. And I've got it the
wrong way round. There we go. One, it is, and then pull it back to
here and grab all of this. Shifting plate, bring it
down. And there we go. That should be then in
the right actual place. Now, I have made a little
bit of a screw up, so I'm going to I'm
thinking should I go back? No, I can actually
do it from here. So if I press three,
I can see that I can bring in a couple of
edge loops, so Control. Left click, bring it over
to place it's going to be, Control, left click, bring it over to the
place it's going to be. Now I'm hoping that they
are perfectly aligned, and I'm not actually sure, and it's kind of frustrating
that I've got there might be a little
bit out is what I'm saying, Do I
actually want that? Do I want to mirror it over the other side and do
it the proper way? I'm probably going to actually Yeah, I think
I'm going to do that. So what I'm going to do is, I'm actually going to mirror
this over the other side. So how I'm going to do that? I'm just thinking I'm
going to do that. I'm going to press L,
grab the whole thing, press Shift S,
cursor to selected. And then I'm going
to do is I'm going to put one straight
down the middle. Left click, right click, and I'm going to delete
the other side. So Alt Shift and click, t shift click and delete faces. And now I'm just
going to come round, press SD going to solid view, and I'm just going to
delete this as well. So L Elite. Ts. Now I'm going to do this, I'm
going to mirror this. I'm going to press tab controle transforms right click,
origin 23d cursor. It's actually
probably a good job I did this because
it's showing you if you screw up how
to actually fix this. So now let's come over,
bring in our add modifier, bring in a mirror, and then
let's put it on the y, turn off the x, and there we go. We should end up with
something like that. Now we can actually start
bringing this actually in. So you can see here. I'm
not going to need this, and I'm not going to need
the back of it as well. Let's tell out the way it's now. Let's come back to it, and
let's get rid of that. So delete. Faces like so, and then what I want to
do is fill these in now. I'm probably going to apply the mirror
first. I'll press tab. Control, they apply that mirror, and I just want to see if
these are joined or not. They're probably not
going to be join. They are, so that's
quite good for us. Let's join these up now F and F, and then F and F, and finally F F join them all. That's looking pretty good. And if I now press tab, I'll take bring everything back. There we go. That's
what we're looking at. The first bit on our hotel. I think what else I'm going to do is, I'm going to grab this, I'm going to press shift, and then what I'm
going to do is, I'm going to bring
in another one. I'm just going to bring
in the actual view of the hotel because sometimes it's actually easier
to see that as well. Let's come over and bring
in a new reference, and what we'll do is, we'll come in and bring in, which
one I'm looking at. That's come down. This one here, but I think I'm going
to bring in where I'm looking for the big hotel
of the view that we want. I think this is the view that
we want on this one, Sal. Yeah, there we go. We
can actually see that. We can actually make this one
much bigger if we need to. So we've got a good idea then what it's
going to look like. We can see these windows
coming down here. We can see the corner
parts coming down here, and we can see this coming down here and this
is all the front. Let's now work on these
actual balconies. You can see here these
are the blue balconies. Let's start bringing
those into here. I'm going to pull
that back a little bit just so it's not in my way. What I'll do is I'll
come in to my assets, and I'm going to bring in
actually the small windows. F Zoom out, we can see
we've got the corner, the small windows,
and this one here. Let's bring those in. So
we'll come to balconies, first of all. Let's go to all. My actual assets
are not coming in. And of course, the
reason for that is because I've got it
selected on there. Now, let's go to my
balconies and this, I think, this is the one that I actually need,
so I need this one. Let's have a look at
that. Let's put it on material so we can actually
see what we're doing. Let it load up. Actually
saw where that went then. Let's press dot.
There we are. Okay. Let's now grab it
and spin it round, so Oz 90, spin that one round, and that then is going
to be over here. They look pretty small and now and dinky when we pm over here. So let's put that in there. Let's then bring in the corner one, which will
be this one here, and let's also bring in
if we come to our asset, we're looking for window. Window like so, we're looking then for
this small one here, which is going to be these
that are coming up there. So let's get those in as well, so it's this one here
and bring that in. Let's spin that round and
make sure it's the right way. As 90, is that the wa way? The reason why I'm going to know that is to put it on
face orientation, and yes, it's the right way. We can also see we have
many problems in here. I'm thinking that I'll probably
come in and fix that now. I'm going to grab my
beach, turn that around. I'm going to grab
each of these now. All of these, unfortunately, I have to grab them
all separately, would be the way, wouldn't it? Grab them, A, spin them round, shift. There we go. Let's grab our curbs, A, shift end, spin them around, and let's grab the new
part that we've built, and we can see we've got
a bottom on here as well, so probably a good idea
that I check this. Shift, spin them around. Let's have a look
at the rest of it, and that's all done. All right. Now, let's put this off of phase orientation,
where is it? There we go, phase orientation. Let's come in and get rid of this bottom as well.
Let's press tab. And shift click shift click, delete faces, and hopefully,
that should be it. I'm just going to grab it
with G, and there we go. It's deleted out of the way.
All right. That's that. Now, let's come in
and actually put in our first actual
balcony then. We might as well
move our balcony to here because we've still
got our cursor in here. I'm going to do is, I'm
just going to press Shift S and selection two
cursor, keep offset, and I'm thinking that that
is absolutely perfect, and now I can actually
pull it out and we can see it's a little bit look. I think it's a little bit in there, and that's
not what you want. What I'm going to
do is, I'm going to first of all,
bring my man over. Where's my man, here he is, and we should be trying to line up everything now on here. I'm going to press sad then, going to wire frame, and
then bring him over. What I want to do is, I can
see, I can put him on there, so it's the right size this way, it's just the wrong
size this way. It's up to you whether you
grab it and squish it in, so you can squish it
and you can see also, it's a little bit out as well. So what I'll do is
I'll pull it this way. Like so, and then I'll
squish it in a tiny bit. So if I press S and y, I can bring it in very, very slightly, like so, and I need to check
now if it's actually in place so solid,
and there we go. Now you can see that still a little bit out, so
bring it this way. And now you can see these are actually in the place
where we want them. Now, thinking that I've
still not got my window out. So if I pull this out, you can
see it's a little bit out. It's a little bit too
wide at the moment. So what I need to do now is grab this and grab the window, so I can come in
grab the window, and hopefully I
should be able to then pull the
window out like so. Now the reason it's
a little bit back in there is because we do need
to move it back in there, but we actually need
to beverly out first. That's the first
thing we need to do. So what we do is, we come
in and we make a new piece, so t shift and click like so, and hopefully, that should
be going all the way around. So if I now press sift D, I should be able to
bring that out and you can see now we've
got a whole window. And now what we need to do
is just press F like so, right click and put it on Face select and just
make sure it's correct, triangulate faces like so. And then finally press E. Like so and now, why
have we done that? We've used that
because we're going to use this for a actual bevel. Now, if I grab this and pu pull it back a
little bit into there, now actually that's ready to go. So now based on what I mean is that the window
will be able to be put back and actually look a lot more realistic than
if we didn't do this. Now we need to do is just
place this on the first one. So if I pressed wy frame, and what I'm going to
do is I'm going to bring it up to the first one, which is round about here,
something like that. And now I can array these down. If I come over to my
actual ad modifier and bring in the array, put this on zero, and of course, it's
going to be the Z, we're going to bring the
Z down to this one here, and then let's keep making more, and then we can alter
them as we come down because you can see they're
a little bit out, like so. And now you need to do is
just look at the bottom one. Is the easiest way to do
this and put it down. And then move it up into place. I I move it into place very, very slightly, holding
the shift board, and you can see them still
getting a little bit out. So now I just need
to put -1.335, something like that,
and there you go. You can see it in
place perfectly. Now if I press said,
go back to solid. You'll see you've got
something like this, and now all we need to do
is just split off these. We'll do that actually
on the next lesson. We'll create that
bole, and you'll finally understand exactly
what we're doing here. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot, bye bye.
105. Learning how to Fix Problems we Created: Welcome back everyone
to Blender three, the ultimate stylized scene guy and this is
where we left off. Now, let's come in and
grab all of booleans. All I need to do is
just grab one of them. I need to then
press P selection. You'll see it scrab them all because they inherit the array. Let's then come back
to this Boolean. And I'm hoping that I
can now press Control A, all transforms plex
origin to geometry, and it's not going
to move them out. So they're still in ADN. No, they're not. I'm
going to put that back. There we go. L et's
actually see now. Can we Yeah, this
still actually yes. I'm going to I'm not going
to change the origin. I'm going to see. Let's just press controls head and
move them back again. I think I've messed up there. So there we go. For some reason, it doesn't like that. So
what I'm going to do? I'm going to have
to use the Boolean while it's actually
in this place. I'm actually thinking, I'm actually thinking what I
need to do here instead, is they actually
need to apply that and then split them off. So
I'll have to do it that way. Unfortunately. So let's hide
out this main part here, so press H. Let's
come back in now. For you apply her, grab all of these, all
of the Booleans. Press tab, now apply ray, and now what you're
going to do is have all at least selected. Now I can press P selection
and split them all. Finally. Now what I can do is
because I need to reset all transforms,
is control, all transforms right click, so origins geometry, and now let's actually
create this boolean. So I'm going to come
to my main hotel. I'm going to add in a modifier, it's going to be a Boolean,
and then I'm going to come, and I'm going to grab this, not the hotel balcony,
just this bit here. So if you can't grab it,
hide those out the way, and then come back, bject. Oh, it is part of
it, that's okay. Press Control A, and let's
actually have a look see if that's worked so
delete, and no, it's not. Sometimes as I said,
that will happen. Let's pull these
out a little bit. Let's make them then
a little bit wider, so S and X, like so. And now let's try that again. I'm going to grab the
hotel, I'm going to press Control A transforms, clicks Origin to geometry, bring in a boolean,
and let's come in. Click on this, and
let's put it on fast, and let's now apply that. Press Control A, and finally,
now that should be done. So press delete,
and there we go. Then what we'll do is now, if I come to these
and press tab, you can see we've
got one of these. I don't want to pull these
back because if I do that, it's really going to
mess it up because I've actually managed
to do this twice. Made a little bit of a hash
of it there to be honest. If I pressed y now and G, you'll see behind those, that's the actual Boolean that we want. I I press delete and faces. We should end up with
something like that, which is a little bit cleaner. Now, if I press tab tag, bring back my actual windows, I should now be able to come into each of these
windows and actually pull them back into that place to make
them look realistic. So is going to
come down like so. And then I'm going
to bring them back now into play so I can bring them back all the way in as you can see,
and there you go. Now you can actually see because
I've actually done that, can you see how it's actually
gone in there like so? I'm just going to
overlook at this and just make sure that
I'm actually happy. With the actual bottom, and I'm also then going to double tap the A
and then come in and elo on actual cycles and just make sure
I'm happy with them. So I'm looking down here, and you can see now why I've actually done
that because they just look so much more realistic when we've actually done that. All right, so that's that part. Now, let's think
about the next part, which is going to be creating
these small windows. Going to do exactly the
same way apart from, I'm not going to make a
hash of it this time. All right. So let's put
it back onto materials. The other thing I'll
do is before I forget is actually we put
actually the material on. If I come over to my this hotel, I'll click the down narrow
and I'll put in building, and it should be a white
building material, which we've already
actually sorted. If we now press onto our cycles, we should be able to see
that we've actually got this and we've got our
ambient inclusion, and that's basically
what I'm looking for. So this ambient, if
I minus this off, and then press Control Z, you can see what the actual
difference is, nicer. Also, this part here, let's actually have a
look and see if I've got the gray or dk. I've got a dog. No, I don't think I've
actually got the dark. I'm wondering if on any of
these balconies or assets, put this over, like so, and come to my balconies, did I actually make a dark one? I think actually this
material here has it, so I'm just going to look at what actually
that material is. So build in gray, there we go. If I come to this now
and I put in gray, Building gray is the one
that I actually won. I'm wondering, did the
building gray material, let's come to our shading
panel, and let's have a look. Yes, it actually has got the ambient occlusion
in as well. So that's good. I'll just have
a quick look and make sure Down looking down the bottom, you can see it has got
that ambient occlusion. Now the problem is that is
that actually too much? It's probably going to be
a little bit too much. Let's see if I'm just
rain that back in a little bit and also
on the building. I'm also going to rain
it back in a little bit. It's not actually too much because I'm feeling that that's probably a bit too much. Let's see if I can put
this on B spline instead. Now let's try bringing
it in like so. I think it needs to be
just a little bit more so than what I
actually had it. Yeah. Something like that, I
think looks much better. We'll also then have a lot
doing the same thing on here. I bring this back up,
put it onto B spline, and now just bring this up. And make it very, very
subtle like that. I think that just works so
much better. All right. Now let's go back to
modeling and then what we'll do now is bring
in this next window because we've got this
basically perfect now apart from the fact that we just need to bevel these things off. I think we'll bring
in a next window, and then let's bl this off now. Control Ale transforms. Let's come over and no reason why we shouldn't be
bling it off at this stage. Let's put that on there. Let's put it down to zero. Let's put it on to zero.
Let's put it up to one. Or 0.2. That actually
looks really, really nice. I'm
happy with that. What I'll do then is just press control and actually apply that. Now, let's bring in
our actual window. I've got my window should
be over here somewhere. I'm actually going to
move both of these back just so I can see over here. I'm also going to
delete this part, and then I'm going to do is I'm going to bring my window over. I'm going to bring it back into place roughly where
it's going to be. I'm going to press three then. I'm going to press Z to
going into wire frame, and then I'm going to do is
I'm going to move it over. You can see it needs to be a little bit bigger
than what it is. I'm going to put it
there, I'm going to press the S button and bring it out. Like so, bring it
out even further, you can d the shift
born and bring it out. I'm not going to worry
about the width. I'm just going to bring
it out to that size. Then what I'm going to do is I'm going to actually
bring it back now, so Z, going into solid, and let's make a
back of it first. So we're going to Grow the
back, shift and click, so Shift D, pull it out, F, and then I'll press E, pull it back like so. Now I should be able to pull
these all the way back, so pull them back
into place. Like so. Then now we should
actually be able to use again, our actual array. Let's put in zero,
and let's this time, not make a hash of this.
Let's bring it down. Hold in shift, and then finally let's bring it all
the way down to there. Just keep bringing them down. You can see there they're
near enough, perfect. If I bring this probably up,
it's going to be miles out, so I'm going to hold the shift, and bring it very very gently. -1.3 L et's try seven. Is that going to go that's the
wrong way. So one p three. And there we go. Perfect.
All right. There we go. On the next one,
then what we'll do is we'll actually
be level these off, and then what we'll do is we'll actually start work
on our corner. We're just as I say,
going to work our way round the hotel and
actually get everything in, and then we'll probably
come to the actual front and start on that because we've got some plants
on there as well. All right, everyone. I
hope you enjoyed that and I'll see you in the next
one. Thanks a lot. Bye bye.
106. Creating the Complex Corner Balcony & Booleans: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's put this
onto object mode, and let's actually see if we can bevel these out together. I'm going to do is, I'm
going to come to my hotel. A modifier, and let's come
to not Bevel Boolean. I keep seeing bevel. I don't
mean that. I mean Bolean. Let's grab this,
and let's put it on fa let's now see if I come in and actually
apply that, let's see. L et's now level these off. If I come in and
select one of these. What I'm going to do is let's see if again, if
I can try it now. If I press P selection,
there we go. Now we can actually this should still be all in the right
place, which they are. That's better than
what we had before. Now I want to make sure that I'm pulling them
back far enough. I'm going to pull them
back a little bit further. Now finally, I'm going to actually come in
and grab my hotel, Control A transforms,
click Origin geometry, and now let's bring
in a new boolean. We can see we've got our Boolean on here. Let's close that down. Grab this one like so, so small window one. Let's press control
A, and hopefully, now, if I move these
out, there we go. There's our actual Booleans, and now I can come back to my window and pull
this into place now, like so, and there you go. They look much much better
than what they actually did. So let's double tap the A, and there we go. All right. One look on our cycles. Yeah. I think I'm really really happy with how days
turned out. All right. So now let's come to
our actual balcony, pretty much the same thing,
so let's grab our balcony. We can see it's the wrong
direction a moment. Let's press our Z 90, spin it the right way round. Let's press three to go
into the right view. Let's press Z to
go into y frame, and now let's grab it
and pull it into place. I think these are going to
be a little bit too big. I'm going to bring them in, and then I'll probably
have to bring them out, bring them in. You can see that that's probably going to be a bit better. And let's bring them into place. We can see Maybe I'm going to have to pull
them out so we can see here that this balcony is going to have to
come out a long way. I'm just going to press
Controls and bring it back. I'm going to put it
to there. Then what I'm going to do now is I'm going to I think bring my balcony in a little
bit on each of these. I'm just going to check when I put it back to see where
it actually looks like. Because I knew that everything wouldn't be fitting
in place perfectly. It's just something that
we'd have to deal with. What we need to do
is just make sure we can get them into
roughly the right place. I'm just going to press
Control and then bring it back and put it into place where it needs to
go so I can put it out. Like so, and then pull it
back and then into place, it's probably going to
go something like that. Now, the one thing that you
have to remember is that, of course, these are going
to be pushed further back. So we just have to take
that into account. I'm probably going to be
better off at the moment, splitting this off away
from this whole balcony. I'm going to press P
selection, and split it off. Now I'm thinking is that I need to move this back into place. Can I come in and just grab this shift and click.
Can I actually grab it? Pull it over, and we can see there that that's not
going to work ever. Let's press control plus, and you can see again that
that's not going to work ever. What I'm going to do is because
this is actually beveled, as you can see,
it's beveled here, I'm just going to
grab all of these, and then a should be
able to just grab this, and now hopefully I should
be able to pull it back. Let's see if I can pull
it back into place. When I'm looking there,
I've got another part here, that's not actually working. I'm going to press control plus. Going to minus that off,
and then we're going to press shift and click
just to get all that off. Now let's see if I can actually put it in place and there we go. I can pull it into place
now, that's great. That's what I need to do
apart from this part here. I'm thinking, how can
I actually do this? The best way to
actually do this, and it's probably going
to be pressing three and actually using my brain
a little bit more, so grabbing it again, and now let's press sad,
going into wireframe. Now what I'm going to
do is, I'm going to press B and just drag it, grab it all like so, and
now I can actually pull that all the way over and that's just going to make
it so much easier. So now if I press sd, go back into solid,
and you can see, it's just made it so
much easier because I can actually pull it into the place where I actually need it, which is something around that. Then what I'll do is I go over the top and I'll do
exactly the same thing. I'm going to press sd,
going into wire frame, and now L et's grab
this one here. I'm just going to
grab one of them, press B, bring it out now
and pull it into place. You can say I've not
grabbed that as well. I'm going to make sure that
I'm on actual edgelck. I'm going to press B,
grab it all like so, and now I should be able to pull that into place to
where it needs to go, which is right there
in that actual wall. Again, now let's press
that, go back into solid. Let's press tab,
double tap the A, and there we go, just make sure everything's fitting in place. That looks good. Just
got this side now. How far is it going to
be out on this side? Probably, Want it around how far this is, that will be absolutely perfect. I think. Let's press
one and just make sure, sorry three, just make sure
that it's in the right place. I'm going to press sad,
going to wire frame, and I'm actually looking
and it's far enough out. The angle of how far it is
out is probably perfect. Now I just need to
move this side. What I'm going to do
is I'm going to press seven. I'm going to
go over the top. I'm going to press B, like so, and you can see
that I didn't press tab first. Let's
grab one of them. Let's make sure we in
edge sle let's press B. Grab it, and let's pull it over to where we
actually want it, which is going to be
around that sort of distance because then we've got this sort of distance here. Now, at the side of
here, we can see that we've got our air
conditioning units. So make sure that it's
at the side of there. They're going to be
every other one anyway. So as needs to be that kind of distance from each of
these. I think that's fine. Now, finally, let's grab this, pull it out into the actual
wall, and there we go. Now that should be
fit in perfectly. Now let's press head once more, let's bring solid, and
let's bring our little guy. So where is he? I can't
actually see him in our build, and that's probably because
I've not got in there. I'm just going to press
tag, bring everything back. And then I'll bring
back my little guy. So question mark if
that doesn't work, let's have a look for him.
Here he is. All right. Let's press one or three,
and let's pull him up. I'm always always
checking to make sure that everything is fitting
in place as it should be. And you can see the that if I pull back onto
the actual balcony. He's got plenty of room, and yeah, that's looking
pretty realistic. Finally, we've got
that in place. Now let's come to this part.
Let's put it onto normal. And you can see that's not really going to help us at all. Let's put it back onto
global and then what I need to do is I need to
get it into some place. What I'm going to do is
I think on this one, what I'll do is I'll just
pull it out like so, and then I'm going
to have to fit it into place once I've
actually created it. I'm going to hide this
balcony out the way. I'm going to grab
this now and let's make our actual Boolean. So we're going to grab
this shift and click. Shift D. Put it onto normal. Now you might me to
get away with that, and yes, we can,
so that's great, press the F button,
and then press E and pull it back
into place like so. Now we need to do is
line both of these up, so I'm going to grab this
one with L, grab this one. All right, let's
grab this one first. Nope, that's also going to work. Let's try and grab
it this way and then press L. Nope, still
not going to work. So we're going to have to line them up the hardware thing. Let's bring it into place. And you can see that
that's not working either, so we're having a few
problems with this. Let's bring it out seven, and let's line it
up even each side, and I can see now that that's
probably going to work, and now let's press Z and
see how far this is in. Y frame, and it's in far
enough, that's fine. We've got those in place now. So finally got those into place. Now we can see this
is where it is, and now we have to
actually array it going all the way down.
Let's actually do that now. I'm going to do is, I'm
going to add in an array. Let's put this on zero. Let's bring this down to here, hold in the shift button, and then let's increase
the number going down. All the way. Finally, one that's actually
gone on properly, as you can see. That's good. I'm thinking that my
balcony is not there now, so let's press tate,
bring the balcony back. I'm thinking that
once I've actually made these actual Booleans, I can join this up
hopefully together, or I could just copy them. If I come to this, let's
have a look -1.4, control. Let's come back to
our balcony then. So add moi, let's
put this on zero, and then this on control V, and let's put this going all the way down
now, and hopefully. No, it's still not working
because I'll have to actually probably line
these up separately, I think, Let's line
them up like so. Let's then bring
them out like so. What I'll do is before
I actually join these, I think, I'll just make sure that they're
all lined up perfectly. All right, Let's press
that, go back into solid, and now let's make that boolean. What I'm going to do is I'm
going to grab my hotel. Press Control A, all
transforms, right, clicks origins geometry, and now let's bring in another Boolean. Little question
more, click on it. So let's put it on fast. I'm hoping this will work.
So let's press Control A. Let's hide these
out the way just to see. Yes, there we go. It's work. So that's great. Now, let's come in and
grab all of these. Make sure you
grabbed all of these because then we're going
to move the windows back. So I can grab all
of these first, and then what I can do is
I can actually apply that. I'm going to press tab. Tab. Let's now apply
that with Control A, and then what we
should be left with is hopefully delete all
these, delete faces. We should now be left if I
come in and grab my hotel, press the question mark, so press the question mark
to isolate everything. And now let's press tab, you can see that we've got
all of these going down. Now, just be aware that some of them haven't gone
all the way in. So I'm just going
to have to go in, press delete and faces and delete all of
those out the way, and we should be
left with all of the Booleans actually
done nicely for us now. Now, finally, we can
actually press ultage, bring everything back, or
the little question more, and now what we need to do on the next one is actually
bring back our windows, and finally, we've got these in. Another part in. So
that was actually pretty hard to be honest to
get those in the right place. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
107. Creating the Large Hotel Front Entrance: M. Welcome back
in Blender three, the ultimate stylized sing
and this is where I left off. Now, let's get these in. If I press seven to
go over the top, I'm going to press sad
to go into wireframe, and now I should be able to see each side of these where they're actually
going to fit in. Now I be able to. I'm not going to put
on non put on global. It's going to make it much
easier for me pull these in two place where
they need to go. Can see a little bit out there. I'm going to go further
in just very slowly. I'm hoping I've
got them, I have. I'm not going to worry about it. I'm going to bring them in. Into place like so something like that I can see
the line up perfectly. All right, Z, solid, let's go and have
a look at those, and they are perfectly in place. Let's press tap, double tap
the A, and there we go. Let's put our cycles on, have a quick look at that.
Yes, and there we go. They're looking pretty
nice. All right. So now, let's think about working on our actual
front of our building. We're not going to do
what we're going to say, we're not going to actually
do the plants at the moment. What we're just going to
do is build out this bit, so this bit here and
get our front bit in. So again, I'm going
to move our guy down. I'm going to put it also
on material and move him down to the front and just to see how big
the actual front is. So I've put them on
the front there, we can see if we press three, that this is where
he's going to be. Like so you can see it's a fair, fairly big door. All right. So now what I want
to do is I want to press Z, going in to wireframe, and now we can see how this
is actually going to look, how it actually all
comes into place. Now we could actually hide out all of this just so we
can see what we're doing. So I'm going to grab this,
hide it out the way. Grab my bench, hide
that out of the way. The more I actually
hide out of this, the more you can see as you
can see what I'm doing here, so hide all that out of the
way. All right. There we go. Now, let's come to
the front of here, first of all, and
put in our cursor. So everything that
we bring in here, then we're going to be
actually lining this up with. So what I'll do is
I'll come to my hotel, so I'll grab my hotel, and
then I'm going to try. In fact, I'll grab both of
these, that will be easier, and I can grab them
each one of these. So each side of these shift
S, cursor is selected. And now what I can
do is press shift. A, bring in A, cube. Now what I can do is I can press three to go into front view, and then bring it up and
then put this into place. So S and Z, like so. Don't worry about making it the right size or
anything like that. We just gain the actual
depth and the width. S and y, bring it
out into place, like so, and then shift
D, bring up another one, and then S and Z, bring it into place, like so, and then S and y and
bring it in place so. Now, let's press A, bring in another cube. S, let's bring this into roughly the right place
where it's going to be, something like that, and
then let's bring it up. I'm going to come
round to the top, like so, I'm going
to press three. I'm going to bring
it up to here. Then what I'm going
to do then is I'm going to bring it in now. If I come in and
press the ie button, I should be able
to bring that in. Just going to press dot
to Zoom in just to make sure it's even going
all the way around, which is what it is. Let's press three again, and now let's bring it
up to the top of here. So E like. We're going to work on actually bringing these out far enough once we've actually
got this in place, and now finally I need a bottom. I'm going to look Z, go back into solid. I'm going to look at what
this actually looks like now. We can see that if I press
a little question mark, sorry, not question mark,
tag, bring everything back. Tab, tag, bring everything back. This is where it's
actually going to look. And I'm actually looking now to bring my guy
back a little bit. Now we want actually a
step on here as well. What I'm going to
do is I'm going to bring in again another cube, so shift A, bring in a cube. Let's press S and
and bring it down. Realistically we
wanted the satn here, but without it being too high. If I bring up his legs here, we can see if we
bring this to here, that's basically one step. So we need to bring this down. How far out do we want it? Probably actually around there. Let's press S and y
and bring it out. To the edge of here. Maybe just in there like that. Then I need to come
to the back of here and pull out this back. I'm going to grab this face and then pull it
out to the back. Like so. All right, Let's press a seven,
then to go over the top, and now I should
be able to press, going to waive frame,
and now I should be able to see where I
need to bevel it off. I see on mine, it actually comes out a little bit further. This is actually the top and we can't actually
see the bott. We can jaws probably make
out the bottom here. What we'll do is, I think, first of all, we'll bring this
out a little bit further. If I press Z, going to solid, and I'll bring this out as to tad further,
something like that. Then what I'll do now is I'll come in and grab
each one of these, press Control B, and
just bevel them out. Like so. Then what we'll do is now will come and
bring out these parts. I'm going to bring
this out here, and I'm going to place it then to where I
actually want it, so we can see we're
a little bit out. We need to pull it
back slightly like so. Then what we can
do is we can pull this up now into place. Now we can bring
the other part out. This part here, press seven
to go over the top again. Actually, I need to grab it, so let's grab it in
face elect, like so, and then press seven
to go over the top, Z to go into y frame and
then let's pull it out. It's going to be Probably out
to something around here, as you can see, and
then back to here. Let's see if that
actually works, again in solid, and t's come. Grab each of these. Press control B and bring them back just in front of
those posts like so, and that's looking really nice. Now with the next one, we
don't really need to do that. We can just grab it
and pull it out. Into something like there. I think I'm going to pull
it out a little bit more, so L and then S and Y, just pull it out a
little bit more, and then come in and
grab each one of these, press Control B, and pull
it back into place like so. Yeah, and that's
looking really nice. Now what we need is just
this post on this site. I'm going to grab this.
Shift this Cursor selected, grab my post. Control Al transorms,
clicks Oigin, two, three D cursor. Add modify it and
bring in a mirror, put it on the y,
and there we go. We've got our
posting now as well. All Now what we need to do
is we just need to pull our guy up onto the
top of this step. Now what we need to do is
create the actual hotel dot. What I'm going to do
is I'm going to well, I don't know if
it's in the center, but I do know that McCurs is in the center, so
that's the main thing. What I'm going to do is
going to press shift A cube. I'm going to pull up this
just to the top of my step. So you can see maybe a little bit in
there at the moment. I'm going to pull it back. Like so and jaws looking, if I need to pull it up,
jaws to tad like so. And now I'm going to work
on the actual sizing, so if I press three, we can see that this needs to
come in a little bit. It's way too wide
even for a hotel, so something like
that, I think is a little bit better, and
then we can grab it. The thing is about hotel
doors and windows and things. The entrance is normally
pretty formidable. So if I press three, pull it up, and that looks more like
a hotel. All right. So now, let's actually use this to actually
create a Boolean. So I'm going to grab
my hotel again, press Control A, all
transforms, right click. Set origin geometry, and
now let's boolean it off. So add Boolean, and let's
grab this, and hopefully. I press Control A, apply it, delete this. Hopefully,
there we go. Now, I'm just going to bring it back actually, so I'm
going to press Control. Now I know it's actually worked, and then what I'm going to do is I'm going to use
this for the door. So if I come in and press, shift and click, delete, faces, come to the back, delete. Faces, and then use this
actually for my door. It's just going to
be a simple door, so I'm just going to press
control of, left click, right click, and then what we do is just separate these off. I'm going to grab
this side, y, G, make sure it's separated A, and then let's just shrink these in a little bit on this part. If I come in with
individual origins, and then press S and y, shrink them in very,
very slightly like so, and then grab both
of these edges, and I'm just going
to pull them out. We've just got a tiny, tiny gap on there, is what
I'm trying to go for. Now if I put this on medium
point, pull them out, as very slightly, like so, and then grab them all with A. Then let's pull them
back so E L, L, pull them back into place, something like that, I think
looks absolutely fantastic. Now let's make our
actual handles. Let's move our guy to the side. We've still got these
in the actual center. I'm going to do is I'm
just going to press shift A. I'm going to bring in a cube. I'm going to press three,
I'm going to bring it up, and let's make them
now the right side, S, bring it in. Into the center in
place and then Ss head. We can see where
our actual guy is, so we can see they're
probably going to be quite formidable and quite big. Now let's press S and
y x, bring them in. Now you could put it
back on here but I don't see the point because no
one's ever going to see that. So what I'm going to do is I'm going to bevel
off each of these. I'm going to press Control B, bevel them off, and then let's round them off. Now I'm
just looking at that. I'm happy with that
because I didn't actually reset my orientations
and transformations, but actually, I
think that's turned out quite well for us. So I'm going to pull
it back, pressing dot. Roughly into some place. I probably gets the
reflection on there. Then what I'll do now is I'll
control A all transforms, right click origin
to three D cursor. And then I'm just
going to mirror it, so add modify it
mirror on the y, turn off the x, and there we go. That is pretty much done. Let's now apply that, and I'm thinking that
I don't need anything else on here apart from to
join it altogether now. If I join it, so let's come in. Join all of these parts. Maybe accept the glass. I don't want to
join the glass yet, so I'm just going to
grab all of these because I'm going to
actually bevel them off. I'm going to grab all of these. We can see we've got
a mirror on here. Let's just shift click it, press control A and apply that. Let's press Control J,
apply it all press G, just to make sure
we've got everything and then Control A transforms, right clicks the
origin to geometry. Add modify it, bring in a bevel. Let's bring it all the way down, put it up one, and there we go. That looks really, really nice. Let's actually apply that now, and on the next lesson, then, what we'll do is we'll
bring in the materials. We'll join all this together, and basically we should
have the front finished, except the plant
pots, of course. But I think I'm really, really happy with how that's
turned out. This one. I think it actually looks better than what I did on the original. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
108. Updating Part on our Asset Manager: Welcome back everyone,
Blender three, the ultimate stylized
scene guide. I hope your hotel is really,
really coming together now. I know it's a very,
very long course, but by the end of it, you're going to have
a lot of skills, and you're going to
have a beautiful scene and beautiful assets
to actually create your own vision of hotels
and things like that. I think by the end of
this course, actually, you should be able to
create any stylized scene that you chose doing it in
this kind of actual format. I know we're actually
working to references, so there is that component to
this actual course as well, so I think that's also very, very helpful. All right. So now what we'll do
is we'll actually create a new glass. We'll also, I think,
apply our array, so let's press control
A and apply that. And then what we'll
do now is we'll come to this part here. Come to our materials, and let's create a new one
and we'll call it glass. And I'll call it gray. It's
going to be not really great. It's going to be a little
bit or glass doc, I think. I'm not sure if we've
actually got a glass doc. Let's actually
check that before. Let's print dark. Now we
haven't got a glass dock, so I'll rename it glass and
I'll call it dark blue. White so. Now let's go over to our shading panel and we
just quickly create this. We've created glass
before, so we shod really know what
we're doing now. Shift a glass. SDF. Drop that in there. Let's add in a
transparent. L so. Let's bring in an add shader. So very, very simple glass. Again, so add shader,
drop that in there. Plug each of these in, plug this in, and finally, plug this into the
actual surface. Now, let's come in and add some colors and change
this a little bit. Noh point naught 38, like so, and the IOR
should stay on 1.45. Let me grab you the color, so the color is going
to be this one. Sorry if I grab this control V, five A 77 P, and seven F. I think it is. Yes, seven F. Sorry about that. And now let's grab
the other color, and the other color is
going to be this one, which is a slightly gray color. So let's put this in control V. There we go, and
that's that color. Now if I press dot and zoom in, you can see that
they're slightly slightly darker than these ones here and that's
exactly what we want. All right. So now the
next one we want to create is actually some gold, and golds very, very
easy to create actually. Let's come in and
grab this part here. What I'll do is, I'll come in. First of all, I think that we'll actually give this
the building white. Let's come in.
Building. Like so. There you go, that's changed, and now we want
actually the gray. So the gray I'm going to
make here the bomb of here. You can see I just want
the bomb of these. What I'll do is, I think,
I'll grab all of those, and I'll just give
them the gray, so plus, down arrow and build
in gray and click a sign. Then what I'll do now is I'll come in and
just change these. Old shift and click
and put those back to the white
like so. All right. I'm just checking as well that everything is looking good. Now let's actually come
in and make our gold. I'm going to come in
new gold like so, and all you need to
do to create gold. Let's first of all, assign it on these L and L. Click a sign. All you need to do
to make gold is put your metallic all
the way up to one. Put your roughness down to
something like not 0.1, so not 0.1, and then
put your color. So the base color up to a
yellow color, and there you go. If you press tab now, you can see you've got that
gold effect really, really easily, and there we go. That's looking
really, really cool. Now, as I said,
we're not going to actually mess around
with a plant yet. We're going to build those once we've actually build the hotel. The one thing I can see though about this hotel
at the moment is that I actually need to drop this down
probably a little bit. I'm probably going to
do that now actually. So what I'm going to do
is going to press one. Then what I'm going
to do is going to try and grab all of this. So I'm going to press
B. And grab it all. I'm hoping that I grab it all
going all the way through. I'm just looking to make
sure if I press G now, what I've actually
grabbed, Yeah, I've grabbed it all,
so that's what I want to do. When I
press one again. And then what I'm
going to do now is, I'm going to press shift right click just to
bring my cursor in. Little V, let's put it
onto three D cursor. Let's press the Z button,
going to wireframe, and now we can see where we need to drop it down, C can see. It's just slightly above
on some of these parts. So if for bringing this
down very slightly, Z solid and now double top A and the should
now be touching the floor. That's also important obviously for our ambient
occlusion as well. Now for pret and cycles. There you go. You
can see you've got that ambient cusion now because it's actually making contact. And that's what
ambient clusion does, and that's why I want it in. All right. So now let's move around to the actual other side. Let's hide this hotel
out of the way. Let's actually probably
hide this out of the way as well because I don't think we'll need it
just for this bit, and let's go back
to our modeling. Now, let's move around. What I want to do is
want to bring in one of our first actual air
conditioning units. So to do that, let's go actually to our assets while
we bring it in, and then we can come
back to our modeling, so I'm just going to clear
off this and go to assets, and let's look for the single one, which
is this one here. If I bring this in, I'm going
to bring this in again, so it's flat, so I'll
bring it in here. And then what I'll do now is, I'll spin it around
the correct way. So I'm going to spin
it around so our, 180, and we can see there
that I spinning around over here because I
need to press a little v, go to individual origins,
put this on material. Then press our Z,
180, spin it around. Let's press control
three this time. I think that'll be
the right way. Is it? I don't actually think it is. No, I don't think
that's our hotel. I think it's the other
way, so butts press three and there it is here. Let's pull it out. So
that was, Control one. There we go. That's the right
way. That's what I want it. Now, let's put it
back into place, so we're going to pull
it up into some place. I've actually forgot on the air conditioning units to
put the bottoms underneath. So I'm actually going
to have to update these on the other
actual asset managers. So let's probably
put this in here, and I'm hoping that
once I've updated it, will it update on these?
I'm not actually sort. Let's first of all, go in
back to our asset managers. So just open up
the asset manager, and let's come in and
actually edit these. I'm just going to
pull them out and I'm hoping that I can do them
pretty much together. I'm just going to move
them away from each other like so and then
I'll come to this one. I'll press Shift S, urs mesh
Shift S, Kursor selected. And now let's bring
in a be mesh, cube. Let's press dot just to zoom in, and now let's bring it in. Not that. Actually, I
don't want to move that. Why is it moving
the whole thing? Because we've got
put portion in on. Let's press one. Let's bring it into place the
size that we want it. So something like that, let's make it a
little bit wider. S and X, pull it
out a little bit. Y that looks absolutely fine. Let's move now
around to this side. Let's squish it in on the Z, S Z so, put it into place. Tab, grab the front of it, shift space bar,
move it out, so. Now, let's make a
little groove in it, so control two, left
click right clip, and I think we'll
make the groove somewhere around
here, so control. Left click, right click, and then let's come in,
grabbing each of these. Delete faces, and now let's
just add in those faces. I'm just going to grab
this one and this one, F, come round, this one, and this one, F.
And now let's come to this one and this one
and press the F button. Now let's make the back of it. I'm probably going
to have to pull this back a little bit. I'm going to grab all of
these, pull them back. Now let's make this bit
that's going to go down here. I'm just going to press
Shift S. Cursor to selected, and then shift A, bring in
another ue, make it smaller. And just make it
actually fit into there. You can see it's probably
a little bit big, a little bit smaller moment. S and y, pull it
into place like so. Let's make it a
little bit wider. S and X, so grab
the bottom of it, and let's pull it down. Something like that, I think,
is it thick enough this? This is why I'm checking now. Does it look robust enough? At the moment, as you can see, the answer is no. Let's grab all of it and let's make it a
little bit wider, S and X, let's pull that out. And now does it look robust
enough and the answer is, yes, except it needs to
come out a little bit. So let's make it a bit chunk. So press tab, double tap the A and just make sure that you're
actually happy with it. Yeah, and I think that's
actually looking, much better. Now, let's bring in some bolts. Again, I'm going to
grab the front of here, Shift S, cursor is selected. Let's press and then shift A, and we'll bring in a cylinder. I'll bring the cylinder down
to something like seven, seven, and from that
we can make a bolt. R X 90 let's just make a very, very simple bolt, press dot, and there you go there
is your actual bolt, let's pull it up,
and let's rotate it, so y, let's put it down, shift D, make another one, like so, and then
let's grab them both and make them a little bit
thinner than what they are. S and y, pull them back. There we go. Now let's actually
give these some material. What I'll do is, I'll
grab, so all of these. I'm thinking we've actually
agate attached to that. There's my materials.
No, we've not. We have a press tab. We
can see There we go. I've got no
materials. Let's come in and look for gray metal. Green metal, green bin, green sign, concrete,
building great. Let's put in metal
and see if we've got a dart metal then, so metal. Like so, and we should have
a light metal and a dog. Where is the dark we
met? Painted metal dog. Let's put that in, and
we'll have a look at this once we've done it and then
we'll grab each of these. And what we're going
to do is plus down arrow metal again and this
time, the light metal. So light metal, click a
sign, and there we go. Now, let's have a quick
look at what that looks like. Double tap the A. Zoom out of it, and there we go. That looks absolutely
perfect. All right. I need one on this side and
then one on my smaller one, and I'm not going to put one
on here because actually this huge one here
is going to be actually on top of
the actual building. I'm not actually
going to need them. Now I'm going to do before
I do anything else, I'm just going to
hit file and save, and hopefully hopefully that
should have updated them. We'll check that
though on the next one, but hopefully
they should be. All right, everyone. I
hope you enjoyed that, and I'll see on the
next one. Thanks a lot. Bye bye. Oh.
109. Adding the Air Conditioners to the Large Hotel: Welcome back everyone.
Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, let's grab this
part here, and Actually, should we grab this and
grab the bottom of it, press shift S, cursor
to selected, like so. Then grab this and press
Control A transforms, right plate origin
to three D cursor. Let's just add in a mirror. Come on, mirror, put that
over the other side like so. I think I'm happy with that. Now I want to do is I
want to press shift D, and I want to bring my
mirror over to this side, so I'm going to press one. I'm going to bring it into place like so, and
then bring it down. To the bottom of there and
then just make sure that it's ferve enough back and is
it going to fit properly? Probably a little bit too big. So I'm going to do is
going to pull that back. And then what we're going to
do is I'm probably going to grab the whole things and make
them a little bit smaller. So S, make them a little
bit smaller, pull them up. Into place. I think, yeah, that looks much better let's pull them back
a little bit as well, so they're going to
go in that wall. And there we go. All right, let's apply the mirror,
Control A, ply this mirror, Control A, join them
both together now, so I'm going to join this
with this, Control J. Control A all transforms. So now before end, I'm just
going to bevel these off. So now I'm going to add
another modifier and Bevel, and I'm going to
turn that all the way down then turn it up to one. So maybe that is too high, so Not point or not three. And that looks
better. Control A. Let's do the same
now with these. So again, Bevel. Note point not note three. There we go, press control A,
and now it's join the moo. So I'll grab this, this, Control J, this,
this, Control J, and then right click,
set origin to geometry, and the same now for this one, set origin to geometry. Hopefully, now, they
will have updated. So if I come to my assets and bring in
this, there you go. You can see it's
actually updated. So that's great.
Let's delete those. Let's put these back
into place now, so just pull them
back into place, and now I'm going to
save out the file. And hopefully, if I refresh it on the other one,
they should have updated. Let's now put that down and
go back to our other scene. What I have to do is, I'll
have to actually re open this, so I'm going to save it out, and then I'm going
to go to file. And open reason and just
reopen it, and let it load up. Hopefully, that should fix
the problem that we have. All right. So here we
go. Let's see now. There we go. Now it's updated. No idea where that was. Now, let's press shift S cursor to selections curse offset. Spin it around, so
I'll ZD hundred 80, so Let's press one on the
number pad Control one. Sorry, that is, and let's put
it into some sort of place. We can see this is
roughly where it's going. I I press three and no, sorry, one and let's press Z, going to y frame. We can see where is my actual
reference there it is. Now I can see where it is. We can see that is the wrong side. Let's
press control one. I don't actually think.
Yeah, I'm actually trying to do this
without one that side. I'm going to grab this one here. I'm going to press shift deep. I'm going to bring in the
other one now as well, so I can actually
work on the side. I'm going to hide
this one out the way. So if you can grab it, hide out the way, and let's change this one now
for the other one. I I come in, open, and let's put this onto images, and what I want now is the one, which is, not this one. It's the large hotel,
and it's this one here. This one here,
change it over and now we can actually see
what we're actually doing. It's just the wrong way round, so we need to spin it around, so I a 180, and there we go. Now, let's put it
back into place. If I press one, I can pull it into the
place where I want it, and we can see I'm actually probably going to
have to go round this way. Control one. There we go. Now let's pull it into roughly
the place where I want it, which is probably around there. I'm just looking to make
sure that lines up, this lines up here so we
can see now if I grab this, it's starting from the top of my roof like so
and then going down. Let's now bring in a ray, add a ray, and let's
put it on zero. Let's put this down,
bring it down to the, something like that,
and then let's go and bring the count down
all the way down to here. And you can see they're
a little bit out, so come to the bottom one,
always the bottom one, and then bring it out
holding the **** bone, just a little bit,
and there we go, they line up. Now,
let's press Z. Let's go back to solid. Let's hide this
hotel out the way. We don't need that in a moment, and then let's pull
this back into place. Making sure that these are against the wall,
but not in the wall. We don't actually want
them in the wall, so we just want
them out like soap. Double tap the A
and there we go. All right, so that's that bit. Now we need to think
about this bit here that's going to come out, which is we can probably
do that from here, so we need a cube. We're
going to bring it out. If we go over the top, let's go back to modeling. Let's press seven, to go
over the top, so seven. Let's press the Z button. So Z wire frame. And there we go, we can
see that I'm hoping. Can we actually see that? I
can't actually see that one, so I'm actually looking where where is this
one? Let's pull it out. I need to change this over
then for my other hotel. I come over the top view of my other one because that's the one we're working on now, and we're looking
for large hotel, which is this one here. Finally, let's bring that over, and now we should be able to see exactly what we're doing. If I put this in here, you can see now that this pretty much all lines up and now we can see how far this
has actually come out. We can see we need a cube, and then we need another
cube coming out. Let's actually go and
make a start on that. What we'll do is we'll press
sad, go back in solid. L et's grab the center of here. Let's press Shift S. Or should
I grab each one of those? I think you grabbing
each one of these sides and make it a little
easier for me. Shift S, curs the selected, tab, shift A, let's
bring in a cube. Now let's press seven,
go over the top again. Press the Z button,
go into y frame, and now let's bring
this into place. I'm going to press S. Bring it all the way back now in
something like that. Let's press the S and the x, pull it out, and there we go. Now let's bring
out the next one, so we're going to press
shift D, bring it out, and then press S. Like so and then bring it out into
place something like that. Now if we look at this side, we can see this is how it
actually looks on this side. We can see this is the top bit, this is this top bit here and
this then is the front bit. I think on this one, at least well, the front
bit is actually fly. Looks like it's bending a
little bit for some reason. We we'll do then
on the next lesson is we'll get this sorted out, we'll get these
actual windows in, and then we can make a start
on the actual other side. But I think for now
we've actually done the hardest parts of this
hotel. That's behind us. The other hotel obviously
is a little bit harder than this we've got the hardest
part of this hotel down. So next time, it should make it much much easier.
Alright, everyone. I hope you enjoyed that, and I'll see you
in the next one. Thanks a lot. Bye bye.
110. Fixing the Cant Apply Modifier Issue: Welcome back everyone
to Blender three. The ultimate style, I see Gad, and this is where we left off. Now, let's press. So I'm getting
mixed up here with which way around I'm trying
to actually do this. So it's control one,
and there we go. All right, so let's come
with the big block first. This is this one here. And then what I'm going to
do is I'm going to press S and Z and pull
it all the way up. Into the top of here
where you can see. Then what we need to do
is we need to pull it down into the actual ground, not too far into the ground. I don't want to
disappear into there, so just below that
ground plane like so I think I actually, I'm
not actually going to worry. I'm actually going to pull it
down a little bit further. Then I'm going to
come to the top. I'm going to grab this top. I'm going to press
control one again, and I'm going to pull
it up into place. Now I'm going to come
to the next block, which is this one here. Exactly the same thing, S and
z, pull it all the way up. Like so into this place here, and then just make sure
that the bottom of it, so press tab, grab the bott, pull it into the actual
ground plane, like so. Let's press, go to solid, and there you go, you should be left with
something like that. Now we're if we look on here, we're looking for these windows. I think those windows actually are the
same ones of these. I think we could probably could we grab all these and put them going the other way around hot from moving them a
little bit further down. I don't actually
think we'll do that. I don't want to cheat and
actually bring them around because they might be
a different size and look they're starting from
a different place as well. It might make it actually more difficult is
what I'm saying. Let's first of all, then
bring in the asset though and have lo see if they're
the only windows we've got, put in window here. We can see that
they are definitely going to be the windows. I'll bring it in, and
then wall presses shift S and selection
to cursor keep offset, and that's going to put right
smack in the right place. Then I can just press control one and then first of
all, get the scale right. So I'm going to press Sed
going into wireframe, and we can see that
we're looking. These windows need to be a lot lot bigger, so I'm
going to bring it out, bring it into place,
and that then looks about the right size. Then what I'm going to do
is I'm going to move it up. By now, we should have a really, really good flow actually. So like something like that, then we're going to do is
press SED back into solid, and now we're going
to pull it out, and we're going to
make actually a Boolean as well.
So let's come in. Grab it going all the way
around, so shifting clip. Shift, bring it out F, and then press E, pull it
back into place like so. Now, let's actually
array this now. Again, Control one, Z to
go back into y frame, and now let's come over. In fact, we'll reset the
transformations first. Now we'll do is we'll come
over and add in an array. Ray, let's put it onto zero, and let's bring the Z down
to something like here. And then what we'll
do is we'll bring them down all the way
down to the bottom, and probably not going to
line up as they never do, and now let's line them up. So Maybe there. I think I'll do for now. Now I can do is I can
actually bring in the actual Boolean. Z, solid. Let's come to this part here. Let's press control A, all transforms, clicks
the origins geometry, add modifier, bring
in a Boolean, and the Boolean, of course, is going to be my window. Let's bring in the window. Just make sure I've got
this selected first, so you can see here I've
got it selected like so. Then what I'm going to
do is apply Maboan. If I come in now,
press Control A, and we can see that actually
I can't apply Mablean, because this has got the
same data as this here, as you can see. They're
actually linked. I don't know why I
actually linked them, but somehow they
actually got links. If that ever happens to you, all you need to do is
you need to come over to here and just click
this button here, and that then
should unlink them. Now if I come in, grab this
and I should be able to press Control A and apply
my actual modifier, I can then come in and
apply my modifier here. What it is is basically adding a ray on each one of these. Let's press Control
A, so let's come in, delete all of these
vertices. Let's press tab. Make sure they're incorrectly, which they are, and then
come back to this one. Press tab, delete vertices, and then that's press tab again. Let's press now controle A. So Control A, all
transforms rightly. So Origin geometry, and now let's push these
back into place, and it should actually fix
that as simple as that. Just making sure that
all of these are done, double tap the A,
and there we go. Just in case that
ever happens to you, just make sure you
actually unlink them. It might have happened to you
hopefully not a little bit further on in the
course port just so you know that's how
we can actually do it. All right. Now let's move
on and what we're going to do is move on to
the other side now. This side is a lot lot
simpler than the other side. We can see here
what we've got is, we've got this part
here going down. You can see slightly bend to the top and then
windows going in, and then we've got our
corner windows on here. Let's hide this one out the way so we can use just this one and let's press one to
go into side view. Let's press Z to go into solid. Sorry, Z to go into wire frame, and now let's have a log. Here we are we can just make out how this is actually going to get a little bit
chaotic around here, no, but we should actually be able to
see what we're doing. Let's now press shift d,
we'll bring in a cube. I'm not even sure where that
cube's going to come in, but I'm going to prey
it round about here, something like that, and
then going to pull it out, so S and x, pull it out to the right side. I'm also going to look. I can see on here, that's
how far it comes out. If I press, let's have a look. Let's press three, and now
we can see it's this side. If I press three again, I need to I think, it's
in the wrong side. It actually needs to go
over there. There we go. Now let's press
three, and now we can actually see where it's
actually going to go. We can see it's going
to go in there, S and y, and let's pull it back. Let's pull it out like so, and there we go. That's
fitting in place. Now let's press tab. Grab the
top of it with face elect. There we go. Press
let's have a lot. One, and let's bring it up. To here, let's finally
bring in one edge loop. In fact, I won't
bring an edge loo. What I'll do is, I'll just
bring it down to here, and then I'll press
E, pull it all, and then finally S and X
and pull it in, like so. All right. That should be about. Let's put it on solid, and there we go.
Something like that. Now, let's come in and actually bevel off all
these while I've got them. I'm going to join all
of these together. So control J. Let's also join it with this
one, so control J. Then we've got them now
for 112 level them off. We're going to bole in
it out first again, and then we should be able to level them all of
And you can see, as well, we've not
actually beveled off, so I might actually
leave it till the end. But I think for now, we'll just bole in this part
of. All right, one. So on the next one,
then we'll bring in the small windows and
get those in place, and then the corner ones. And finally, then all we've
got is this back to do. And then we can start
getting some more assets in. All right, so I hope
you're enjoying it, and I'll see on the next
one. Thanks a lot, bye bye.
111. Fitting in our Corner Balconies: Welcome back everyone.
Blender three, the ultimate stylized
scene guide. Now, let's bring in
these small windows, so I can see here that they probably I think that
these windows here. I think let's have a look. And looking on here
as you can see. So on this one, t's a
look at the side view. Yeah, I think that these
ones here. I'm not sure. This is large window,
this is small window, either way. I'm
thinking it's this. Let me bring this in. I
think that is the right one. If I press one. And let's
bring in the other one. So like, Levell look
where that one went. Where is it? There it is. Actually going to go back
actually and bring them in. So I've got a window can window, small, let's bring that one in. Actually, it might be
that window there. That one looks way too big, and that one looks
way too small, so I'm not sure which one it is. I think we can actually worked
with this one at Sevel. Yeah, I think we'll
work with this one. This one, I'll do. All right, so let's grab the other one. Let's delete it, and let's
bring this in now ins place. I'm going to just pull it
all the way over here. Seven. Bring it over
a little bit further. T like so, and I'm thinking that it needs to come round
about somewhere like there. Let's press one, so
we've got a side view, and let's first of all,
put it into place. So what I'm going to do is,
I'm just going to grab this. Shift S, cursor to selected, and then I'll grab this, and then shift S and
selections cursor, put it right bang
smack in the middle. Then I can press Sed,
go into wire frame, and let's have a look where
we're going to put these. You can see first of all,
that the lining up perfectly, and then we can press
the little dot board. Let's press sed,
go back in solid, and now let's pull
it out and make our tra boolean like we
do every single time. So I shift and click, shift D, bring it out F, and then E, pull it out, and
we should really really be able to get
into a nice form now. Now we've got that. Let's
actually bring them down. Again, one Z, wire frame, add modifier, and array. Zero, and let's
put it down zero. Zero, is it actually working? No, because my
number locks zero. Let's pull it down to there, and then let's bring them out
all the way down to here. Bam, bam, bam, bam, down to here like so and
actually they're nearly, not quite but nearly All
right, something like that. Now, let's actually
bole in these off. What I'm going to do is
I'm going to press sed, go back into solid, grab this control A
or transors, right, click sargent geometry, add
modifier, Bole, grab them. Put it on fast. If it does that, sometimes it will do that,
don't worry about it. Press control, and now you
should be able to grab these, hide them out of the way,
and there we go all done. Now, let's bring
them back with tag. Let's hide the
hotel out the way. I really don't want
that in there, and let's come in, grab these. Then what we're going
to do is going to come just grab all of these. Like so apply myxoal
ray, come back in, delete vertices, grab them all, pull them into place, like
so. Simple as that now. We should have a really, really efficient way of doing this. Now if we put it onto cycles, we can double tap the A
and have a look at that. Now, one thing we did forget is that this needs the material, and it's the building material, so building just to give it that little bit of
ambient occlusion, and I can see that
looks much better. Just check in this as well,
making sure that this and this I've got the wrong actual color on,
so I'm going to grab this. I'm going to grab it with L
and L plus. Let's put gray. We can see building gray, and then let's assign that to this tab tab and now you
can see, looks fantastic. All right. Now let's
think about our corner. What we're going to do is we'll bring in our corner to here, so I'm going to grab this here. Shift S s to selected. Let me bring me in my
corner window now, put it back onto material. Here we are. This is the one. It's facing the right
way, so that's great. Shift S and selection to cursor. Press the dobb and now let's
just get it into place. We can see where it
actually needs to be. It needs to be obviously in. Well, I'm just actually
going to put it there, and now I'm going to
line them up and do exactly what I've done
before because I'm going to actually press
Shift S selections Cs and just put it back there. And then I'm thinking
that I need to actually make a cube to
actually fit this in. I'm going to do while
I've got this here, I'm going to press shift
A. I'm going to shift A, bring in a cube like so then what I'm going to
do is I'm going to make this cube a little bit smaller, so it fits, as you can see, and then let's pull it
back into place now. I'm going to pull it back. Into place like so and
then back into place. Now what we need to do is we
need to pull it out to make sure that it's the right width. So if you press seven go
at the top, you can see, we need to bring it back all
the way to round about here, and then all the way to
here. Let's press tab. And we'll grab this, and
we're going to press seven, to go over the top, and
now I'm going to just pull it back to here. Doesn't matter if it's perfect. Just don't get right
on the edge though because you don't want it
to go past the window, and then we'll do the other one, which is going to be
this one here, seven, go over the top again, pull
it back into place, like so. I'm thinking now if I pull
both of these back into place, and then we should
be able to have a good idea of how this actual
boolean is going to work. I'm going to, I think, grab them both, And if I
pull them this back to here, something like that, and
pull it back to here, something like that,
I think that's actually going to work for us. Now, the one problem
is, of course, as you can see, is that this boolean needs to
actually be stuck out, so I actually need to
come in, press the tab, press ed, going into wireframe and I need to
bring this boolean out. So you can see I need to
pull it out all the way and then pull it out all the
way here, then press ed, go into solid, and you should end up with
something like that, and that is exactly what you actually need,
something like that. And then what you need
to do is you need to grab both well, actually, I think we'll
do our windows separate. I'm hoping that this is actually separated
from my windows. Let's just have a quick
look. And there you go. They both separate,
that's great. Now, let's not worry
about that at the moment. What we want to do now
is just bevel this off. If I press three, Z, going to wire frame, let's have a look where the
actual windows are. I think actually the wrong view. I need to be in this view here. Joe zooming out and we can
see that I've got this one in the way and I don't
actually want that. Let's grab this one. So this one here, hide it out
of the way and press one, and there we go, that's better. All right. Now I can
actually get my corner. So if I grab this, you can
see this is the corner, and we can now line them all. You can see also
the size of this. What we'll do is
we'll get this in, and then we'll actually sort out the size in and everything
like that. So let's put it in. T here, something like that. Now think actually the sizing
maybe a little bit out. Let's grab our window
now, so they see it. Let's pull it up into place, and let's grab them both. Let's make them a
little bit smaller. Just make sure that it's still stuck out, which it should be, and then you're going
to pull this up now into the place
it needs to be. Now what you can see is
that the window tops and bombs are a little bit out, just processings
head, pull it out, so there near enough
touching like so. Now, let's bring this
down with an array. So I'd modifier array. Put it on zero, and then let's bring it
down to the next one, and then let's bring it all the way down to
where it needs to go, which is around here like so, and then finally pull
it up into place, and we'll get there eventually. There we go.
Something like that. Finally, Z, solid. Let's
have a look at that. Let's press, and I'm hoping
that this will work. Let's give a shot.
Add modifier and bring in a bole click on it. Let's click, sorry, accept, and let's actually delete those. Well, let's press apply rate, then delete those, and
there we go. All right. So that's looking,
really, really cool. Now, what we need to do is make sure that these are actually
going to fit into place. Now you can see the fitting
in perfectly there. All I need to do now
is bring in ray. So let's put this on zero. Let's press one to going into sinview, or three, is it three? Is it Control three?
Sb No it's three. I think. No, it's not. It's Yeah, we can
do it with one. I think we can do it
with that. Can we actually see through that a lot? I'm thinking that I've
brought this hotel in again, and I don't really
want to do that. I've brought this hotel
in, and I'm just going to b Let's press it
now. There we go. It's one. It those actually. I need to make them a little
bit more see through on one side and then
that's going to fix that problem for me. The other thing is now let's
press, going to waive frame. Now find that I can see
what I'm actually doing. Brilliant. Is it actually
falling all the way though? I need to just check
that. Let's have a look. Is there a gap there? Yeah, you can see
there's a little bit of a gap there, so
let's pull it in, just making sure it's
sitting in place in both of these, so there we go. That's better. Okay. Now
it's fitting in perfectly. I'm checking the
bottom and the top. Yeah, I'm happy with
that. All right. Now let's actually fix this. If we press one,
now we can press Z, wire frame, and now
let's bring in an array. I didn't realize that we
brought in array already, but not to worry,
let's bring it down to the next part,
so holding shift. Making sure that it's
fitting in place like so, and let's now bring them
all down to the last one. This has to be very
accurate actually, so we need to check
these very carefully. If for bringing this down you can see it's
fitting in there, and I'm just going
to work my way up, just making sure that they're
all fitting in place. As we go closer to the top, this should actually be
fitting much better. Now let's press Control A. Let's press Z, go
back into solid. L et's double tap
A, and there we go. We should have our corner
windows actually in. And that leads us then finally to the last windows
on the back of here, and then we can start
work on the top and get some assets in
and things like that. All right, everyone. So
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
112. Finish the Large Hotel Main Body: Welcome back everyone,
Blender three, the ultimate stylized scene gad, and this is where I left it off. Now what I'm going to
do is I'm actually going to duplicate
this, so shift D, and then what I'm going to
do is bring in the next one, which is the back of it. So let's come in and
go to this one here. And what we're looking for is this one basically
this large hotel. It's got balconies on each side. Let's double click
that. Bring it in. Let's actually hide
this one then. Hid out of the way. Let's press. I think let's have a
look Control three. Is that it? Yes, it is. Let's actually put that
then into place now, and I want this
obviously turning round. If I press I'll said, 180, spin it round. Let's bring it into place. Roughly something like that. You can see everything's near enough fitting
into place like that, a little bit further maybe. Then I'll press sad going to waive frame,
and there you go. Now you can see where we need
each of these balconies. This should be the
small balcony. Let's actually have
a look at that. Let's come to balconies.
Let's close that. Let's look for our
small hotel balcony, I think, It is this one. It's actually the large hotel
because this one, I think, if I press dot and
zoom into there, that is the actual hotel to. It's definitely not that one. What it is is this one here. I think it's this one,
yes, it's this one here. Let's spin it around so I -90. Then what I can do is I can press, let's have a look three. I think it's three. No, it's
not it's control three. And let's move it over into place, and it
might actually be. No, it's not, it's the
right way now. We can see. Luckily for us, these are
fitting perfectly into place. The windows are a
little bit big, but apart from that, I don't really care
about that actually. I think that's going to
fit in absolutely fine. Let's first of
all, bring it out. Let's make our
boolean like we've done many times before, so
we're going to come in. Finally, one that's
actually not that hard. Let's press, bring it out, press the F button. L et's press E, bring
it out like so. Now let's pull those into place. We're going to put them
into place like so. Then what we're going to do is, is that far enough in actually, I think, probably a
little bit further. Then what we're going
to do is I'm going to press Control three, and
I'm going to bring them up. I'm going to press Zed
going into wire frame, and let's bring
this first one up. We're going to give it two ases. Let's bring it up. We can see maybe maybe it's
a little bit No, maybe it's a little bit too big, but I think I'm actually
going to go with it. I'm going to
leave it by that. I want They're not quite
leveled up, as you can see. Do we want them leveled up? Yeah, I think actually
they are leveled up, so we can work with that
I think. Let's do that. Let's go to our ray. Let's press a ray, and let's put it onto zero. And move it down and we
should be able to get, much faster now as we can see. Now we're working to a
little bit of a faster pace. Let's put it down,
going all the way, and let's make sure
that last one lines up relatively well, which I actually think it
does line up pretty well. Now what I'll do is
I'll actually apply that array and then we'll move
it over to the other side. What I'm going to do is,
I'm going to press control. Do I want to apply
that or should I just actually duplicate it. Maybe maybe Probably we just wave duplicate it.
I'm going to press shift. I'm going to zoom
out a little bit, I'm going to move it over
then to the other side. I'm going to make
sure that this ones fit into place and
the right height, like so, something like that. Now we should be able to
join both of these up. If I press, going into solid, I'm going to grab
this one, this one, press, control J,
join them both up, and now we've got an
array on each one, which is really really great. Now we can actually come in, grab this and this and that then should grab the arrays
going all the way down. Now, let's come
back to our hotel and let's see if we can
get this boolean to work. Let's add modifier. Let's come
in and bring in a Boolean, and the Boolean, of course, is going to be this here, and let's put it on fast and hopefully hopefully that
has actually worked. Let's apply that. Let's
come back to our balcony, hide out of the way,
and there we go. Yeah, it's worked.
Okay, I'm really happy. Let's press saltage now and
get rid of this part here. Let's press delete and Vertices,
get rid of all of those. And now let's come to
both of our windows, L L. What we're going to do is pull
those into place first. I'm going to pull these
into place like so, and then I'm going to
grab all of my balconies. Don't forget these little
tiny bits as well. I should have probably brought it a little bit closer
to get it back. I'm going to come
grab all of these. Making sure I've grabbed
it all and there we go, and then let's pull these
back into place like so. Let's press double tap
the A, and there we go. Just make sure you're happy with your windows being in that far. Let's put it onto cycles and
have a quick, look round. And there we go.
Absolutely perfect. Now, let's hide this
out of the way. And that's look in
really, really cool. Now, let's come in and
apply our actual array, so Control A, apply that, and there we go. Now, finally, we need to bring in our door,
so we can see. We've got a door on here, we might as well make the
boolean for the door. I'm going to press
three or Control three. Control three should do it. Then let's press Z,
go into wire frame. Here is my door, so I can
see it's around here. I'm going to just I
think shift right click, shift date, I'm going
to bring in a cube. I'm going to make
the cube smaller. Get it to the same size
as the door, like so. I'm going to press S and z then, pull it out, pull it
into place. Like so. The one thing I
don't want to do if I press now I'm going solid. I really don't want it to
be too far below here. I'm just going to pull it down. I'm actually going to pull it probably a little bit further down into there like so to
make the proper entrance. Finally, I'll come to now
my actual hotel again. I'm going to add Mifi
Boolean. Come in. Grab my cube, press Control A, delete the cube,
and there we go. Now, let's come in and
we'll grab This part here, Shift S cursor to selected tab. Now let's come to our assets. Basic door is here, as you can see, so I'm
just going to zoom out. I'm going to bring my
basic door to here. I'm going to spin it round, so R Z runway, R z -90, spin it round, and then shift S
selections cursor, press the dot board,
and there we go. Now, let's just fit it in properly. I'm going
to pull it out. And put it in properly, making sure that it's actually
fitting upwards as well as you can see here that it's
now in place, pull it out. We can see that needs
being a bit wider, so S Y, pull it out, t a tiny bit, making sure those hinges
are fitting in place. Then it's up to you, how
far you want to out? You want it this
far out. I think that's probably better,
something like that. Now what we can do is we
can actually start actually bringing in some more
of our actual assets. First of all, I would probably bring in our exit
sign, so come in. Exit. Nine, bring that in,
and let's spin it around. It's probably going
to be our z -90. Yes, it is. Let's out, press three, that way. Control three. There we go. Let's bring that in and put it just above our actual door. Like so. Let's
come out this way, where is it gone? There we are. Pull it out. There we go. That's looking pretty good. Now, let's think about
our actual bins. If we come, put in bin. So and let's bring
in the green bin, and we'll also bring
in the brown bin. Then what I'm going to do
is spin them both round. If I grab them both, z -90, Let's spin them
both round and just get them into place, like so. I want it in the floor. Making sure they're
actually fit in, like so in the floor. I look at that. Are they
actually too far in the floor? And then let's pull this one out and then just
rotate it a little bit. Z then let's bring this one and we'll rotate
this one a little bit this way and pull it a
bit closer together, like so. We've also got
then our bin bags, and I'm going to bring
one bin bag here, and then the other bin bag
just on here, rotate it, so Z, and also probably just
rotate it on the x as well, and then just put
it a little bit closer together, like so. All right. That's that. Now what else we
need to bring in is a couple of street lamps. Let's bring the
first one in though. So if I put lamp on here, and then we'll
bring the first one in to this corner here. Moping that I'll sit on there. Nice and flush.
Actually, it has. It's actually sat on there
really really nice and flush. I'm going to put my first
street lamp on there like so. All right then. I
think we've got another maybe a couple of
street lamps to put in. Let's actually have
a look at what we're looking like now,
operate on cycles. There we go. That looks
really, really cool. I'm sure you're happy
with it so far. We can also as well
come in now and we can get rid of both of these ones. We can probably keep this one. I'm thinking we should
keep this one as well. We'll just let both
of these for now. We'll keep this one and I think these actual
are both the same. You can see I've got
a side view there. I don't need that one anymore. Then we'll do is when we're
bring in the small hotel, we can actually level
this up with this. I don't actually think I need
it all in there as well. I think I can put
them out a little bit further to work
on the next hotel. So something like
that. All right. I take one more lo around. Yeah, I think I'm
really, really happy. The one thing we need
to do is as well, is we need to do the
roof on the next one. So I think we'll do that
bring in the other parts, and we'll actually
get the roof view. I think it's actually
on the pres seven. Going to wireframe. Yeah, the roof views here
look of this one anyway, so we've got a little trap door. I don't actually think
we create our trap door. Well, you can see, we've got I think we've got some air
conditioners on top as well. No, they're not.
They're actually the water systems, aren't they? So water systems, solar panels, and we'll bring this in as well, and then we'll bevel it off. All right, everyone.
So lots to do, and let's get on
with that, and I'll see on the next one.
Thanks a lot. Bye bye.
113. Seting up & Working with Cameras: Welcome back, everyone
Blender three, the ultimate stylized
scene guide. Actually, before we
go on any further, I think it's important now that we actually take a
quick render of this. What I'm going to
do, I'm just going to grab one of my references. I'm going to come over
to the round side, press the little dot b.
I'm just going to turn this off on actual renders. This p here turns off. You've not got this p
here, click a little down arrow and just make sure
this is actually ticked on, and then whatever you click on there will not be shown
in the actual renders. What we're going to do
is I'm going to click on all of these images. It should be all
of these empties, I think, this one here. And then this one
here, Yeah, over here. And then finally, this one here, which is this one over here. I'm just going to
click all those off. I'm also going to click my
little man off as well. I don't want him to
be showing up in the actual renders, like so. Now what we're going to
do is we're actually going to bring in
an actual camera. I'm going to go for this
back to my modeling. Like so, and I'm going to press Tab just to make sure
I've not got that guy. Yes, I've not actually selected. Double tap the A, and now what we'll do is we'll
bring in the camera. Now, the camera is going
to come over, of course, we're Max cursors, and we
want to put the camera here. But we're going to bring
it in there anyway. If I press shift A, come down, bring in a camera,
there is our camera. Now what you need to do
just to bring the camera to the view that you actually
want is just press control, old and zero, and there is your camera in the place
that you actually want it. Of course, we can't really see a lot of this at the moment. All we need to do now is
come over first of all, to this little of print icon. What we're going to do is reset the resolution for the camera. You'll notice at the
moment, it's 1920 by 1080, which is greater
than that, but we actually want to
square image instead. I've come over here and put
this on something like 2048. 20, 48 by 20, 48 like so, and now we'll have
a nice square image of our actual render. Now the thing is at the moment, you can see that
if I try and move my camera or move
around with my camera, it actually just takes it off. If I press zero, though, it's going to put it right
back to the camera image, and then all you need
to do is press n, bring out view and then
camera to view like so. Now what you can do is
you can actually move around. With the middle mouse. You can actually press
shift and move sideways, and you can actually press scroll in and actually
move it in and out. Now the thing is, it sometimes scrolls in way way too fast, I'm just going to
position it here. Then what I'm going to do is I'm going to press control shift. Push up with the middle mouse
backwards and forwards and you'll see now that
it scrolls in real, really slowly and really nicely. All right. Let's bring
it something like that. That looks a real
really nice image, let's bring it
down a little bit. Now what we need to do is we need to come over to
the right hand side, what we're going to do because we don't actually want to take a real great image of this, we want to turn
the samples down. At the moment you can see on
my viewport, is at 1,000. As I say, again, if you have problems with the viewport,
turn this down lower. Now the render, we're
going to put on 100 so we're going to make
sure that our performance, under our performance is on 64 tiles as we've
already spoke about, and then what we're
going to do now is we're actually going to
render out our image. Now, it's important
before you do that, just make sure you
save out your work, and also, it's important that
you put it onto wireframe. Always put it on wireframe. The reason you're
going to do that is because if you've got this on for instance
cycles render, you're actually going to be trying to render this out twice. Blender is going to be
rendering this out. And at the same
time, is trying to render it in the viewport,
so you don't want that. What you can do is to maximize the speed at which you can
actually make a render, you're going to turn it
onto actual wireframe. Now if you come over and go to render and go to render image, it's going to start
rendering it out. You can see now, It's going
to build up the scene really, really slowly in
those little blocks. Then what it's going to
do once it's done that, because we've actually
ticked that de noising on, is actually on the top here, you'll see it actually
says D noise in, and then it's going
to be D noise. Now, once this has rendered out, what we're going to do is, we're going to
actually go over to the composite in
and actually set the composite up because
then it's going to make it really good every
time we render it then, it's going to
actually recomposite all of those options that we've actually chose and give us that really, really nice image. One thing I didn't
do on this render, which I probably
should have done, is just got rid of the background
and set the background, maybe to see through or
something like that. But I think what we'll do is
once this is rendered out, we'll discuss that after. All I'm going to do now
is let this render out. Once this is rendered out, we're going to go over to Combat in, and it's basically just taking
a break and getting it set up ready for when we actually want to make our final render. All right, everyone, so
I'll see you when this is finished. Okay, everyone. So you can see that
here is my render. Doesn't look great
at the moment. We can see we have
a problem in this. I'm hoping I can fix that. Don't worry about
anything like that. Always happens where you need
to go in and fix something. But the main thing
that we're looking at is what this looks
like at the moment. And more importantly now, blend it will actually
save out this render. We don't actually have to
do anything with this. All we can do now is
go down to close, and then we can
actually put this back on and actually have a
why that actually happened. I'm actually moving
my camera on you see there just going
to click it off. I think it's just because
I didn't actually apply on all of these
subdivisions and things that. I'm having a look if I
actually put on the viewport. I'm actually also going
to press the little dot. I'm just making sure that
I can actually see that. What I think I'll do is on
the next actual render, just to make sure that
I saw once I fix this, is just actually apply those. Put it on a cube first, then apply it and just
make sure that wall is actually going
to work properly. Enough of that, all
we need to do now is actually come over to our
composite and here we are. This is what you
should end up with. This is your render result. Now you can see on here that
it's not actually in here, but if I actually delete this and then bring in
another rendered, render, Layer, bring that in and then let's
plug that in to the image. There you go. There's our
image actually in there, actually ready set up. Now what we'll do then
on the next lesson is, I'm going to go in and show you how to actually do a really, really nice setup
to get a really, really nice render from there. Then what we'll do is
we'll actually come in, fix this, to make sure
that we can fix it. But what we'll do is we'll do on a much lower render to
make it real, really fast. From that point on, we're going to be doing
them on a really, really low render
just to make sure that everything is
working correctly. All right, everyone. I
hope you enjoyed that, and I'll see on the
next one. Thanks a lot. Bye bye. Oh.
114. Learning about the Blender Compositor: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Compositing. Let's
actually fix this now. I'm going to do is I'm going
to move this all the way over to this side somewhere like that, and
then I'm going to zoom in. Now, compositing is basically
a node system pretty similar to the node
system that we use in to make materials
and things like that. The first thing I'm going to
do is bring in an RGB curve, and of course, we know
exactly what this does. I'm going to plug
this into here. I'm dragging it down, plug
it into here, like so. Then what I'm going to do is,
I'm just going to grab it, and you'll notice straightway
if I bring this down, it's going to make it
darker or lighter. I'm just going to
bring it down very, very slightly to
something around here, just making it a little bit darker because
we're going to use a few other things to actually
create the light for us. Next of all, what I'm going to bring in is a u and saturation. So I'm going to press shift A, and saturation, and
just bring that in. What I'm going to do is
I'm going to plug in my actual RGB curves
into my image of here, and then finally, I'm going
to plug it in to here, and now you're able to see
what exactly what this does. Your note at the moment,
nothing actually changes, and that's just because I'm just going to move this over
here on my other screen, just because we've not actually
done anything with it, but you will see if I come in, Now you don't ever want to
mess around with the u because the u is going to change all of the colors
and make it really, really funky, and that's not something you want
to mess around with. But you do want to
change your saturation, and if you bring it up, you'll see how you
can get loads and loads of vibrant or
really gray it out. I'm going to do is
I'm going to set this to 1.150, like so. Now the value basically
is going to determine how much we actually bring
in of the actual light, how dark it is, and
things like that. Let's put this on 1.367, and that's going to
brighten up a little bit. Finally now let's put the
f on no 0.550, like so. There we go, you
can see already, it's looking a
little bit better. Now what I tend to do is I tend to sharpen my image
up a little bit. I'm going to come in, I'm
going to do a search. I think what I'm looking
for here is a mix. I think it's a mix, have a look. No, it's not the mix. So
I'm going to press shift A, I'm going to go to filter. The one I want to bring in is this one that
says filter here. Under this one, you'll actually
find if you come down, you'll actually see that
says one that says sharpen. Now, let's bring in our sharpen, so I'm going to drop
my sharpen in there and you'll see you end up
with something like this. With this, you can actually
use that then to actually sharpen up the image so you can bring it all the
way down to zero. Or you can bring it up and
just bring out a little bit, make it a little
tiny a bit sharper. Now, what I would do with this at the moment, I'll put on zero. And then when you come with
the actual main image, when you've actually put it up to a really high level to
actually get a really, really nice render,
then bring in you sharpen and sharpen
it up a little bit. I might just put
it on not point. Let's just try not 0.5. That's way way too much, I think I'm just going to
bring it down now. I just zoom in a little bit
and just sharpen it up. Just a tiny bit, and then zoom out and have a look at the
sharpness on there now. I'm actually thinking
that that's still probably a bit too high,
I'm going to bring it down, jaws ti more,
something like that, just to sharpen jaws a
little bit. All right. Now we want to do is we want to bring in a
little bit of glare. The glare is important, especially if you've got lights and things like that in that you actually bring in the
glare because you can actually make streaks
and things like that. What we're going to
do is we're going to bring in our glare. I'm going to press shift and
it shod be on the filter, and it's this one
here that says glare. I'm going to drop that up there. Then what I'm going to
do is, I'm just going to plug my sharpen into my image. Then what I'm going
to do is I'm going to now Come into my glare
and just set this up. And again, you can
come around and mess with this once you've
actually set it up. So I'm going to put on streaks. I'm going to put on medium. I'm going to put leave
iterations on three. I'm going to set the
color module 2.767, like so, and then we're going
to set the threshold 215. So, streaks, and everything else can stay the same apart
from this actual fade, which we're going
to put on 0.750. All right. That's that. Now I want to do is I want to bring in some sunbeams as well. All we can do is in
press shift. A, search. Let's see if we've got one that says S beams. There we go. So Beams. Then what we're
going to do is we're going to drag the Alpha from here into the image here. All right. Then we're going
to do with our sunbeams is, I'm going to just set this
ray length on no 0.417. What that's going to do is it is actually going to
make a little bit of light appear from
a different place. So it looks as though
there's actually sun within the actual scene, and that's what
we're going to do. I'm going to do now is
I'm just going to overlay these and then you'll
be to actually see these in action fully. So if I press shift A, I'm going to do a mix RGB, So mix, and we're going to put
this onto overlay like so. And then we're going
to do is going to plug in my sharpen. So this one here, I'm going
to plug it in to my image. I'm going to then plug my
suben image into here, and then finally, I'm going
to plug this into my image. And there you go, let it
load up and there you go, you've see what you've
actually got there. Looks really, really nice. Now, we're not done yet. What we're going to do is,
we're just going to move this over a little bit over
to the right hand side. Then what we're
going to do now is, I also need to add
in that glare. What I'm going to do is I'm
going to press shift A. I'm going to do a
search. I'm going to again put in my mix. This time now, we're
going to put it as a ad I'm going to
click the down arrow. Come down to add. Now I can do is I
can plug my glare into the bottom of here and plug my image into
the top of here. So let's also come down
and change this overlay. So I'm going to put
the overlay down to not 0.692, click on it. No 0.692, like so. Let it think about it, let
it load up, and there we go. Then let's come to this
next overlay, sorry, add and put this
into no 0.692 again, like so, let it think about it. Then basically, if
we plug this in now, if we plug this into our image, we should end up when
it's thought about, it's compiling, like so. You can see it brightens it up as that little bit of sun
and things like that. I'm just looking at my image and just having a good
look around it. And I think I'm very very happy with how that's
turning out so far. Now then, what we want
to do is we also want to bring in the Alpha
from this one here, so this Alpha and plug it in to the Alpha of our actual
composite output. Put that in there. Again, let it compile, and there we go. Now finally, let's
bring in two more. First of all, I'm going to pull this a little bit further over, and then what I'm
going to do is, I'm just going to pull this a little bit further
over, level it up. Now I'm going to do is, I'm going to bring
in a color balance. Shift A, search, color, balance. This one here should end
up with three of these, and let's plug them in like so. Again, it's going to compile it. Nothing should
happen at the moment because we haven't
changed the colors. And then finally, now, I just want to bring
in a exposure. So shift day, let's
bring in an exposure. Drop that in there, like so. Let it think about
it, and the exposure, of course, is how bright, the actual overall
seam is going to be. So we're going to
put this on not 0.3. If you come down to
here, put the exposure, not 0.3, compile, let it finish. There you go, you can see
it's a little bit brighter. Now finally, let's come in and alter a few
of these colors. The first one, I'm
going to pull down a little bit onto
the actual yellow. Again, every time you move this, it's going to have to compile, think about it, and you'll
see how it's brought a little bit of
that yellow tinge to it. Now let's
come to this one. Let's put it a little
bit on the blue. L et it compile again. Nice
it's a little bit blue. And finally, this one, then, let's put it a little bit
on this greenish color. Let it compile,
and there you go. You can see just
what we've done now. It's really, really subtle, but has a really,
really nice effect. All right. Let Zoom out and let's actually
have a look at this. I'm just checking on
mine to make sure I've actually got everything
in there that I need. I think that is exactly how
I actually set mine up. Yeah. I think I'm
happy with that. Let's have a look at
this now, pull it out. Yeah, that looks
really, really nice. I'm happy with that.
Then going forward, we can actually see that this is going
to look a lot there, really, really brightens it up. We should also end up with some glistening on here as well, depending on the
angle of what we're taking of the ocean
and things like that. Let's pull that back.
Now, we've done that. Now, as I say, every single
time we render it out, it's actually going
to render it, it's going to denise it,
and then it's going to add in all of this
composite for you, so it should already
be done for you. Let's now go back
to our modeling. What we're going to do is
I'm going to make sure that this is actually working
before I actually do anything. A I'm going to do, I'm going
to actually create a cube. So I'm going to press
shift A, mesh cube. And the reason I'm
creating a cube is because I want to take all of these
modifications onto here. If I grab this cube and
join it to this wall, press Control J, you'll notice Now when it
actually thinks about it, that I should have put onto material before
doing that, by the way, if I put material, now you can see that this cube has
inherited all that, and now I can split
this cube off. If I grab this cube
with LP selection, and the reason I did that
is because I don't want to actually put all of
these things in again. That's the reason I'm doing that because I'm making
some steps here, and I don't want to
add all these in. I'm going to do is
control Ay transforms, click the origins geometry. Come over to my actual cube, hide it out to make
sure that it's not actually in
the actual render, and then come to this now and I can finally add all these. Control A, ply the subdivision, let it think about it again. If it is a bit slow, just
do it in actual y frame. It's probably going to
be faster, so Control A. Control A, and they will
get faster as they go down, as you can see, and
then add them all in. Put it back on to material and you should end up
with something like this. Now, the moment of tube, let's actually see if this
actually works, to do that, though, all I'm going
to do this time is, I'm going to put
it on a lot lower. Maximum samples, let's put it on 100 just to make sure it works, and this should be really fast. Let's put it onto i frame. Let's press render,
render image. Here we go. Let's zoom out, can see how much faster
it's actually going to go. Maybe pray on even less
if yours is not fast. I should still give you a good image because
it is actually going to denise
everything as well, and we're actually going
to see the difference now in what this
is going to look like once it actually comes to the end. I'll let
this finish out. Just keep watching it though
because it's going to be very fast once
it gets up to here. There you go. It's
actually finished. You can see our wall is
looking really nice. We've got our sandy
bits on there. There's some sand around these because it's actually tuck those and actually put
those against there. That's very nice, and you
can see the colors really really coming out now looks
really beautiful. All right. What we'll do then on the
next lesson is we'll bring just a couple more
things into the scene. We'll actually discuss as well collections because
that's really important. Going forward because we don't actually we want to
weigh basically to hide some parts of the actual scene
really, really quickly. Sometimes, having
all those references and things and having a hotel
that we've already built, that's going to gain
the way, is really, really going to make it
really difficult for us. So collections is what we're going to discuss next.
All right, everyone. I hope you enjoyed
that, and I'll see on the next one.
Thanks a lot. Bye bye.
115. Creating the Beach Steps: Welcome back and run,
blend the three, the ultimate
stylized scene guide and this is where
we left it off. Now, let's do what we said. We're going to discuss
collections as we said. Basically what we want
to do is we want to hide this hotel and everything
in it out of the way. What I'm going to first
of all do is just hide all of these parts like so. Just hide them out
of the way, for now, just so I can actually
get just at this hotel. You can see that these are actually together,
probably better off. Not doing that, so I'm going
to split all of these off. If I press P, selection, and then I'm going to
come to these parts, and I'm going to
grab all of these. I'm just going to
go round Press B, grab the press Control plus, to make sure I've
got the P selection, and then just grab
this, hide it, and grab this one, and hide it, and I'm actually looking
at what that part is. Not even sure what that
part is there for. I think it's just below there. I think what I'll do is I'll
just delete the other way. I don't think I need that. Now finally, I've
got a hotel here. I'm also going to hide
the references that way, and this is what I should
be left with. All right. So now, You will see over
then the right hand side, if I move this
down a little bit, that we have something
called scene collections. We basically want to
make a new collection. If I come to where it
says scene collection, right click, I can click
on new collection. Now, the new
collection will always appear somewhere in
here, down here log. I want to move that to the top. I'm going to drag it all
the way up to the top, and you'll see there's
a little bar in there, just drop it in there,
and then we can call this hotel large hotel. Let's call it that
and then we know exactly what this
is, large hotel. No, large hotel, not
just large. Like so. Then what I can do is now, I can come and grab
everything in this hotel. B, grab everything in here like so and then drag it into
large hotel like so, and then close that up like so. Close this one up like so, double tap the A, lt, bring everything back,
double tap the A. Now to hide this hotel, all we need to do is come, click that bone,
and there we go. Really, really easy to hide it. Now what we can do
is we can actually work on our actual scene. Now, it's important As well, that when we finish, that we make sure everything is named, everything we can is joined together and
things like that, and we really, really clean up the scene before
we actually finish. But for now, I'm
just going to file, save everything now,
and there we go. Now what we're going to do is
we're going to actually go. Add probably another
light to this scene. And then what we'll do
is we'll probably make these steps down here before
starting on this main hotel. All right so let's do that now. So A I'm going to do is I'm just going to come in, grab my light, pressure of D, bring it over, and then Z 180, spin it around, seven
to go over the top, and then I'm just going to put this lie near this bench,
something like that. Make sure it's actually
on the ground plane. Is not, not yet. There, something like that. All that looks pretty nice. Now, let's actually think
about our actual steps. We can see if we grab our guy who is right
on the roof here, let's bring him
down and let's make these nice steps over here. I'm just going to
bring him down. Now, mine I've not got railing
or anything like that. I don't think I
actually need one, I'm going to bring him up. I'm just looking at how big the actual step is.
Let's bring it up. And I think the steps
absolutely fine. I don't think
anyone has struggle climbing on those steps,
so that's the main thing. What I want to do now is think about creating our
steps going down. I'm going to do is,
I'm going to press shift S. S is selected. Shift A, bring in a cube. Then what I'm going
to do is I'm going to create the bottom of here. I'm going to press S
and y, pull it in. Pull it down. So pull it out, and now let's pull it up. I'm going to grab this,
pull it up, just to there. And then I'm just going to
pull it out now with E, so pull it out, and
then I'm going to pull it out with E over here. Then finally, one
I'm going to do is, I'm going to press Control two, left click, right click. And then I'm going to pull this down and then pull this
down a little bit. Something like
that, I think it's going to be absolutely fine. Now, let's bring in some
steps and then we can see exactly what we're looking at because this
might be a bit big. We also can join this
with this cube over here, so press control J, join it up together,
and there you go, you've got your actual stone
in there and we can mess around with that once we've actually got our
steps leading down. Now let's bring in our steps. All I'm going to do is I'm
going to press shift A, bring in a cube. I'm
going to bring it over. I'm going to bring my guy on
there once I've done that. I'm going to press S S
and Z, bring it down, and then let's bring our
guy over to our steps. The first step, as you can see, is probably going to be
wanting to be about there. I'm going to spin around then. O Z -90, spin round. Let's put him on the first step. I'm saying probably just
under there like so. Something like that. Let's also, I'm thinking this should
be a really big step. I'm going to pull it round
about here, I think. Then what I'll do is I'll
grab the back of it. Like so and pull it
back into place. It's hidden under there. Then I'm going to
pull this bit out and imagine if I pull
it out properly, how big this step
is going to be. Something like that, I think's going to be absolutely fine. Then what I'll do is I'll
steal a part of this. I'm going to grab this, shift, bring it down and then press
E and pull it back like so, and then probably
pull it out like so. Now what I want to do
is I want to bring my guy down to here and
just have a look in, stud on there, how
far is each side. I think actually that's look
in pretty nice like that. All I need to do now is
just to array this down. I'm going to get this LP selection tab control
A all transforms, right click, origin geometry, Add modifier, add in an
array, and let's bring it. First of all, this to zero. Let's bring it out on the y, and then let's bring
it down on the Z, just two under here,
bring it back up. There, something
like that, and then let's array it all the way. Down to the sand. Now we have got a problem,
as you can see. In that, the sand touches there, and this is way way bigger
than what we need it. But you can just come in and bring it
together so S and y, pull it together, like so. There you go, you can
make it fit much nicer, something like that
and he still his feet are touching it properly. Now finally, let's come to our
rocks and you'll find that you can actually pull
them around like so. Then what you can
do is you can press old shift and click,
grab them all, and I'm hoping that if I grab
each one of these as well, and each one of these, that
it should be able to pull it over into place like so. Now, I'm also looking
in this part here. For press tab now,
you'll see that's how it looks, which
is really good, but I'm hoping that
I need to pull this over and I need to bring
it out a little bit. S and X, let's pull
it more into place, and then SN X, like so, and that's really really
fitting in place now. I'm happy with that.
Now, this part here should already
have the material on, which it has, as you can see. Now I can come in and I
can get rid of this cube. I'm going to grab
this cube, press L, and then delete vertices. Now I'm going to do is I'm
going to come back now, pressing tab, pack stairs. I'm thinking with these stairs, could it get away,
we've actually given them the same material. Maybe I could. The material
is cold, so. Rock walls. Let's see if I can
actually grab both of these and grive it a rock wall, this one here, and let's also give this the rock wall as well. See what that
actually looks like. Rock wall. I don't think I
did this on the other one. I'll also come in
and apply my array, so Control A, grab this top, control J, join
them both together. Now let's also apply all these, so Control A, because I'm
happy with that anyway. Let's just go down and apply
them all from the top, remember, like so, and that should be much
easier to move around. Now let's think about what
this actually going to. I'm going to put my
cycles render on, b tap the A, and there we go. It it might be a little
bit too much I'm thinking. Instead of doing that, what
I can do now is I'll just go back two material. Grab this. I'm going to actually come over to my material,
click the plus bone, and I'm going to
call this new and I'll call it Rock stairs. Then we'll do is, I'll
copy this material. Paste this material, so now I can do is I can
actually alter this material. I'm going to do is I'm going
to press question mark. I'm going to come
to shading panel, and I think I'll have to press question mark in there as well. Yes, I will. So shade in. Then what I'll do is to put
on cycles. Double tap the A. And actually, that's
looking much better as you can see now, and I'm not sure. I think it's because if press question Mark, you'll
bring everything back. Now I'm going to have
to do it that way. Now before doing anything, I actually need to
apply that on this. I'm going to click a sign. And now if I come in, I should be able to
reduce that down. So you can see, I'm going
to go the other way. I'm going to bring
that up. And just reduce it down a little bit. So there's a little
bit of sand on there, and then you can see
that looks lots, lots now, too much
sand on there before. All right, Let's go back
now to object mode. Let's go to modeling as well. Let's press press question mark, bring back everything, and
let's press file and save out. Now, on the next lesson, then what we'll do is
we'll actually set up all of our references
for the hotel, and then we'll make a start on this last hotel,
and then hopefully, everything in place
now so that when we actually come to
actually render it out, we should have everything there. So there's not, we've got no composite to do. We've
got no stairs to do. We've got none of that left. All there is is building base at this hotel and then getting
a really nice render. All right, everyone. I
hope you enjoyed that, and I'll see you
in the next one. Thanks a lot. Bye bye.
116. Starting the Small Hotel Build: Welcome back, everyone
to Blender three, the ultimate stylized
scene guide. And here we are on the
last actual hotel. So let's come in first
of all and actually hide the large hotel
out the way now. And then what we'll do is we'll come in and change all of these. So what I'm going to do is, I
think I'll delete this one. In fact, I'll keep these
two because I can use them then to actually bring
in my other references. So let's come to the
bottom reference first, and the one we're
going to bring in, let's go over to our references, and we'll put the opacity up. For now, let's put it up, like so, and let's bring
in, let's have a look. So we're looking for
our small hotel, so we can see here, small hotel
and the one over the top. So it looks like
it's this one here. So let's double click that one, and let's get this
one then into place. So if I press seven
to go over the top, I'm going to press Z, going to wire frame, And here we are. This is the one.
Now the thing is, I need to make sure that
it is the right side. So I think that this over
here is the parking meter, and over here then
is the actual hotel. So if I bring this into place. Now, the other thing is,
I've got to be careful because the road is actually
going to go down here, so I need to make sure that I'm putting this in the
right actual place. So I think I'm going to pull it just slightly over, like so. Let's bring it back there.
Something like that. All right. So now I'm going
to do is I'm going to bring in the next one, which
will be this one here, and I need to probably bring in let's think about bringing in the front and then lining
it up with this one. I'll show you how I'm
going to do that. So I'm going to
come over, bring in the front of the small
hotel so let that load up. Let's find the small hotel
so small hotel side, small hotel rear, small
hotel front is here. So let's bring
that one in first, and now let's get this lined up. So if I move it over
to here, I should, if I bend it now by 90, so RY 90 and we can probably do it that way because this is going to be
the front of here. So if I bring this over. And then what I'll do
is I'll bring down the opacity, so
let's bring it down. And now we should be able to see exactly what we're doing. And hopefully, they
then should line up. So if I bring this
over, you can see that the line up pretty
much perfectly now, so you can see
just need to bring it over a little bit like so, and that then is lined up. And now can simply spin it back. So y -90, spin it back, and hopefully that then
is in the right place. So that is going
to be the front. Of my hotel, which is this, and now I can turn up
the opacity again, and there we go.
That's the front. Now, the other thing
is, I'm going to put all these as well
into an actual group, and I'm going to
do that because of the fact that they're going
to get in the way as well. So let's put it back
onto object mode, and let's just pull this back
just to here for a minute. And then what I'll
do is I'll grab, I'll hide this out the way. I'll make a new collection, so let's make a new collection, and we'll call it Beach. So let's do new and
collection three, and let's call it Peach. Like so, and then we'll
open up our collection. And now what I want to do
is I just want to grab all of these things here.
So I'm going to go in. I'm going to grab all of
these little parts here, even the hot dog stand. This path here, this here, and anything that's
really going to get into the way of me actually
building this hotel. I've got a nice clean
area to actually work on. All of these, and let's drop I'm going to go down and
drop them into beach. This one here, drop them
in, hide them out the way. Now when I press three
to go into front view, this is the view that
you should have. You can see, of
course, that it's not lowing off down now as well, so that's the other
important thing, so I'm going to bring it down onto the ground
plane like so. All right. That's looking right. Now if I press ol tag, let's
bring everything back. And I'm going to
press where is it? We are we? Let's bring the
large hotel back as well. And I think actually, it's
bring the beach back, and n for press oltge, and the little question mark. You can see that I've actually
deleted this cube here, so I'm going to have to
bring a new one of those in. So I'm going to probably again, hide my large hotel, hide my beach, and let's bring the cube in again just
to get the right scale. And the scale, of course,
is around here as we saw. If we press seven as well, press Z to go into wireframe, we can also see that
the scale of this is going to be roundabout, so we can see how this bends in. But it is this bit round here. So you can see round here, this is the bit that I
want to make a start with. So if I now press
shift S, Shift S, cursor to selected, seven again, and it's come over
the for some reason, I wanted it to come
actually into here. So grab this. There we go. Shift S, cursor selected. Let's bring in a
cube, so Shift A, not a plane, a cube, Shift A, bring in a cube. Let's make the cube bigger, S, bring it out. I'm
going to bring it over. I'm going to make it
probably a little tiny bit bigger and then
try and move it into place, so something like that
you can see is fitting. Fine now, and then I'll just
move around to this side, press the tab, I'm going
to grab that cube then, press seven, and
then bring it out to this point here
because these bits here are actually
stuck further out. So this is actually the floor that we're
dealing with now. We are going to pull
it all the way up, but then we'll be
actually cutting it away. So don't worry. It just gives us a reference to where we
actually need to be. And then all we're
going to do is we're going to come underneath now, grab the bottom, and
then we're going to pull it up onto
that ground plane. So if I press into solid mode, I can see now where that's
actually going to come, so it just disappears
just past that. Remember around
the back as well, we'll also need the actual
parking spaces. All right. So now let's press three, let's grab it first, press three, and let's bring it up, where
it actually needs to be. So something around
there as we can see, and this, I think will make a good start of
where we need to be. Let's just press three
again and just have a look at this side because I'm a bit worried about the side
a little bit out. So if I pull that back, let's have a look where
it's going to start. So it's going to start. If you can see here, it's
going to start down here. So this is the actual bottom
pit starting down there. All right, so that I think
we can actually work with. So what I'm going to
do now is I'm going to actually cut this away
where it needs to be cut away. So if I press Z,
going to wire frame I'm going to cut it away
around here, like so. So if I press
Control, left click, bring it down, and that is where we're going
to cut it away. And then what we're
going to do now is we're going to
bring this bit out. So again, I'll press
Control and get it really, really accurate, bring it down. To around here, and
now I'm going to bring this bit out to the
size that it needs to be. So we can see at the moment, if I press Z going to solid now, you can see that's what
we've actually got. And what we're going to do
now is bring out this piece, and then we can start working
on the pieces upwards. Now it's important because this is a fair fairly complex
piece to actually build. So that's why we're actually
doing in this one in stages, a little bit more difficult. So I'm going to do
is I'm going to grab this around there. I'm going to press three again. I'm going to press
E and then enter. I'm going to press Z
to going into y frame, and then I'm going to press t S, and then I'm going to just
bring it out like that. I'm hoping maybe that it
went came out all in one go. If yours doesn't, just reset
your actual transformations. All right. So that's that there. Now what we can do is we can actually split off
this part here, so I can grab all of this, grab the top of it
and just press y, G, just make sure it's
split off like so. Then what I can do is then come down to the bottom of here now. And I'm going to actually just bring it up a
little bit like so, and we're going to, in fact, we'll use this actually
to create this part here. We'll create this
part here underneath, and then I think we have to
bring it in a little bit. So yeah, we can use that.
We'll do that first. We'll bring it
down to here, like so back to there. I'll
press three again. And then what I'm going to do is I'm going to grab it all now, so L, and then I'm going
to bring it in now. So if I press, let's say let's press So let's press
this head again, going to wireframe, and this is going to be
where it comes in. So if I press control are here, bring it down, so bring it down like so, something like that. I think actually I can get
away with actually using this. Let's now split
this off as well. If I come in and grab all
of this, going around here. Shift and click trying to grab it going all around
there, which is not working. So I'm going to pres,
go back in solid, and then I'm going to grab it going all the way around there. I'm going to press y, G, and then split that off. Now what I want to do is
pull this bit back a bit. If I press three, press Z, going into frame, and then
come to the front of here, three again, and then you can see that this comes
back around here, and this is the actual post. Now, think at this
point as well, that it's pretty important
if you actually take a look. At the actual reference. Zooming here, you can see
we've got a post down here, and what else I'm
going to do is, I'm just going to
move this over. I'm going to press shift
d and bring it out, and I'm going to bring in an
actual side view as well, just see we've got an idea of what we're actually
working towards. So if we come in and we look at our where is it main
image side view, I think we're looking at. We've got three,
rites. This one here. You can see We've got a post
here, we've got a post here, and we've got these
running up here like so, basically, that's what we're
actually trying to achieve. I'm not sure what those
dark shadows are there. I'm not sure if
I've actually got something that
actually took away. I think they are actually posts actually that was holding it up. So I think also these
actually looking at this now was also the
ambient occlusion, just being set a
little bit too high. It's a good job
that we've actually set a little bit lower. All right. So now
we've got that. Let's pull it then past
these actual posts. So if I press said,
going into solid mode, and it's this one here. So if I grab this,
this part here, I'm going to just pull back Over here, I'm going
to press three, and now I'm going to
press dot to zoom in, and now I can see where
I need to pull it two, which is here so that post
can actually sit on there. Okay, so we've got that
main bit then then. Then what we need to
do on the next bit is, we're going to actually
create our window. We're going to fill in this top, and then we're just going
to work our wheel creating the main bulk of
this actual hotel. Once we've done that,
then we can get these nice stylized
parts actually in place. All right, everyone. So
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot, bye bye.
117. Creating the Small Hotel Greybox: Welcome back at Blend three, the ultimate stylized
scene guide, and this way I left off. Now, let's come to this part
here with our actual edgeck. Let's grab this edge, and then what we're going
to do is going to press control B and bevel it off. So and then you're going to turn up this bevel just to get that nice actual roundness of
this actual window on here. All right, so I'm
happy with that. I'm not going to do anything
with the window yet. What I'm going to do though is, I'm going to actually
split this off. So I'm going to press control. And I'm going to
bring that in now, so I'm going to bring it across. What I'm going to do though
is I'm going to press seven. I'm going to go into wireframe, so Z going to wireframe, and we can see that I need
splitting off to here. I'm going to split
it off to here, and I'm going to split this one off to here
as you can see. So let's put it over here. Like so, and then we're going to bring in one more, so control. Left click. Bring it
over here, like so. Now what I can do is I can come round and I've not put that one in the right
place as you can see, so I'm going to grab it again. I'm hoping I'll put that
one in the right place. So there's that one
in the right place. Let's press control on here, so control Left click, bring it over, seven
to go over the top, and now we'll move it across. There we go. That's
looking better. All right, I'm happy with that. Now let's bring in
these sides now. If I come to face leg,
what I'm going to do is, hopefully, I'm going to delete this first so we
can delete this part. Z again, go back into solid and then let's
delete this off, delete and faces, and now
let's fill in this face. I'm going to grab this one and this one fill it in with F, and then this one and this
one fill it in with F. Now, what we need to do is go
over the top and I need to bring out these two
outcropping parts, there's one this side, and
there's one this side. Let's bring those out. If
I go over the top again, I'm just going to see
where they are first. I think I'm going to
have to pull it back. We're just checking
it out. You can see that I'm going to have to pull the whole
thing back to here. And they're going to have to
pull it out to here and then put a couple of edge loops in here to bring
these parts out. That then is going to form this nice part on there when we actually use the insert
measure. So let's do that now. So if I come round,
I'm going to press Z, I'm going to go
into solid again, and I'm just going to
grab this part on here, and I'm going to
pull this back now. So I've great grabbed, I
can press seven again now, press the Z button, go
back into wi frame, and now you can say, I
can pull it back to here. I can also then as
well, pull this here, so can press control,
and hopefully, I'm going to grab it going
into there. I think I am. I don't think actually
it's this one. I think that's the
wrong one again, so I'm going to press control. I'm gonna press Control Z. Gonna press Control
law, to go round. Left click, right click. I'm going to put
another one in as well, C S Control Law. Let's put it here, left
click, right click, seven to go over the top, and now I can see them
hopefully both in here. So I've got this first
one, and I'm going to move this out to round about here. And then I've got
the second one, and I'm not sure where it
is. I think it's there. There it is. Shift
shift and click, seven to go at the top, and then let's move that one out here. And you can see how
these perfectly line up, which is really,
really great for us. Now what we can do is we
can come back to Face let, select this face, if
you can, seven again, and then we're just
going to press E and pull it out along there, and then go back to
the other side now, grab this one, seven, and we're going to press E again and pull that out along there. All right. There we go. Now, let's press seven,
go back into solid, and we've pretty much, near enough, got our main part of our bat build
actually done already. So that's looking pretty nice. Now what we need
to do is we need to put this part on here, and then we're going
to come around and put these parts on so. All right, so let's make
actually this part first, so you can see it comes
from this actual part here. The way that actually
works is it just sticks out past this point here. I can actually probably
use this to create it. I'm going to do is I'm
going to grab this part. I'm going to press shift D, and then I'm going to
press P selection, and just split that
off, and there we go. We've got our part, control A
now, all transforms, click, set Oigin to geometry, and let's use that then
to actually bring it out. If I then use a solidify, create this little
part here going around all the way back
down to the bottom. I should then be able
to have a really, really nice piece of mesh and be able to just solidify it.
We'll do it that way. If I now press three and come
in, press the tab button. Fact, let's see if
we can actually grab this first before
I actually do that. So there we go. Let's
press three then, and now we should be able
to jaws create this. If I press, let's go actually. If I come up to, let's say here, I'm going to press E
and Z, bring it up. Let's press Z as
well, it's going into y frame because it's really really hard
to see without that. I'm going to bring
it up to there. And then what I'm going to
do is now I'm going to press E and y and bring it over. So all the way,
over to let's say, so follow this line here, bring it back, bring it up, like so and bring it
back a little bit more like so and there you can see now it's going
all the way to there. Now what I'm going to
do is, I'm actually going to bring it
all the way down all the way back to round about the bottom
off here somewhere. Let's see, and we need
to line that up as well. So if I press key and Z and
bring it down and now G it, I can see where it's
going to come to, it's going to come to
the center of there. Just a little bit up like so. All right. So now, That's looking pretty nice. Now I'm going to line it all up once I've actually
be leveled this off. So the first thing I'm going to do is just grab this edge. I'm going to press three
again to go into side view, and now I should be able to
level this off on the inside. So if I press control B, bevel it off on the inside, you can see that's
perfectly leveled off not. I'm not even going
to mess around that actually, so close to it. Now what I'm going to do is grab the other part. So
come round here. Grab this part, three again. And then I'm going to
level this side off now, so control B, level
this side off, like so, and there we go. That's looking
really, really nice. Now if I press, go
back into solid, you should be left with
something like this. And that's exactly what
we're actually looking for. Now what we need to do
is we need to actually solidify this off to the
same size as this part here. Let's see if we can do that.
Let's grab it control A. So let's press Control A. All transords, right
click, Oigin' is geometry, and let's come over,
bring in a solidify. Let's also save out our far because we haven't
saved it for a bit, and let's press three now. Go into the main view, and that's put on
even thickness, and then bring it out this way. Like so. Even though it's
not actually perfect, I'm actually happier with it, and I'll tell you why I'm
actually happier with it. Because on here you can see it wasn't quite right,
how I brought that out. On here you can see it's
near enough perfect, and that's exactly
what I'm looking for. Now, the other
thing is, I want to bring this out very,
very slightly. If I press S and X, just bring it out,
just pass there, so that looks a lot
more realistic. Finally, then what I'm going to do is I just want to make sure that this is just dropping
below this part down here. If I come to this
part, you can see that this is where I need to
actually fill this in. For now, let's hide
this out the way, Let's hide this
part out the way. I'm going to do is I'm going
to grab this LP selection, split that off, hide
that part of the way, and then what I'll do now
is I'll fill this in. You can see here I've got a little bit of a
job to fill this in, so I'm going to fill this
in, so Alt shift and click, and I'm simply just
going to press F now because I'm
going to fill it all in with proper actual polygons once we actually get a little bit further into this built. Now, let's bring everything
back with Al tag. And then what we can do
now is we can see that this one is not dropped
fur enough down, and this one as well has probably not dropped
furbug down. We can also see that this
window need to pulling back a little bit because
at the moment is too far stuck out over here. What I'm also thinking
as well is that I also need to pull
this out a little bit. So I'm going to do is
first of all, I'm going to grab this side like here, I'm going to grab
this rather than alter my window. I'm
just going to check. So I I go over the
top, press seven, so I can see this is
where it is press Z, going to wire frame, and I can see that I probably need to pull it out all the way to
here like so. There we go. And now we should
be able to just bring this out a little bit
further, so Zed, solid, bring this out now a little bit further because I still
want it to go in there, and I still want it to
jaws poke out to it. I'm jaws going to drag
it over a little bit and then press S and x and
just bring it out, making sure that it's jaws
touching this part here, and it's also just poking out, maybe a little bit more,
something like that. All right. There we go.
And you can see now this window looks so much better because we
actually did that. All now we want to
do is just drop this this side, down a tiny bit. I I grab this side
in face elect, let's grab it hopefully.
Let's grab it. We can't grab it yet because we need to apply our solidify. Let's actually press the tab
and actually apply that. And then we can come
in now and grab this face and pull it down. Two here, and then I'm going to grab this base and
pull it down to here. And the reason I'm
doing that is because I want to level them both off. And the way I'm
going to do that is, I'm just going to
press L now on it. I'm going to press three
to going into front view, and then I'm going
to come up with mesh and come to bisect. And now what we're
going to do is just level them off perfectly. So if I grab both of those, make sure that these are on zero. Already told you can see this
one isn't quite on zero, so just put on zero. And then what you want to do is clear let's have a
clear the in it, and then also fill
it in like so. All right. So now
I'm happy with that, and now can just pull
that all into place, holding the ship board, making sure that it's just
coming below there. And there you go.
Absolutely perfect now. So now what we want
to do is We want to actually start building
this out a little bit more. I think we need two little grooves that are
going to go on here. If I press seven,
you'll see if I press going into
wire frame again. We've got these two little
grooves that just sit on here. Let's actually think
about creating those. I'm just going to
make them slightly bigger or should I actually use actually
this to create them. Let's have look
again at our mesh. If I press going solid and just looking at
my mesh on here. I could actually use them
to bring them out on here. Would it be worth doing that or I could just put
them on the side? I think actually what I'm going to do is I'm not
going to do that. So I'm just going
to press Shift S, and cursor to selected. I'm going to press tab shift
A and bring in a cube. I'm going to make
this cube smaller. And I'm going to put
it just over here and then I'm going to shrink it to the size that I needed. So I want it just below there. Seven again, let's put it
into wire frame once more, and then let's bring this down, so let's press S, bring it down. Let's press controls,
so I can grab it again, bring it out, like so, like so. Let's have a look now at
what that looks like. So Z, solid. Let's pull it up. So it's jaws below there, and then let's grab
the bottom of it, and let's pull that down. It's just above here, like so. And then if I press
three on the number pad, I can grab this
going to y frame, and then press L, wherever
I can grab it. There we go. Now I can see that
ones here and one, I think is this side here. It's a bit hard to see I guess, shifty, I'm just going
to move it over there. I will check it as well, so I'll press seven as well
to go to the top. I'm just going to
bring it in bit hard to see actually that side, so I'm just going to
pressed now back in solid tab double tab
the A and there we go. Now, we're really,
really making progress. So I think what we'll do
actually on the next lesson is, we'll actually cut
start actually creating this Boolean
to go into here, and then we're really,
really going to have a great feel for what this
has actually looked like. Now, the main part of the hotel
is actually nearly built. We just need a few
extra parts on there, and obviously we
need our car park, but it's really, really
coming together. And then it's basically
about actually putting in the doors and all the
balconies 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.
118. Starting the Front of our Small Hotel: Welcome back, everyone,
to Blender three, the ultimate stylized
scene guide. Now, let's start
with these windows. Then we'll do our
door, and then we can actually work on this other
date that goes around there. So if I press three to
go into front view, I'm just going to press Z just to get my bearing,
so wire frame. We can see that all of this,
we might as well cut out. All of this, we might
as well cut out each of these because this
center point then is going to be created by our actual center point that we actually made on
the actual balcony. So that's going to go in there. As well as that, we
can see the size of this balcony is going
to be dependent, so how far the depth goes back on our actual balcony that
we've actually built. So to say that, what we need to do is we need to first of
all, bring that in. So if I come into assets, and let's have a look
for our balcony. So if I come over, let's
put it on actual balconies, and let's look at the one
that we've actually built. So it's this one
here as you can see. So if I just pull
that into there, And then what I'll do is,
I'll just a look at it. I need to spin it around,
so z -90. No, it won't be. It would be our Z 90, let's spin it round, and then we can see what the depth fact is. I'm just going to pressure
S selections cursor keep offset, and there we go. We can see now the depth of what that needs to
be pulled back to. I'm just going to pull that
back to something like that. And then what I'm going to
do is I can see now that if I grab this balcony I can put it the other side with this. So I can fit them into place
in other words. All right. So that gives me a good idea of how far back
that needs to be. I'm going to also hide this out the way because I'm not going
to need that right now. And then what I'm
going to do is, again, I'm going to
bring in a cube. Shift A, let's bring in a cube. Let's bring that in. Let's press three to go into front view. Let's press Z to go
into wire frame, and let's start
measuring these up. So if I grab this, I'm going to press S and Z, bring it into place,
something like that. Remember the balcony
is a little bit smaller than that
because obviously the window comes up to
here, as you can see. Now I'm going to do is
I'm going to pull it back into place. I'm going
to grab it to there. Then going to grab
the side of it, press three again,
and I'm going to pull it back into
place over here. Then finally what I'm going to do is I'm going to
grab the whole thing, press seven to go over the top. Now I'm going to do is, I'm
going to pull it back into place just in front of
there. I know this lines up. Now finally, what I
need to do is I need to level up the back of here. To be probably just in front of this actual balcony
here, this window. We need to pull the window back. I think I'm probably
going to level it up just in front
of this part here, and then we need to
make another boolean for these parts in
there if you get me. I'm hoping it will make
sense the further we go on. I'm struggling, actually.
Yeah, there it is. There is my actual balcony. There is the center
point, now can come grab the back of
here, press seven again. Here is the center point,
and I'm going to pull it back just in front
of there like so. That's probably going to
line up perfectly now, and now let's have a
look at the front again. Three. What I'm going to do now is I'll actually array it. I I come down to array, ray mesh, let's put it on zero. Let's put this on zero, and we want the Z obviously
to be coming down. Z coming down and
I'm just wondering. That's not actually doing
anything. Let's turn it up. Why is the ray mesh? I'm not
going to ray mesh on there. Let's press Z going solid. I think it's probably
use. There we go. Because I was in actual
edit mode three. Z again, wire frame. Let's bring it up now to
the place I want it to be. So hold in shift, bring
it up like so four, and there we go,
something like that. A There we go now Let's press Z, go back into solid, and now I want to do is boolean it off, so I'm
going to grab this. I'm going to press control A or transforms, click Sgen geometry. Now let's boolean. Add modifier, bring in able in, and let's
click on this bole in here. Let's apply that control
A, hover over it, and let's now delete that
other the way. There we go. Now, We can just bring this up just to
sit on top and it should sit on top absolutely perfectly with this bit kind of
hanging out like so. And if I pull this
over this side now, I can kind fit it
into places like so. Now, the moment of truth, what we need to check
now is to make sure that this is going to go
the other side as well. If not, we just need to make
them a little bit thinner. So that's what we're
going to do next. So if I come in and I'm
going to grab this, this and just all
of these parts, except the center console, and then all I'm
going to do then, I'm going to grab this as well. I'm going to press
three. And I'm going to actually
look on wire frame. So, here you go, you can see it's probably
a little bit out. And basically, I want to mirror
this over the other side. So I think what I'm going
to do is I'm going to split it off from this
center balcony for now. So I'm going to press
P selection, like so, and then I'm going to grab this now, controly, all transforms. Come back to my center balcony
because I can use that then to actually put the mirror, the orientation of this mirror. So if I press Shift S, If a press Control A transforms right clicks at
origins geometry, now press shift S, curs selected
back to this part here. You can see as well
that I'm going to have to lift it up a little bit. It's a bit too low.
And then what I can do is right click origin, two, three D cursor add
modifier, and bring in a mirror. Let's see how far it actually
is out. We can see here. Then it looks to me like it's
miles out at the moment. So I need I've got a lot of work to do
here in other words. So what I'm going to do
is, I'm going to come in. I'm going to grab
my window first, and I'm going to sort
that one out first. So that's the easy one.
Let's bring it up then, so we can see it's roughly
in the right place, something like
that, and now let's come into this
actual balcony bit. I can see that it's probably
going to be this window. So this one here, I come back. To this, that needs sorting out. I think we'll go back in solid because we can actually
see what we're doing now, and there we go. You can see what we're
actually looking at. We can see that it's also this
part here is not centered, and that's another
part, Another issue with what actually
we're doing here. And you can see that these are nowhere near centered as well. I think rather than
center it around this, I'm going to have to
actually move this part. So what I'm going to do
is, I'm going to come in. I'm going to grab
this back wall, shift S, cursor to selected, and now grab this part and then shift S and selection
to cursor keep offset. That then is going to put it
bang in the center and now can finally just pull it
out just beyond that. All right. So that's
looking good. Now what I need to do
is I need to grab this, I need to set the orientation
to that part there. So right click, set origin to three D cursor,
and there we go. Now we're actually
getting somewhere, and now these are more in place. Now the thing is
you can see that they're a little bit
too low at the moment, so I need to bring them
up so that we've got a little bit of a gap under
there and that looks fine. And now you can see that it's this part here that I
need to bring over. You can see this part fits
in perfectly both sides, so that's really, really good. Do I need to put them
back a little bit? I don't actually think,
so I think they're looking really nice. What I'm going to do now is and then hide the center
point out the way. I'm going to come in
to this part here. I'm going to grab this part and this part and this part and bring them over to where
I want them to be. I'm going to bring them
all the way over to here, and then what I'm going to do is I'm going to
move them back. I'm going to bring them
all the way over here. I'm going to move them back once I've actually got
this then into place. To get this fit into place, let's see if we can actually
do this an easy way. What I'm going to do is
I'm going to grab this one and come down to this one here, and then we're going
to press control plus, and I'm hoping that with that, I can actually move
that. I move it? Yes, I can. Perfect.
Let's press tab, ol tage, bring back my center console, come back to this
part, press tab again, and now we can actually
pull this in place. If I press three, it's going to front view, I can realistically see that
this is the gap from here. From here to here, so now I
can pull it over like so, and now I can actually
bring in these parts. Let's see actually if
we can bring in these, to the place that we want them. And you can see that I need
to grab this one as well. And then I'm going to
pull it into place. And I'm looking at the gap
from here to here and I think, I need to do it a tiny bit more. I'm going
to grab this one. Come down, a bit fiddly, control plus, press three, and now just make it a tiny, tiny bit more like so
and that looks perfect. We're in solid mores.
Actually ever look at that. So double tap the
e. There we go. That's looking really nice. Now what we need to
do is we need to think about and bring in these down and then actually
creating our Boolean as well. Let's think about
our Boolean first. I'm going to come in. Being
as this is actually mirrored, I can create one on the
other side as well. So that's great, and
then we can mirror them down. Sorry array them down. Let's come in and
t shift and click. You can see that I'm struggling
to actually get that. What I'll do is instead, is I'll just come around to this edge and try and do ult
shift and click like so. Then I'm going to press
shift D, bring it out. There we go. Then what I'll just press is round the edges. I'll come round this edge first. T shift and click,
press the F button, and then come to
the front, t shift and click, press the F button, and then find what we'll do is we'll pull these out, so L, and then S and X, pull them out, like so. Then I'm going to
split these off, so P selection, split them off. And now I'm going to press
Control A, all transforms. And what I want to do now is I want to set it to this center. So right click, set origin, two, three D cursor,
and there we go. Now I can pull these
back into place like so. So let's go. Maybe
we can get away with going over the top or can we do it without
actually doing that. Pull them back into place. So we can see here that's
a little bit stuck out. I can see if I come round here, how far it's actually stuck
in, so that's really handy. And again, if you can't see in, just press the five,
and there we go, we can pull them back
to something like that. Alright, so we're
pretty much set up now to actually bring in our ray to actually actually
bring these in. So this is probably one
of the hardest parts. Alright, everyone, so I
hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
119. Creating Complex rounded Windows: Welcome back everyone
to blend the three. The ultimate
stylized scene guide and this is where we left off. Now, let's see if we can get
these arrays in perfectly. If I press three, let's press Z, go into y frame, I can see that these are roughly just a
little bit above it. I can see that they kind
of line up to there. So I I line them up probably to around here and
here the same as this, then maybe we'll
get away with that. Let's press addfi
Bring an array. Let's put this on zero, and let's first of all, bring
in the Z, so bring it down, holding shift button,
and I'm thinking that probably roundabout there
looks absolutely fine. Now let's increase
it by another two, so one, two, and you can see
we're a little bit out now, so we need to bring it up s to tie like so and you can see
probably a little bit more. Maybe a little bit less. Let's Let's just put click on this and put seven and see where end up on that. It's
somewhere in 6-7. Let's try 65, and there we
go something like that. Let's press sad into solid. What I'm looking for now
is this gap under here. If I double tap the A, you can see we have any gap under here, and yet at this one, we have
a nice gap under there, so I'm going to have to
lift it up even more. Let's put it on 68, something like that, and
that's the wrong way. We're going the other
way, so 62 There we go, we've got a bit of a gap,
maybe a little bit more. Let's try 60. I'm looking to see if I'm happy with that gap under there, and I'm looking at
the rest of them. The gap is still probably
not high enough. Let's try 58. So five and eight. There we go. That looks a much better gap. I'm happy with that.
That's a much better gap. Now, let's see if we can
actually grab these parts here and copy the actual array. Can I actually copy an
array? No, I can duplicate. I don't really
want to duplicate. I thought we could
actually copy it. We could, I guess,
join these together, and then it could
try it that way. Let's grab this, grab
this, press Control J, join them together, and let's hopefully have these in the right place. I'm just
going to look round. I think, actually, how has
that worked, have a look. We can see one problem in. I need to bring them down a
little bit on each of these because I don't think the window is going to
actually go in. Let's just hide this out
of the way a minute. Let's hide this out of the way. And the window on this, I don't think it's
going to work properly. But I've actually made
it out far enough. So it's probably actually
going to be okay. All right. Let's press oltge, bring back everything and let's
give it a try. Now I've done that.
What I need to do is I need to obviously
split all of these off. I can grab all of these with L and then
press P selection, split them all off, and then I've got them there
like, like that. You can see that I do have
a problem now in that, it's raised it up again.
That's not what I want. Let's actually press Controls, go back like so. I'm thinking now, what's
the best way to do this? I'm probably going to have
to pull all of these ones out a little bit just so they
don't actually bevel off. I'm going to grab all of these. I'm actually going to
press A Pull it all out, and then I'll just
grab this part now, and I can actually see. That's actually a
good idea because now I can actually see what
I'm actually doing. I'm going to pull that in
so go around the back, pull it out a little bit more, and let's have a look now. Yeah, y, that's
looking much better. Now let's actually
give this a try and hopefully it's going to
work. So we'll actually see. What I'm going to do
is I'm going to come to actual building,
add modify it. Let's bring in a Boolean and let's click on these
for the Boolean, and let's actually
apply that now, so apply that, and
then let's just hide these out the way,
and let's have a look. I think that's actually worked, and it's worked really nicely. Now the thing is ever gone back far enough is the question. And I'm thinking probably so. I'm thinking I might want to go back a little bit further. What I'm going to do
is, I'm just going to press Control Z,
bring them back, bring back the Boolean
before I actually use it, turn it off a minute like so, and then let's come in and bring these back a
little bit further. I'm just going to
press tab. I'm going to grab all of this again. This one here, press tab L, make sure I've grabbed it,
and let's pull it back. A little bit further. Just make sure it's still out the
front, which it is. Now let's once
again do it again, so we're going to grab
it, modify it Boolean. Click on my window, press Control A, and now
it's had those out the way. Yeah, and there we go.
That's much better to me. All right. I'm really
really happy with that. Now, let's finally, we've applied our Bo and we can
get rid of all those now, so fi press ol tage. I can bring I can actually, I'm thinking, can I
apply my modifier? Probably not yet. I need
to actually delete that. If I delete it, am I actually
going to change this? What I'm going to
do is I'm going to delete vertices,
and there we go. It's not actually
changed anything, so that's really good. So now I can actually pull
these back into place. Like so and then my windows actually already
fitting in place. Now I just need to look. Am I actually happy with
where that window is? It's still a little
bit stuck out. So I'm going to grab
a window like so, and then I'm going
to pull it back into place like so and yeah. Okay, I'm really
happy with that. Now I can finally come in. I comply my mirror and
I comply my array. And there we go, we're
actually finished. Now, let's press all tag, and we can see that we
didn't do this part, but this part we can
actually bring down anyway. So I'm just looking at this, I'm going to pull it just a little bit up into
place like so. And then I think I want to bring down the bottom
actually have it. I'm just going to
grab the bottom. I'm going to press control plus and bring it down just to there, something like that. All right. Now I think I'm going
to do is actually going to bring this down
on its own, actually. So I'm going to press
three, Z go into y frame, and now I'm going
to bring it down. I want it. You can see it's
just sat on the top of there. So if I press sift D,
I can bring it down. If I zoom in, we can see
that it's just going to be sat on the top
of their like so, and then shift D, bring it down. Again, just going to be sat. Actually, I've got that. Now, I've not got
that line here. I'm going to use
this one here, on the top of their like
so, and then shift, the final one, bring it down, and sit it just on the
bottom of there like that. Let's press, go back into solid, and then we can fix
them if we need to. Double tap the eight, and
what I'm looking for, because all of them have a little bit of a gap underneath. You can see this
little bit of a gap. So now I can just come in, bring it up slightly.
Same on this one. Rub this one, bring it up
very slightly like so, and finally on this one. This one, it's not going to be as far down
anywhere I don't think, so I'm going to bring it
down slightly like so. Now I'm thinking,
D O actually want them stuck out or do I
want them in the wall? I think I'll just
grab them all now. And then just pull them back and look what they look
like actually in there. Yeah, and I think they actually look better like that anyway. Double tap the A. Yeah,
that's looking real nice. Let's join all of
these together, and let's join
together with this, so control J, like so, and they've already been
all leveled off anyway, so that's great. All right. Now we can actually move
on to our actual window. The window needs actually
coming in first of all. I I come, I'm thinking I'll probably do it from
From this place, here is where I'll bring
it in from, I think. First of all, what I'm going to do is I'm going to click on it. I'm going to grab it, I'm
going to press Control, two left click, right click. And what I'm going to
try and do is actually create a frame for
my actual window. If I now press Essens ed, I can bring those out if
they're on medium point, medium point, Essens
Ed, pull them out, and then that will be the
bottom window frame for me. And now I should be able
to actually bring this in, maybe from this one actually, bring it in and start
to create that window. Let's see if we can
actually do that. So if I grab this going
all the way around here, Yeah, I'm going to
bring it to here. This one here. I'm going to also press tab control yl transforms, click to Origins geometry,
and now grab it. Now before I do this, I
actually want to make my actual where is my wall
coming up to on this side? It's probably going to
come to round about here, so I have a press Control
law, bring it over. I'm going to have it
up to there, that'll be enough supporting
over that side, and then I'll also have a piece of wall
probably along here. I'm also going to
press Control law. I'm going to bring
in just another supporting piece of wall, probably something like that. Now what I've got at the moment, I've got this going over here. So this is here, so this
is like the sport wall. What now I need is
an actual frame going around here for
the actual window. If I come in and we'll grab it going all
the way down here, we'll press tab, Control Al transforms right click
origins geometry, and now press the i button. Now you can bring it in,
and you can actually start to create that frame
and the actual window. The other thing is as well, is, I'm probably going to have to pull this out and then
create another part. So what I'm going to do now is just going to press
Control plus, and I'm going to pull this
out. I'm going to press Y. Enter and then just
pull it out like so, and I'm going to
create my window from this part with
this actual frame. What I want to do is I need two more window parts in here. If I press Control, left
click, let's bring it over, something like that,
and then control, and then left click and
let's bring it over. We'll have something like that. And then we'll have this
main frame here I think. So we just need two
pieces of framing here. So what I'll do is I'll
grab both of these, press Control B and
bring them out. You can see we've got
major major problems in the fact that
we don't need six. We just need one. And
now what I'm checking is the actual size of these in comparison with
these parts here. I'm going to press control, I'm going to press control B now and pull it out and I want them to be round
about that size. All right, so I'm hoping that you get the idea of what
we're actually doing here. So this part here is actually
going to be the window, and this part here is
going to be the frame, and we're going to slot
that back into place. In here. So we're actually going to make a bevel
for this as well. So let's actually bring
it out first of all. So what I'll do is I'll
grab this piece here, so lt, shift and click, shift D, enter, and let's bring it back a
little bit like so. So what I'm going
to do now press tf, fill that in, and
then I'm going to grab it again and split it off. So P, selection, tab, control or transforms
right click, S origin geometry, and
now I'm going to do is, I'm going to actually
solidify that. Add modifier, bring in a
solidify, even thickness. Bring it out now
this way, like so, and then I'm going to use
that actually then to make my actual gap in here. I'm going to press now. So I'm going to save
this out now and we'll actually start that on the
actual next one, of course. All right, everyone. So
I hope you enjoyed that, and I'll see you
on the next one. Thanks a lot. Bye bye.
120. How to Create Accurate Step Height: Welcome back, everyone,
Blender three. The ultimate stylized scene gad, and this is where
we left it off. Now, let's actually
come to our window. We're also going
to split that off away from it just to make
it a little bit easier. I'm going to come back
to this back to this. And now I need to do
is I really need to fill this in and
then bole on it out. So let's do that first. So
what I'll do is I'll come in. I'll grab all of this
shift and click, TF, fill it all in, like so, and now we should be
able to booling it out. You can see we've got a
problem in here in that this hasn't gone nowhere
near the way I wanted it to, so I'm not going
to do it that way. I'm just then going to get rid of this one. Get
rid of this one. Instead, I'll just
come to bridge edge loops and that's
going to be much cleaner. Now I want to do is I
want to pull this back into place and actually see where it's
actually going to go. So you can see I've pulled
it way way too far there, so into place and I'm
just looking now, making sure that it's pretty much even going all
the way around. It's a little bit
uneven on this side. So I think we'll do that
when I've got the window in, it's going to enable it
to go just past there, so I think we can use this. All right. So we've
got this in like this. So I think what we'll
do now is we'll grab this part, we'll
press Control A, or transform right clip, set origin to geometry, and now I'll do is
we'll add in boolean. Add modifier, bring
in a Boolean, and the Boolean, of course,
is going to be this. Let's press Control A, and
let's hide this out the way. And there we go,
there is boolean in. That looks great. Let's
press control there, bring that back, and now we
can actually delete that way. Press alta, bring
back the window, and now let's create
our actual window. So what I'm going to do is I'm going to pull all of these out. The way I'm going to have to
probably do this is by using a solidify and then putting the windows back in
because at the moment, if I try and pull all these out, it's going to extrude it out, it's going to be not right. It's going to be
further up here. I'll show you what
I mean, if I come in and grab this and grab this. Let's see if I can
actually do it. I'm going to grab it going
all the way around two here, shift selecting
these little bits, because this is our
actual frame like so E, enter, and then Altern S, and actually it's worked
if we press alternS. That's actually great. Yeah, actually
that looks really, really good. I'm actually
happy with that. Let's press control
A transforms, click the origins geometry, and let's pull that
then back into place. We know we're going to have some problems because
it's not going to fit actually perfectly
because obviously, we've made it a
little bit bigger. Let's press S and y, pull it back in, like so and then start just
shuffling it back in. What we want to do is now want
to pull it under like so. I actually goes
in there like so, and then it's got
this part here, which you can see needs actually pulling
out a little bit. Let's see if we
can actually press S and X and pull it
out a little bit. Like so, and then S and y and
pull it back the other way. S and y, pull it
back the other way, like so and then try
and just get evened up. Now you can see, we've got a
problem with this side here. Don't worry about that though. I'm just going to pull
it out a little bit now. What I'm trying to do now
is actually get it to fit into this place without
destroying it too much. Let's press S and y, bring
it out a little bit, and let's pull it
back into place, like so, and then S and y, I'm happy with this. I just want to pull this
probably a little bit this way. I'm thinking that
I could probably do that, grabbing
each one of these, putting in proportion
editing on and pulling it this way like so, and then pulling it this way. Like so and that's probably going to be a little bit easier than the way I was trying to
do it. That's looking good. Now we've just got this part here and this part
is actually easy, so I can grab this one,
this one, and this one. Take off a portion it's
in an organ simply do. Just pull those out in place. Then I just want to make S's
just to make sure that fit. S's, pull it out, and that fits perfectly
in place, like so. That looks really, really nice. Now we can see we do have a problem in that
this part here. Is sticking through here and
we really don't want that. We can see that
this is the issue here that this is
not far enough away. Let's come in, hide our
window out the way, and there's this part,
and then what we can do now is we can probably pull
that out a little bit. If I come in, grab this
one, press Control, click on this one,
and let's see if you can actually press
Test and bring it back. Instead, like so, and
then let's press tight, bring it back, and
there is your window. Now, let's come in
and shade smooth. Let's put Auto sove on, so Auto Smoove, and there we go. Absolutely fantastic. That
looks really, really nice. Now one of the problems
you can see is we've not got a top
on this part here, and we really need
a top on there, so we might as well come
in and fix that now, so we've actually got a top on. I shift and click,
and then let's press F just for now
to fill that in. All right. There
we go. Now, let's think about this part out here. Thinking I'm going
to have to have probably two columns on here. I'm actually going to as
well shade off this as well. Shade Smooth. Auto smooth. Now I can really
see what I'm doing. I'm going to bring in a cube. So Shift A, bring in a cube. Where is that cube
gone up there? Let's bring it into place,
something around here. Press the S, let's shrink
it down and let's put in. One support probably
on each side of here, I think. Something like that. I'm also wondering if I should have a tiny support here maybe,
let's have a look first. I'm just going to pull it
back into place like so, and then I'm going
to press Sen's Ed and see how far that
actually sticks out. Let's pull it down
into place like so, and actually, that's
not looking that bad. I'm going to put
out a little bit. That's actually looking like
it's going to support that. Let's now press shift D and bring in another
one to this side. And let's double tap the A and actually
have a look at that. And yet, that looks
really, really nice. All right. Now
we've got that bit. We're working our way around. Let's actually make a
start on the front bit. If we zoom into here, can we actually see, we can't actually see
how many steps. I'm going to have to do this.
Can we actually see from, I don't think we can
see from here either. If I press dot on this one,
let's see if I can zoom in. And we can make out one, two, three, four, five, six
steps. I think it is. I will check my own reference, but I think it's six steps. F that we can actually
work out how far the depth is back from
that. Let's come in. Let's press M three. Let's press ad to
goingto wire frame, and now we need ather
boolean to come into here. What I'm going to do is
this time, I'm going to just shift right
cla press shift, bring in a cube, and then I'm just going to get
the scale first right. I'm going to come over here. It doesn't matter
if it goes through the actual floor a little bit, so S, spring it out, making sure that's the right
size, something like that, and then S and y, pull it out. Pull it across into place, and then S and y, bit
more. There we go. I think that's going to be
absolutely fine Z solid, and then I'm just going to find it dot to zoom in,
and there we go. Now, let's pull it
back far enough, and let's have a look
now about our steps. Once we've go and
brought our steps, and we can actually see where that's actually
going to come to. I'm also looking from a human. Where did I put my human? I'm not sure. Human is here. He's in large hotels, so I really need
to take him out of the large hotel and move him into scene collection,
something like that. All right. Here he is now
he's back, there we go. Now I need to do is need to
spin him around so I at 90. Now let's get our actual steps. Our steps are going
to come from here. And the need to go back
going all the way back. From here, this part here,
going all the way back, that then will give
us our actual depth of our actual door. The first thing
though, because I can bole because I can
boolean this out. Once I've got my boolean in, I can just pull it back as long as I actually
mark a seam on there. So we'll do it that way.
I'll do is we'll grab this. We'll press control
A transforms, right click origins geometry, and let's just add
in a fast boolean, so add modifier Boolean, and let's click
on this, like so. Let's apply it control, and now let's delete
that out of place, like so, and there you go, you
can see how easy that was. Now from here, we can
actually create the rest of our actual steps and
things like that. What we can do is, if we press three press
going to y frame, we can see that
the steps come up to at least here. The
steps come up to here. I think there's a
bigger step on here, and then we've got a posting
here and things like that. But once we've got
our actual depth, then we can actually
see where this actually needs to come to. All right. So let's just bring the
first step and then we can actually stop
till the next lesson. So what we'll do is we'll
bring in another cube. I want to press
shift S. Selected, shift A, bring in a cube. Let's make the
cube smaller then. Let's press three
on the number pad. Let's press s going
to waive frame. Can we see how big each
one of these steps is? I don't think so
what I'm going to do is I can see the
width, so that's good. So I'm going to do is I'm
just going to press S and y and pull those out to get the actual width
of these steps. It's something. Like that. Something like that
looks absolutely fine. Now what we can do
is I can measure these steps based on
my actual human here. I can see that I can
pull it down to here and we can see that this
step is way way too big. They want to be
probably really shiny. Sen's, bring it down. You can see if I
pull this down now. Is roughly where his shin is, and he can actually
should be able to walk on those fairly
fairly easily. Now, if I bring this back
just past this point here, now I can actually
see that I can bring it back and this is where the door is
going to actually go. So I'm looking on my
other reference one, two, three, four, five, and there
is actually six steps. So on the next lesson, then what I'll do is we'll ray this bag, and we'll actually start
building this part out, and then that will
be the front done. All right, everyone,
so I hope you enjoyed that and I'll
see in the next one. Thanks a lot. Bye bye. M.
121. Creating the Entrance of the Small Hotel: H Welcome back everyone. Blender three, the ultimate
stylized scene ad, and this is where we left off. Now, let's bring in
our actual steps. We're going to do is add
modifier, bring in an array, and I'm actually really happy because we're really
really getting somewhere now and not how far off actually finished,
believe it or not. Yeah, it's really really
starting to come together and that makes me really happy.
Something like that. Let's actually bring up
the count all the way back and let's see where that's
actually going to be now. I've got one, two,
three, four, five, six. It's going to be probably to there. I'm just
going to press three. I'm going to measure
it up, so Z, go into y frame, and we can see that This
is probably the top step, so we can see that these are
probably a little bit short. We could put another
step on there, or we could actually
lift these up. Let's have a look. Oh, actually, this is the top one because the top one is probably going
to go back a little bit. So I'm just going
to put in solid, and I'm going to
look how far that actually is back. I'm
going to grab my guy. And the bringing back,
I think, actually, if I pull this back now and
pull these up a little bit, that's going to be
absolutely fine. You can see if I don't do that, this door is going
to be absolutely huge. So we're going
to have to do that. I'm going to do is, I'm
just going to come in, grab the top of this
one, press three again, press Z to going
into wide frame, and then let's just pull the
mob a little bit like so. We can see that the
top of it is here. I'm going to hold shift and bring it down, so bring it down, hold in shift, so Z, solid, and there we go. Now, let's just check to make sure that they're fine, like so. I think they are. I'm
just looking now. You can actually stand on them. They're actually
probably Probably, they're around the
shin just above it, so that's actually going
to be fine. All right. So let's come into our steps, apply the actual modifier, and let's come around
now to the back, so grab the back and let's just pull that out
into place like so. And now we can actually
create our door and our actual pillars that
are going to go in there. All right I wanted to make this one a little bit different. Now, let's actually
bring in another cube, so shift A, bring in a cube. I'm going to bring
this cube over here. Then what we going to
do is, I'm going to make it smaller, like so, press S and y, bring it out into place,
something like that. I'm going to pull
it back then and I want it in to the actual wall, so we can see we pull it down. I'm going to press S and y, pull it back into the wall, and then pull it back
into this wall like so, and that's got that leveled up. I thinking that that's probably
a little bit too thick. I'm going to come round to
this back and pull it out, probably Probably
to the first step there I think it's
going to be fine, and then I'm going to
pull this back to Tad. I'm also going to make
sure that it's actually on in the actual ground
plate like so. All right. So now I want to
actually level this up. So if I press three
again, grab the top. S press three. Z
going to wireframe, and now I should be able
to level it up to here. So if I bring this up now,
that is about up today. You can see it's probably a
little bit too far forward, but it doesn't really
matter too much about that. Let's press control then
bring in another edge loop. Keep that thickness because I'm going to have
a pillar on there, so probably this thickness. Press sed, go back in solid, and now let's come
round to this back bit, and let's bring it into place. If I bring it, I need
to extrude it out, so E, pull it out into place. If I put it there,
then I can actually grab this top, press three, Z, wire frame, and I can see that's going to come
to round about that. Z solid and there we go. That's looking really nice. Now, what I want to do is I
need a piece of mesh on here, and that's for the actual soil
where that's going to be. So if I just grab this, and then I press E and y, pull it out all this way. And then what I can do
is, I can grab this then, press y, just to split off, bring it out, press the Sp and then just to make it a little bit bigger
and there you go, it fits into place.
Simple as that. Now I want an actual
pillar on here. And what I didn't account for is the pillars on mine is actually
sat in this part here. So maybe maybe I can
get away with pulling these a little bit
further across like so. Yeah, and that looks fine. Now, let's put our pillar
in place so grab this. Shift S because to
selected shift A, bring in a cube, make
the cube smaller. Bring it into place like so. Something like that, I think it's going to be
absolutely fine. Let's then grab it with E, bring it up S, bring it in, and finally then E bring it up, so it's actually
holding that structure, so E into there like so. There we go. That's
as simple as that. That's looking really nice. Now, let's bring in our door so. Again, I'm going to I'll
probably use a plane for this. Shift A, bring in a plane. I'm going to spin it
around, so R Y 90. Let's press three again, Z, go into y frame and let's now
get the scale of the door. We can see it's
perfectly, actually. I must have just used the plane and just stuck that on there, so I'm just going to
bring it up a little So I'm going to also bring back the doors probably
a little bit as well. But you can see
that's absolutely perfectly aligned there, so I'm going to press Go solid. Now what I'm going to do is I'm going to create
another one of these. I'm going to press D, like
so. I'm going to grab it. I'm going to press E,
bring it back like so, and then I'm going to
press L P selection, split it off, control
A, all transforms, plates origin to geometry, and now let's bring
it back into place. It should be ws above there. Now I can create
my actual Boolean and put the door a
little bit further back. Of grate here. Let's actually
bring this part here. Grab it, modify a Boolean, and the Boolean is going to be this press Control and then
delete that out of the way. Delete, and I'm hoping
if I click on it, press tab, it has actually
created that, so that's good. Press delete faces, and
there we go. There is that. Now, let's come in and
actually create our door. I'm going to press Control
on. Left click, right click. Now all I need to do is I'm
thinking probably should, I'll just grab it,
press Control B, and then I can create
a little sliver down the middle and now find there
can actually delete that, so delete faces,
and there we go. There is our actual dog. Now, let's grab
each side of these, so I'm going to grab
each one of these, pull them out with E, Just a tiny bit, doesn't
need to be much. Press Shift S,
cursive selected tab, and now let's bring
in another cube. Shift date, let's
bring in a cube. And this cube, of course, is going to be for the
handles on each side. If I press tab now
and move it across, we're still going to
keep the orientation there, which is very important. Let's actually bring it in now, so S and X, let's pull it out. S and X. Let's press three now. Press Z, going to wire frame, and this is the size of them, so we can see it's going
to be something like that. Let's press S D, bring them
up. Let's grab it again. Bring it down a little bit. Let's press Control two.
Left click, right click. Pull these out now, so
S and y, pull them out, L so, and then let's
just bevel off the top of these just
a little bit. Z solid. I'm hoping at this stage that
your workflow is really, really fast, and you know exactly what I'm actually doing. Control B, bevel these off. Let's round them
off one like so, and there is our
actual door handles. So now, and what I want to do is I want to grab it all.
I want to pull it back. So it's actually just in
front of the door like so, and then what I want to do now is come over and
bring in a mirror. So just a mirror over that side. Apply that, control A. Join this salt the
door, so Control J, and now find that we
can pull our door back. Into place like so. There we go. Now, let's
think about some pillows. What I'm going to do is I'm
going to press shift A. Bring in a cylinder, so. I'm going to put this. Let's have a lo run 32. Let's put it on 18,
something like that, and I think what we'll do now
is we'll just shrink it in. I'm going to shrink it in
though in edit mode again, S, bring it in. That shod be in
the center and now can bring it out S said, make it bigger, and
let's pull it back into place and then we can
see how big we're going to actually
have to go with this. Can see it's nowhere
near in the right place. It needs to be roundab here. Needs to be probably
a little bit bigger like pull it back a little bit. Essen d, and we want to make sure that's
actually in the floor as well. In the floor and in the ceiling. There we go, we can see
we're nearly in both there, so Essen d and there
we go we're in both. All right. Now, let's
right click Shade Smooth, and then let's add a auto smooth and let's put it
now the other side. I come in and just press add modifier and let's
bring in a mirror, put it on the y, turn off the X. Control apply that,
and there we go. All right. That was really, really fast as you can see. Now, think we've got pretty much all of this
built out except this part and our
actual car parking. I think the only
two things we have to do I thinking as
I'm looking around, that I've got all the
rest of it built out, except maybe the top of here, we'll just bring that in so we can actually put
things on top of there. I'm actually looking at if there's any flashing
behind here, why is that? I'm just looking behind
here, just to making sure. Sometimes you will
get some flashing if it's very close
to these parts here. If you get that, just
give it a try and just pull it back All of these a bit just to make sure that they're not actually connecting to
the window too much, so let's pull them back solage, double tap the eight,
and there you go, your flashings gone
see because they were just too close
to those back ones, so sometimes that happens. All right, everyone, so
I hope you enjoyed that. Let's actually save it out, and then what we'll do as
a say on the next one is, we'll start on this part here. You can see it's this part here, and we'll also create
this roof bit. Allright everyone, I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye. A
122. Creating the Top Roof Entrance: Uh, Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where
we left off now. Let's come in and
do this bit first. I'm going to grab all
the top of hear marks. We'll get this bit done,
get it out of the way, and hopefully I can
actually bring this in. So if I press I now, let's see if and bring it in. Make it relatively thick,
something like that, I think, and then just
press E and bring it down. Now in this one, we
don't actually need to bring it down
that far because we are going to have actual E on top of here where he
can actually walk out of. I think what I will do is, I'll grab my man and
I'll pull him up here, so just put him on
the top like here. And then put him into place so he's actually
stood on there, and then we get a good idea
of what this is going to look like when we actually
bring in our door, which we're going
to bring in around this part here. All right. So now let's make a
start on this part here. I'm just going to hide
this part out the way, which gives me access then to see how big this actually is. And all it is is basically
a bit that goes around. So once we've got
this part out here and relatively out far enough, then we should be able
to get a good idea. Actually if it press seven, let's press seven and going into wide frame, and there you go. You can see how far this is actually supposed
to come out here. So we've got a good
idea of scaling. While we've got this, let's
actually press shift, bring in a Que Let's bring
our cube into place. Let's put it over here
into place like so, and then let's grab the
back of the cube now, so I'm grabbing that face, seven again to go over the top, and then I'm going to just bring my cube out to
something like that. Let's press said now, go
back into solid and we'll see that the cube is
a little bit out. I'm sure of it.
Let's bring it up. Onto here like so. But yeah, it's a little
bit out as we can see. What I'm going to do is, I'm actually going to pull it down into place like so and I need it to be just
stuck out of those. I'm going to press S
and y and pull it out. There we go, something
like that because the other parts
are actually going to come out a
little bit further. Let's pull it up so it's
just sat on there like so, and let's now check
the back of it and the back of it is
way way too far out, so I'm going to pull that
back into there like so. We can also see that we
do have a problem in that this bit here doesn't
actually have a face on here, so it might as well fill that in as well, so I'm
going to grab. I'm actually going to
pull my cube out first, then it'll make it a little
bit easier for myself. I'm going to grab it,
pull it up like so, and then hide the cube
out the way I'm in it, and then let's put
a face on here. I'm going to grab this,
put a face on here, tidy it up a little bit
like so, and I'm looking. That this bit is
a little bit out. This bit here looks
a little bit out to me and sometimes this can
actually happen like that. What need to figure out
is which part is out. Yeah, It's because of the fact that this here is
wider than this here. Actually, I'm going to press controls head and
just take that away, and what I'll do is I'll fill
it in with the bottom bit. If I grab this
bottom, Hopefully, I should be able to fill
it in with this one and this top one instead because
this isn't attached there. What I'm trying to do is fill in something that isn't attached. You can see here that
this has a bottom, but this doesn't have a bottom. Now I'm going to grab this part, I'm going to grab this one, press the F button, and now
that has an actual bottom, and that looks absolutely fine. Let's press all tag, bring
back the actual cube. And now I'm going to do this,
I'm going to pull this up, so I'm going to come
to just my cube. I'm just going to press
three, going to front view. I'm going to pull it up now
to around this part here. I'm going to do is
press sd wire frame, and let's just grab it and
pull it up to the top of the Let's press sad solid and we should end up
with something like this. Now we just need to
bevel off this part. If I come in, grab the
top and top of here. Then what I'm going to do
now is I'm going to press, let's press three, and
Let's press Control B, bevel this off to
where it needs to go. You can see it's
come into there. Now, maybe I need to reset this. Control A or transforms
right click, set origin to
geometry, tab again, and now let's press Control B, and now you can see that should be vel off a little bit nicer. Now let's turn the bevels up. So we can see
something like that, and I think that
actually looks perfect. Now, on mine, I've
actually got three. So I've got three kind of things down here coming
the way down here. So let's actually use that. I'll do is, I'll come in,
and I'll press control on. Three, so one, two, three, left click, right click. Then I'm going to press
Control B, bring them out, hold in the shift board, but I'm going to turn down these 20s. So now I can actually
bring these out. So if I press E, enter AlternS, I should be able to then pull them out to where
they need to go to. So if I press three again, I should be able to pull
them out to the top of here, so I'm actually thinking, if I press said,
going to wide frame, Actually, that's
looking actually fine. I think I'm fine with
that go to solid, and let's now have a look at
how far they've come out. You can see that just dropping
basically below here, and I'm not sure whether
I want this part here to drop below there or not.
These are actually in. I'm thinking should I
pull this part out a little bit further to actually
bring those into place. Sometimes it's just worth doing that just to fix
things into place. If I grab this and
pull it out just slightly so you can see it doesn't really take
anything away from it, but it makes it look a lot
lot better when you do that. I'm happy with that. I'm
happy with this part. Now, let's make a start on this top actual roof pt, and
then we can get that in. If I press seven,
go over the top, if I press s then to
going into wireframe, you can see here
is actual roof pt. If I press shift
A, bring in a Q, L et's pull it over.
We can see the cube. Again, fits perfectly in place, and now just need to bring it up and into the top
of the building. So let's bring it up into
the top of the building. Let's press Z going into slime. We know it's in the
right place now, so let's bring it up, so now what we need
to understand is that we need a door into here. I'm going to probably pull
it up a little bit more. I'm actually going to
do this by I rather than using this
actual reference. I'm going to hide
that, and I'm looking. I I put my guy in
the middle now, Maybe maybe that's a
little bit too high thing. I'm going to grab it, pull
it down a little bit, like so, and then what
I'm going to do is now, I'm going to probably pull this out and then pull
it down into place. If I grab, I could
grab all of this and just pull it down so that's probably
going to be easier. We're not going to
worry about a little bit inside there anyway. I've got that,
let's press control or transforms right plate, set origins geometry, and
now let's bring in our door. If I come in, put
in door, on assets. There we go. There's our door. Let's see if I can actually
bring it in there, like so. Yes, I can. Oz 90, spin it around. Let's grab the back
of it so we can actually bole in this off.
I'm going to grab this. I'm going to press shift D, duplicate it, press E, just to bring it out,
and then L. What I'm going to do is I'm now going
to move these into place. I need to put them
into the right place before I actually split
them off so I can see here. I obviously needs to be. It's actually probably a
little bit big that door. I'm going to actually make
it a little bit smaller. Like so because it would be a little bit smaller than
that to be honest. Then I'm just going to make sure that I'm just
probably above there. We've got a little bit of a
lip is what I'm looking for, so a little bit
of a lip like so. And then just pull
it back into place. Something like that, I think it's going to be
absolutely fine. You can see though
that the door is probably not quite
high enough now. What I'll do is I'll
just bring them out a little bit,
S, bring it out, just so it's above him, and then bring it up, and then I can get into place where
we actually need it. We've got a little bit
of a lip there still. Let's come down to
the top and what we'll do is we'll just
pick up this top, just a tiny bit more. Like so. Now we can
actually Boolean. I'm going to add
modifier Boolean. Click on my door, door. Then what I want to do
is press Control A, and then I'm going to come
in now and delete this part. I'm going to grab this L, delete vertices, and
there is my actual door. Now, why is it looking
like that? Shade smooth? Let's put on auto smooth. And there we go,
that's fine now. All right. So let's pull
it back into place. So let's move in forwards now. And then we go there is our actual doorway is actually
going to come out. All right. Now what we need is the things that are going
to go on the top here. Fire press said
going to wireframe. We can see that we've
got two solar panels and then a big actual
air conditioning unit. Now, on my reference, it doesn't look like there's two
air conditioning units, but I think I'm going
to put two in there. So I'm going to do is
I'm going to press Z, go back into solid, and I'm going to bring
in my first solar panel. If a point solar panel,
let's bring that in. Hopefully, it's
going to go right on top of there, like so. Let's press seven,
go over the top, Z wire frame, and let's
put this into place. I'm going to put it into
place right about here, and then I'm going to press D, bring it over like so. And I'm hoping that
there on the floor. Now, let's put in our
air conditioning units. So Air. And it's going
to be this big one here. Let's plug that into there, and then I'm going to
press shift and just bring it out now over to there. Let's press, now,
go back into solid, and you can see that
for some reason, they've both gone on
the floor like so. Let's hide the bottom of this. Let's grab both of these then. At least the same high though, that's one good thing
and let's pull them up. Press one and now I can see exactly where
they're going to go. I can see they're
roughly on the floor. Let's bring back
everything, so Alt, double tap the A,
and let's have a lot of what we're actually looking
at here. There you go. You can see they
look really nice, and we can see all of
that top it is done now. Now finally, what
we need to do is, I think we've got pretty much
all of this done now except the car parking on the back
which is quite a hard part, but we've left it to last, so we should be able
to get that done, and then we should
be able to get our windows and
things like that. All right, everyone. I'm
going to save it out. I hope you're really
enjoying this. Nearly at the end. Just a few more lessons
and then we'll be done. I'll see on the next
one. Thanks a lot, babe.
123. Creating the Car Park Entrance: Welcome back everyone.
Blender three, the ultimate stylized ing and
this is where we left off. Now, believe it or not, we can actually use this
reference here, if we're going to model
it to actually create our back because
we can see where these places actually drop down. Basically, the edges want to come in between
each of these. Let's go to solid. Let's
actually bring in a cube. Shift A, let's bring in a cube, and then let's pull that back into place where I
actually want it. Let's press three then,
and then what we'll do is we'll press sed,
go into wire frame, and I'm hoping now
we can bring this to the actual right place of
where we actually want it. If I press S and X, no S and y, pull it out halfway between,
something like that, and this is basically
going to be the curb that's actually
partly into the wall. Maybe actually we'll
go all the way out. Actually, we'll go all the
way out to the edges like so. Something like that gives us the actual scale or at least the depth of
what we need to do. If I pick this up now, we can see that's what it's
going to look like. Now let's change this out. For the back of
our actual hotel. Now we can actually
see where this is actually going to go
up to, basically. If I change this out, come
over and change this to, let's have a look at the back. We want the small hotel
and we want the rear, which we can see here as well, we've got the actual depth of how far it's going to go out. I think actually, first of all, we'll get the height. Let's small hotel,
here's the back. Here is the back. And then what we'll need to do is we
need to spin this round. So I 180 Z, 180, spin it round. Let's bring it into place now, so we're just going to line this up, I'm going
to press three. I'm going to press Z. I'm
going to go into wire frame, and I'm going to grab this now, and I'm looking to line it up, so where is that cube. I think my cube is
round about here, so I can just see it. So I'm going to pull
it into place like so. I'm hoping if I
pull this back now, press it solid, I'm hoping that that should
now line up perfectly. Now what I need to do
is I need to come and grab my cube, and then
I'll be able to see. If I just grab the top of my
cue so, press three again, press, going into a y frame, and we can see now that this
is where it leveled out. I can see I can
bring it up like so. We can see that it's a
little bit big this cube. I'm going to do is I think
I'm going to come to the side of it and bring
it in a little bit. I'm going to grab
my cube on there three, and then bring it in. Just a little bit
like so because I can see now that is halfway
between these. All right. Now we've got the right height. We haven't got the right
depth at the moment. I need to bring in
another one and find out what the depth is and
how far this is going to go because I might as
well use it on the floor as well and get in
actually properly. I'm going to do is grab this. I'm going to press sift,
I'm going to bring it over. I'm going to press Z 90, and then let's swap
this out then for the small hotel side view, which is going to be well, we can use either one of the sides as long
as we level it up. Let's bring that one in,
and let's press one. And let's get this to the
back so something like that, and you can see it goes
all the way down here. I didn't actually realize
it went so far down. We can also see that it starts actually dropping
down round about here. Let's actually do that now. First of all, I'm
going to pull this up. I'm thinking, I'll pull it and then I'll
actually extrude it out. I think I'll do it
that way. What I'll do is I'll come to my cube. I'm going to grab it at the
bott. I'm going to press one, and what I want to do. Is bring it round about there, which is probably
just below that curb because I don't I want to drop this curb down basically
what I'm saying, I'm going to put it there,
and then one to do now, I'm going to come
round this side, and it's fairly fiddly this, I'm going to press one again. Then I'm going to
pull it out to here. Yeah, actually, I'm going to
pull it to here because you can see it probably starts
bending down around here. Let's give that a try.
Let's pull it out with E all the way out to here. Then one more to do now is come around, grab the bottom of it. This one here, press one, and then I'm going to do
is pull it down now. Now I can actually see where
I need to bring this up, so I'm going to come back into the bottom of my cube,
which I think is there. Press one, bring it up. Into place, and there we go. Now we can see that's
roughly about right. Now, let's press said,
go into solid like so. Now let's actually start cutting this away
because this bit here, remember is going to be
a little bit flatter, and we're going to have
some curves that are going to actually hide that way. I'm going to actually pull this out now a little bit further. I'm going to pull it
out all of this way. Probably to here,
something like that. I think I can actually get away with that if I
drop my curve down. Maybe I'm going to have
to drop it down a little bit further actually a little bit further because this here is what I'm trying
to actually get rid of. Yeah, I'm going to
have to drop it down a little bit further just above there like so, and I think I can actually
deal with it like that. All right. Now I'm just
going to press one. I'm just going to
go to side view once more, so wide frame, and I'm just going to look at this actual line,
as you can see. This line now is
a little bit out, so I'm probably going to have to drop that down just a tad more. Coming to this back bit, one, and then just drop it down
a little bit more like so, making it a little bit
of a slope like that. Now we've got all
of that in place. Now let's give this a try. I'm going to hide
this reference and this reference out
of the way just so I can see what I'm doing. And then what I'm
going to do now. I'm also going to grab my man. I'm going to press
shift right click Shift S selections
cursor, put him there. What I'm looking for now is
if I put him on top of this, Yeah, that looks about rack. Remember people are actually
sat in their cars here, and this is probably
going to be fairly low. Yeah, that looks fine.
Now, let's come to this bottom part and let's
come in and add in a boolean. Add modifier boolean. Let's grab this boolean here. Let's press control A
and let's hide that way. H h out of the way.
That's the first stage. Now all we need to do is the actual second stage now,
which is this part here. Again, old, bring back this
part, Let's grab it again. Control A, All transforms
click set origin to geometry, and let's now bring
in a boolean. Add modify Boolean,
grab my blean, like so, and let's
hover over it, press control A, and now let's hide the bolean
out of the way, and let's have a look at
what that looks like. I'm just looking Now I've got my bottom part that I
need to do as well. So we've cut this away
and now we've got the bottom part that we need to do, which is the actual sand. Let's again, once again, tag, bring everything back, and then what we'll do
now is grab this. Control A, all transforms, right clicks the
origin to geometry, and I'm just making sure
I'm going to put onto material that I've not messed around with that
or anything like that. Now I'm going to do is this has got beveln as
as you can see, I might as well apply that, so Control A, and then
add modifier Boolean, and then let's bring
in this boolean. So you can see it's air conditioning unit,
and I don't know why that is. Oh, it is classed as an
air conditioning unit. I don't know why
that's done that, but anyway, let's
supress control y. Let's hide it out the way,
and we can see that now that has actually worked perfectly going all the way
through the floor there. Now what we need
to do is we just need to work out this part here, so you can see at
the moment that this needs pulling back now. Now, if I pull this
back, even a little bit, you can see it's probably going
to mess around with this. I'm going to see
if I can actually pull all of this back
without actually upsetting my actual cobblestone. So you can see
here, I'm going to pull it back probably
to there and actually, it's not really done
anything to my cobblestones, which is really, really
great. All right. So now we can actually
start putting a bottom on here and
actually filling this in. That's the best part. At
least that bits out the way. Now, on my original one, I actually used
cobblestone on here, and I'm not so sure if I
should actually do that. I think I should use actually
a road on here instead. Down here I mean and
going all the way down. I think maybe I'll use
cobblestones, maybe I won't. I'm thinking I'll probably
change this a little bit. I think what I should do,
first of all, though, is just come in, and I'm going to delete
this out the way. Now, I don't think
I need it, I'm going to delete that one
out of the way as well, and I'm going to hide
this one out the way, and that is what I
should be left with. Now I've got a real
really good idea what this actually is going
to look like. All right. I'm happy with that. Now
I want to do is I want to think about on the next lesson in actually building this out, bringing these parts down as well and all that sort of stuff. And then finally we shod
have our actual parking. Now I'm wondering, as
well, before I go, should I actually
pull that down? I think I should pull
that down a little bit. I think that's just
going to look a little bit more realistic
and not only that, I can build around
this part as well. So that's probably going to
be the best thing. All right. So that's looking great and hopefully you enjoyed that and I'll see you
on the next one. Thanks, live. Bye bye.
124. Finishing the Underground Parking: Welcome back, everyone,
Blender three, the ultimate stylized
scene guide. Now, I think before
we go any further, it's important that we
actually first of all, put in a piece here
that goes down, which is going to be our road. If I grab this, you can see that's probably going to go
a little bit further out, but it will give the ability to actually start with this pot. I think we'll actually
start with this, we'll press shift, and we'll
just bring it up very, very slowly like so. Then what I'll do is we'll grab this now and pull it back. If I grab all of this, actually we'll grab it all, press delete, and we will diol
limited dissolve and that then we'll make
that a nice flat piece for. I can do is I can
press E and x and pull it back into place just
under this curve black. Finally, I can
split this off now, so L P selection, split it off. Now what I can do is I can actually give it this
actual concrete. So if we come over it, we
can see this on tarmac. This is actually on cobbles. Let's just put this to tarmac, TAR tarmac, swap it
over, and there we go. Now, we're already
starting to make progress. Now, before we
actually do anymore, let's actually bring in our
parking meter and that then is going to show us where we need to actually
place everything. I'm going to do is I'm going
to go over to my asset. I'm going to print parking. And hopefully, they're
both there. Yes, they are. Let's bring those in. I'm
going to bring them both in. I'm hopefully going to
put them flat there, and then I can press I head -90 and now I can start
putting these into place. I'm thinking that I'm going
to put them round about here, pull it forward a little bit. It's round about there and
that looks absolutely perfect. Now let's press dot
just to zoom in. I'm just looking now, are
they low enough on the floor. I'm going to put it back on material so I can
see what I'm doing. And yes, they look
absolutely perfect. You can see that
goes over there. You can see that people
can just walk past here. You might want to pull your
bit to make sure people can walk past by think,
actually, mine's fine. All right. What I'm
going to do now is I'm going to drop
this curve down. I can see it needs
dropping down from here and from here,
let's drop it down. Let's come to our curve then. What I'll do is, I'll
just press Control, left click, right click, and then just move it along, so I'm going to drop
it down from here, and I'm going to come to
this part, so control. Left click, right click. And then I'm going
to move that over to there, something like that. I'm also as well thinking that actually I need
to level this up. So five press S and y, I should be able to just level that up a little
bit like so. All right. So now I can actually bring these down. How
am I going to do that? I'm just thinking that I should
probably grab this, this, and this, and I'm
hoping that I can bring them down because the bevel
hasn't actually been applied, so I'm hoping that I
can bring them down. Like so. Now, all I want to do is just bring
them up a little bit, bring my road now back
into place under there. There we go. Perfect. That
looks really, really good. Now, what we can do is we can actually take a piece of curb, so I can actually grab a
piece of curb like this, so L. I'm actually
probably going to make, I'm going to use this
actually shifty, and let's spin it around, so R Z 90, and what we'll do is we'll use this piece of curb on here. I can see that's
going to go something around there, and then
what we're going to do. What I want it to do basically
is come two here, like so, and then I'm going to
follow it all the way down there. Probably actually. Maybe it's actually
worth bringing, I need it going over here and
then this part pulling up. It's a little bit more tricky than what I originally fought. I think what I'll do is, I'll create a new piece of mesh. I'm going to actually
come in and I'm going to actually press Shift S
c selected, shift A. Let's bring in a cube, and
that cube then will inherit the correct dimensions and
the correct bevel on here. I'm going to actually
use it from here, so L, delete vertices and now grab my Que because I know
this queue is straight, whereas this part
here isn't straight. We can also say again that
this shouldn't be here, I should come up a little bit. I'm thinking that I'll also, press control in here, bring it over, so then I think
I'll bring this que over. Like so, and then I'm going
to pull it out into place. You can see it's all over the
place that's pull it out, just into place like so, and now I can actually
pull this back. I can pull it back
like so and then I can make another
piece and actually start my journey down there. Now you can see that the one
thing we've got is this, and what I'm going to do, I'm just going to pull
this back just for now, and then I'm going to
pull this part up. O shift and click, pull it up. Not that, just the
top interplace, just so it's hiding
that out there. I think on this side,
luckily for us, we can probably get
away with hiding this by just pulling
this forward, just a tad, and I'll
do that. That's that. I think I'll leave
this part here. Now what I'll do is I'll
just come in back to here. I'm going to pull it out
a little bit like so, and there we go. All right. I'm happy with that. Now what I can do is I can create
another one of these. I I press L, shift D, bring it over, put
it into place. Press tab making
sure they're going into place like so.
I'm happy with that. Then what I can do is now
I can bring this over here to maybe here like so, and then I can press shift D, bring it out, to tab like so, and then press E, pull it out. Then just make sure that
the lock into place, so bring it out. Now what I can do
is I can actually I'm looking at where
my actual hotel is. I'm thinking I can
probably drop this down. I'm going to come to this edge. I'm going to drop
this down into place. I'm thinking that
probably the easiest way to do this is bring it all
the way back to there, and then to drop it down.
I'll probably do that. I'll bring it all the
way back to here. And then drop it
down into place. Because that curve it would be like that it wouldn't
be loads a little pieces. It would just be one long curb. Now what I can do is I can use these L and L, bring them over, so shift to the
other side, like so. Then what I can do now I
can bring this part out, so I can bring it out to here, and then what I can do I
can either leave it there, which I think let's have
a double tap the a. Yeah, that actually looks fine, looks absolutely
great like that. Now what I need to do is
I need one more piece. I'll actually come over and use this. I'm going
to grab this. I'm going to press tab, grab it, shift, bring it over to
start somewhere like that. Then what I'll do is,
I'll bring it in. S and y, bring it in. It's pass there. Then what we can do now is we
can bring that over. I'm just going to make
sure first of all, that it's actually in there,
so I need to bring it in, pull it down a little bit, just so it's in place like so, and then I can grab the edge of this and pull it
all the way out. To there like so. Now I can actually grab it,
put it on the other side, so shift D on the
other side like so. That's looking pretty good. Now, what I want to do is I need a gray building on this part, so I'm going to grab
each one of these. I'm going to press
tab, grab this, and I'm going to grab
each one of these. I'm going to come over to my
material plus down arrow, and what we're looking for is
the gray building material. Building gray,
let's click a sign, and I'm also seeing if I
can actually hide that. Now, do I need to hide that? If I come around the front, you can see I can actually get away with actually
given that color, so I might as well
do that as well. Now what I'll do is
I'll put a top on here. Now, the bottom in mine, it needs to be a black
hole down there. You don't really want to see
anything else down there, so I'm thinking that
actually, for me, if I press tab and just
hide this out the way, you can see at the moment that's where it's actually
looking like. I'm not sure I put on cycles
at. Actually that might do. I don't think I actually need
to do anything more with it except put a little bit
hiding this on here. What I'm going to do
is I'm just going to grab this like so, I'm going to press L.
I'm going to press d, drag it out and then
spin it around. Y, s 90, and then bring it in. S and y. Bring it in, keep bringing it
in. There we go. Now let's put that
back on interplace. I'm going to pull it back with the red inplace
in front of here. Bring it up a little bit, maybe. Make it bigger, S D
and then pull it out. S and Y, pull it out like so and then just make sure that we can't see
any parts of that. That's the main thing.
So double tap the A. And there we go.
Perfect. All right. What we'll do then
on the next lesson is we'll put this
little sign on here, we'll put a pocking sign on, we'll put our little scooter in, and then we can
actually start getting in all of the windows
and things like that. We're really really moing along
now. All right, everyone. I hope you enjoyed that
and I'll see you in the next one. Thanks a lot. Bye bye.
125. Adding Material to our Small Hotel: Welcome back everyone.
Blender three, the ultimate stylized
scene guide. Now, I've just actually pressed tag and brought
back this part here. The reason why it's
called airconditioner is because this is a tach stt. Let's press tab. Let's come in and we don't need
this boolean anymore. Deletes and you should end
up with something like that. Double tap the eight
and now one winters. I'm just going to pull this
out a little bit over there, so I can actually
see what I'm doing. I'm going to also move my man probably to the front now,
something around there. And then now let's
actually start bringing in some of
the other parts. So I'm going to bring my parking sign in. I'm
going to put that there. I'm also going to bring
this little arrow in, and I'm going to put that there, and I need to spin that round. I'm also going to
bring in my scooter, scooter, and we're
going to bring that. Can I actually put that
straight into there? Maybe so. Let's actually spin this round, so rs dead and we'll put the
scooter up against the side. Just so it's poking out because I do like
telling stories, so we want to make sure
that it's just poking out like so and maybe maybe lean
it up against the wall. So r and Y lean it up
just against that wall. So let's just have a
look from the back now. If we take in, let's
move that back a little bit so we can see,
y, there we go. Maybe a little bit more even
out, something like that. That looks perfect. Now,
let's spin this sie round, and of course, the
sig wants to say, so we go in that way, we don't want to be going that
way, for instance. So if I spin R and x and 90, and then what I want to do is, I want to turn it round now. I think, actually, this is
going the wrong way round. So I think we have to spin
it all the way round. So I I press rY, 180, and then R z, -90. There we go. That is the way that I want it, and let's just put that
on top of there and then bring it into
the actual floor, so hold in the shift born, and then bring it out
a little bit further. Double tap the A, and
there we go, perfect. Now the actual sign, the
actual sign is going to go just above here,
going to spin it around. So, und 80, spin it around, and the sign is going to
pop out on there like so. And again, up to
you, how I have it. Double tap the A,
and there we go. All right, really,
really happy with that. Now, before carry on,
I'm just going to use my cycles just to bring back everything just so I can have a quick look and make sure that I'm happy with it before I sign off and that's why I always do. So we can see that it
disappears down there. We can see that looks
really nice around there, and all of this
looks really nice. Now, the other thing
is, we might as well, before we carry on actually bring in our colors
and things like that. So we know Basically
now that this is done. The only thing we
need to bring in is all of our windows
and things like that. What I'm going to do now
is bring in the colors and smooth it all off and everything like that. We'll
do this bit first. What we'll do is
we'll press control, all transforms, clicks
the origin to geometry, and then what we'll do is we'll smooth it off, so right click, Shades move, bring
in our auto smooth, and then we'll just
bevel it off now. If I come over,
bring in a bevel, and you can see
it's way too much, bring it down and maybe
what that looks like, something like that
looks absolutely fine. Let's bring in our materials, so we're going to have gray, building, and there we go, and let's then apply our
bevel, so Control A. Now let's come to
this part here. So I'm thinking, Let's press
Alt and sorry, not Alta. Let's just press control.
Let's press shift H, and just hide everything
apart from this. I'm just looking at
all of this part here, and I know that I want this
to be the building material. So if I come in, put in, build in, like so, and that then should
bring that in. I will check this out as
well once we've finished. Now, the other thing is we need to be vel off all these parts. I'm going to press
control A, all transforms rightly so
origin to geometry. The other thing is the
building obviously material doesn't really show up
until you've actually ben cycles and then
you can see we've got those ambient occlusion
and things like that. All right now let's
come in and bring in a modifier and we're
going to bring in a bevel. I'm going to put
this on material now just to see how that bevels interacting and we
haven't got any bevel. Let's go into geometry, turn clamp overlap off, and then bring it
all the way down and bring it up
just one like so, and now we've got
that tiny tiny bevel. I'm going to look
all around this, just making sure it's not messed up anything, and
I think that's fine. Let's press control late. Let's press tag, bring
back all the other stuff. Now, unfortunately, I'm actually I should have actually pressed question
mark there instead, I think, so I'm just going
to come in, hide that. Hide this part, and now
I'm left with these parts. Let's come in and I think
we'll do this part next. What we'll do is we'll
right click, Shade Smooth. Auto smooth on. Control all
transforms, right click, set origin to geometry, and now let's bring
in a material, so down arrow, gray. We're looking for
building gray like so, and now what we're
going to do is bring in a bevel, Bevel, turn it all the way
down, turn it up one, like so, and then let's press
Control A and apply that. All right. So that's that bit. Let's hide that out of the way, and now we've got
just a few more bits. We've got a window here, and because we've hit everything
out of the way now, we can see the problems
that we've actually got here and created
for ourselves, so we can actually fix those. What I'm going to
do is first of all, I think I'll hide. Yeah, I think I'll do My
wind I'm just wondering, I'm going to press
shift H again and hide everything out of
the wast so I can actually see what I'm
doing on this part, and then what I'm going to do now is I'm going to come in, l shifting click
te and just fill all that in nicely like so. I'm just making sure yeah, it's filled in really nice. Now we'll do the obit, so shift and click
te fill it all in. I'm also going to
grab it right click, and I'm going to make
sure on face right click, triangulate faces and
tries to quads like so. Now I'm going to do is I'm going to right click shapes move. Auto smoothes on,
and then I'm going to press control le
transforms right click, origin geometry, and
finally now let's bring in a bevel.
Bevel modifier. Can we actually have we got any bevel on there?
Don't think so. Again, we're going to turn
the clamp overlap off. I'm going to turn
this down to zero. So the amount down to zero, put it up by just one, and let's have a look at that. Maybe that's a little bit
too much still a thing. What I'm going to do is,
I'm actually going to turn it down to No point not three. Maybe, yeah, that's
actually bet. Let's press Control A then
and actually apply that. Let's press altate,
bring back everything, and now we're on a few
of the smaller parts. If I join these and
these up together. Control J, join
them up together, and these actually are all
going to be great as well. So what I can do is control A trans d clicks origin to
geometry. Let's shade so. Let's auto so on, and now let's add in a bevel, so Bevel, and let's turn
that all the way down, turn it up one, and that's fine. Let's press control. Let's bring in the material now, so gray. Building gray like so, and that's that one done. Now I'm just working away. I know I've done this
bit. I know I've done this main bit here,
which is all that. I know I've done
this top bit here, and I know I've
done this bit here. Now we're actually onto
our actual window. The actual window is going
to be a frame on here. So first of all,
though let's press control A transforms
right click, a origin of geometry, and now let's come in and
bring in frame, frame. Now for the glass on here, I think what I'm going to do is, I'm going to create glass dark because I don't
think actually create that. I'm going to click plus new. Let's actually see if
I've got a glass do. I've got dark glass. Yes. Let's bring that in and let's see what that's
going to look like. I'm going to grab all
of these on here, glass dark, click
a sign, like so. I'm hoping that's going
to look really cool. Now, I need to actually
be level this off. I need to make sure
that it's smoothed off. And now we need to press
let's go and click add modifier bevel and then
bring that down all the way, and then up one,
something like that. Let's then press
Control y because that looks absolutely fine. Now let's hide that the way, and we're on to the last stages. So we're onto this here. Let's think about all
this is joined together. We might as well join
it all up together. There's no reason
why we shouldn't. We can bevel it all off
and things like that. Let's join all that together, press Control J, press G, just to make sure you
go all right click. And then what we going to do
is put an auto smooth now, so Auto smove on so. And then what we'll do now is we'll press control A again, all transforms, set
origins geometry, and now let's add, modifier, bevel and just make sure we're beveling all this off.
You can see here. Now, we're beveling this off probably a
little bit too much. Let's turn it up one. Let's put it on no 0.3. No point not three, like so and bevel it
off just that amount. I'm wondering, Yeah, I think
actually that's leveled off. I don't think I need to be too accurate with that actually. I'm going to press Control A. Then finally, now let's actually
bring in the materials. I'm going to come
to this part here. We'll bring in building material first because that'll be easier. If I come in, put in
building, like so, so build in, bring that in, and then click plus, down
arrow, building gray. Then what we'll
do is we'll bring in the building
gray on this bit. I'm going to do is
old shift and click Control plus a sign, and then I'll come to this bit, and then we're going to click. A sign, and then we're
going to click on this bit. L, click a sign, and
now come to this bit. We're going to have
soil, down arrow soil. Click a sign. Now finally, let's come to the windows. Let's now give this
glass, the gray glass. Hopefully, let's click
plus down arrow glass, and we're looking
for blue glass. Let's click that, click a sign, and then finally the gold. The gold on each of
these plus, down arrow, gold, click Assign,
Lg so. All right. Let's press all tape, bring everything back,
and there we go. Let's have one look around now to see what
we've actually done, so we're going to put on
cycles. And there we go. You should have something that looks beautiful like
this. All right. That's looking
really, really nice. Really happy with that,
looking around the other side, looking at the top and
just making sure that it's all come together
really, really nicely. All right, everyone. So I
hope you enjoyed this lesson. We finally got
there. We just need now to put the windows
in and things like that. But the main bulk of the hotel. The hardest part of
the whole course is actually behind us now, and now we can actually
move on to get everything, renaming everything, and then we can actually take
a really nice render. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
126. Adding in the Balcony Extentions: And Welcome back everyone
to Blender three, the ultimate stylized
scene guide. What we need to do now is
bring in we might as well do the back first
actually because these windows are really easy. We ain't going to do any
booleans or anything like that. We're just actually
going to slot them in place, so
that's really easy. Let's put it back
on materials mode. Let's bring in then
one of our balconies. I'm just going to
get rid of scooter, and what I'm going to do
is bring in this one here. This one is the extension. I'm going to spin it
around the right way, so Oz and -90, so ZD -90, and then what I'm
going to do is I'm going to put them into the right depth first. I'm going
to pull it over. I'm going to pull it up
and just put it into something round about the
right depth, bring it over. So something around there, and then let's pull it out
now to something like that. I'm just making sure that's in correctly because it looks
like it's a little bit out. Let's pull it in a
little bit more. There we go. That's in. I think what I need to
do is just pull this. I pull this? Yes, I
can. I'm just going to pull this out just
so it fits properly. Now I'm going to do is
I'm going to press three. I'm going to go
around to the back. I'm going to press,
going to wire frame, and hopefully, I should be able to see where
these are going to go. It looks like they're
going to go there. Below here. Press Z, just go into solid, just have a look
and make sure that it's just below there, like so. So that looks like
slightly fine. And then we're going
to press three. Again, press Z,
going to wireframe, and now we're just going to
bring them down to here. A I'm going to do
is I'm going to come over, add modifier, bring in an array,
put this on zero, the same as we've been
doing many times before. We need one, two, three,
four, five, five, Z, bring them down, and then all the way down to there. I'm going
to hold the shift. And bring it down to
something like that. And then all I'm going to do,
I'm just going to look to see where this actually ends to make sure they're
in the right place. So Z, solid, come
around the back, and just make sure it's above there and that there's enough
room on each of those. I think actually that
looks really nice. Double tap the A,
and there we go. Let's apply that array then, and now we'll do is we'll
bring in the next window. If I come to assets, I'm
looking for window now, and the window I'm looking
for is this one here. I'm going to bring
this one in next. I'm going to make
sure first of all, so Z -90, that it's
the right way, and then going to
put it into place. So far enough back, into place. I'm going to poke it
out a little bit then. We want to actually
have the sides, actually poking it out a
little bit as you can see. Then we're going to do it
is the same thing again. So three Z wire frame. We can see that according
to this, these are real, really small,
actually, so I'm going to actually make it
a little bit bigger. You can see S, let's make it a
little bit bigger so, Let's put it into place. I don't need to be absolutely exact, but something like that. Let's put it up to the top one. Now let's come in with our
ad modifier, bring in a ray. Again, I think, one, two, three, four, five, so let's
put it on five. Let's turn this to zero, and let's then bring this down, bring it down, hold in the shift born all the way down
to roundabout there. I'm looking to make sure
you can see that these actually look as though
there's a really big gap. I'm just looking one, two, three, 45, they go down one
further. That's what it is. I need to go down one further. I'm hoping, actually, did
I bring this down to here? I think it did, it
needs to be one more down. Let's bring it down. Two here, and now they're
actually fit in place. Oh. I thought I messed up there. All right. Let's press,
go back into solid. Let's press double tap the A. And there we go there, fit
in place now perfectly. All right, so I'm
happy with that. Let's press Control
A, and there we go. Now, what we need to do is we need our actual other windows, so these are if we come
round to this side, these are these windows here. If I press one, if I press Z, I can actually bring
in wire frame. I can see where these are now. So what I can do
is I can actually bring in my window and
then put it to the back. Solid. Let's go now and
bring in this window here. And let's make sure it's
the right way first, so yes, it is. I'm just looking. But this one here now we have to actually
bring in a boolean. Let's put it into place first. I want to press one. I'm going to put
it in some place, making sure it's the right size. I want to press, wire frame. They need to be
bigger as we can see. S, bring them out. Something like that
looks about right size, and then what we're
going to do is I'm going to press solid, and I'm going to pull it back
a little bit into place, just make sure it fits first. I can see minus a
little bit out. All you want to do is you just want to pull it across like so. Then just make sure you're
happy with the size. I'm looking on Yeah, I think actually that's going to look pretty good like that. It's a fair size window. There's going to be enough
support on each side. That's based of what
I'm looking for. What I'm going to do
with this, then, I'm going to actually
create Boolean. I'm going to come in create my Boolean from this side here, so I'm going to grab the
top of it shift and click shifty F fill it in, delete, so limited dissolve. Yeah, I didn't actually get rid of those corners,
but never mind, we'll pull it back
now into place. You can see here, this
is too high the moment, or this is too low
one or the other. We might have to do a
little bit different here. If I press one, press,
going into wire frame, I'm going to actually bring
it down a little bit like so because it's a
little bit out on this because it's not
fitting perfectly, but we can see we need one, two, three, four, five of those. I want to press Zed,
going to solid. And I'm looking for
is to make sure that it's not sticking out now, which it just is. It's just on there
as you can see. Let's pull it down
just a tad like so. Now we've got that in place. Let's now bring it
all down to here. Press one, Z, wire frame, and let's come in, add
modifier and array. Let's put that on zero, zero, and let's put it on
five, three, four, five, and then let's bring the Z down, all the way down now, holding Shift born, all the way down to the,
something like that. That matching, one,
two, three, four, five, six of them is six. Now
we have to bring it up. And there we go the fit
in much better now. Now let's pressed,
go back in solid. What I'm looking for now
is just to make sure that the same on each side, which I think they actually are, so that's looking fine, and now can actually
bring in ablean so grab this a modifier Boolean. Grab this, press control, and let's just hide these out the way that we normally do, and there we go all
ban. Let's now come in. Grab in each of these. So, delete faces. There we go. All right. Now, let's bring back our
windows, so I'll tag. Let's come in and
grab each of these. L, delete vertices. Let's come in and
grab our windows now and I should for
grab our windows, pull them back into place. Maybe that's a
little bit too far, something like that, double ta. There we go. Let's
apply that. Apply that. And there we go. Now
the last few things. First of all, I'm going to put some actual air conditioners
on this part here. I'm going to put three of
them. It doesn't matter really where they go. So
let's bring those in. I I just close that, put in air con like so
and let's bring in I'm thinking probably bring in a double one maybe,
something like this. Yeah, probably the double
one because it's going to be a lot of homes that
are surfaced from this, so probably this one.
Let's bring it in. And let's put it
into place like so. Let's pull it back
against that wall. Dot just to zoom in,
and pull it out. And then let's pull
it up now into place. Something, let's start there, and then let's put
one right down here, so shift D, bring it down
to something like that, and then shift, bring it up. I'm going to actually put
four in a thing, so shift. Double tap the A. Yeah, they look absolutely fine. The one thing is, I
just want to make sure, are they touching the wool? I think they're a
little bit out. I'm just going to grab
all four of them, join them together with control. Control A all
transforms right click, Sg geometry, and I can just
make sure that they're in. The actual wall like so. Go we'll tap the eight,
and there we go. All right. So
that's those parts. And now we also we put some more on the other side,
on this side here. And all we need now is just our balconies
and three windows. Yeah, three windows
on this side here, and then the balconies. So what we'll do is
on the next lessons, we'll get those
in, and hopefully, this hotel then should
be fully finished. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot, bye bye.
127. Finishing the Small Hotel: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's bring in
our next balconies, which is going to
be come to here. We've got I think these
are the more modern ones, I think it's that one if I
press dot and zoom into that. Yes, that's the more modern one. Unfortunately, as well,
we're going to have to actually bole
in these as well. But let's spin it around so 180, and we're also going to
need our small window. I'm also going to bring
that out as well. I'm going to go to Asset
look from my window, and I'm looking for the
little tiny windows. I think that these ones. I'm going to bring
that in as well. And now we're basically
ready to rock and roll. The other thing is we need
our air conditioning. So these three things, and then we should be
finished with this hotel. I've just got them
all out ready, I'm going to bring
this one there. I also want to
change this round, so I'm going to
actually change this to My small hotel and I'm
looking for not that side, it is this one here. This is the one that
we're looking at. Let's line it up then,
so let's press one. Let's press Z, go
into wire frame, and we can see, I, I think, that is the
wrong way round. I'm going to press Z 180, spin it round, and
then I can line it up. Into place like so. We're pretty much
lined up there. Now you can see where
I'm going to put these actually into place, and you can see
where I'm going to put the three
windows into place, and you can also see where the little air conditioning
units are on the other side. That's that in place.
Let's press solid, and let's bring our balcony just into some
place, first of all. Let's just make sure it's
roughly in the right place. So something in the middle. Remember we're going to
bole in this as well. I'm going to put it just in so that that is in
the wall, like so. Now let's line it up. I'm thinking as well that
probably to line it up, I could probably just grab this. Press shift S, curs to selected, grab this, shift S, and selection to cursor and now pull it up out and I know
it's lined up perfectly. So just pull it out to there. And then when we're going
to do is I'm going to press M three. No, not. I'm going to press One, I think I'm going to do it
with one, let's have a look, Z, wire frame, and yes, I can. I'm going to do is I'm going
to line it up to there. So I'm going to
make sure as well that this is not
touching the top, so if I come around here, yes, that should be okay. There's enough room there
to actually support that, and that's exactly what
we're looking for. Now we'll do is
we'll pull it out. And we'll make an
actual Boolean, so we'll come in and make a Boolean like we've done
every single time before. Old shifting clip,
shift D, bring it out, and then F, and then E, bring it in like so. Then all I'm going to do is
I'm going to pull it back into place in there,
something like that. Then again, let's press one
to go round the other side, and now what we can do is we can actually press Z wive frame, and let's now bring those down. It looks like I've got one, two, three, four, five, six. Let's go and put in an array, and we're going to print six, We're going to put this on zero, and then we're going to
put the ZD going down, holding shift, all the way
down to the bottom there. Let's press D going to solid, and let's just have a quick look at where that's
actually going to go. And yes, that looks absolutely fine coming down
there. All right. So now let's add the bolean, so we're going to grab this part here, add modifier Boolean. There we go, grab
that, press control A, and then let's come
in and there we go. Let's hide all of these
out of the way, this one. This one here. Grab, delete vertices, hide
them out of the way. Hide these balconies
out of the way, while we just cut
these away now, so we're going to cut these away so Delete faces. There we go. Let's press, now let's
put these back. No that. All these interplay. Like so so the poking out and now come and grab your
whole of your window, and then you shove it back
where you actually want it, like so, and there you
go. That should look. Absolutely great. Now let's think about putting in our
air conditioning units. I'm thinking I'll put one
in each side of here. Spin this round
to Is hundred 80. Press one, Control one, maybe three with it was one. I'm thinking control
one. There we go. That's the right
place, and now I can bring that out
as you can see. Just going to line
it up with that. Then just put it back so,
it's stuck in the wall. That's too far stuck in
the wall as you can see, and then press one. Control one, there we
go. Let's bring it up. So, and let's array
it because that'll be just faster.
Let's put this on. We've got six again, six
let's put this on zero, and then let's move this or down with the
actual shift be. I'm struggling actually
to see where that is, I think it's rounda there. How many have a put on there? I think I need one if
it's actually got seven. Let's press control
one, one, two, three, four, five, six. I wondering why? One, two, three,
four, five, six. I think I need it down to there. I'm actually going
to do this just by instead of messing
around with there, something like that, and
I'm also going to move them over into more
of the middle. Apply that control. Let's over over it, Control A. Let me apply it again,
and we know why that is. If we com two, this part,
sorry, this one here, just click this button,
and now you can go back to modifiers and apply
that, and there we go. It's just because some of
them are linked sometimes. I don't know why that happens, but sometimes it is, and
now you know how to fix it. Now, the last three windows, let's come in, and let's press Control one.
Let's bring it up. And we're struggling
to see this, but we can see that we need
to make it a fair bit bigger, so S, I'm going to
bring it out like so I'm just going to do this by ice. I'm going
to grab that one. I want to press shift
D, bring it over. I'm going to press shift D, bring it over, and now I'm
just going to press Z. Solid and just make sure, grab them all, Control J. We're not going to mess
around with these. We're still going to
bole in them just to make sure we finish
it off nicely. So I'm going to do,
I'm going to grab shift click old shift click
Shift D. Bring them out. F fill in the faces. E pull them back into there. Just make sure
that they're going into there where I want
them, something like that. Come back to this building, then, add modifier Boolean. Control A, and now let's come into these parts
and delete of those. Delete vertices,
and there we go. Now let's pole
windows, into place, like so leaving a
little bit of a gap, D tap the A, and let's have a look at our actual building. And there we go, just
looking at the soil. Yet the soil looks nice as well. I'm looking around
it, I'm looking at any mistakes that
I've actually made, and I don't think I have, and I think that
looks really nice. All right, I'm really
happy with that. Now, we just need to bring
in the last few lampposts. I actually, I think there's
just one lampost to bring in, and then all we
need to do then is create our actual plants. Once we've done that,
then, Then that's it. We can actually take
our final render. So let's go back to modeling. And let's then bring
in this final lampost, and then I can bring
everything back. So if I just actually, I'll bring everything
back now because we can see our hotel here, I can just grab
then this lamppost. I can press shift D and just bring it
round to this corner. So if I grab it shift D, bring it around now
to this corner, like so, and then
double tap the A. There you go. Looks beautiful. Now, I'm looking on mine, if I've got one on the
front and I haven't. I've just got these
lamp posts like this. I'm looking at anything else
that I've kind of missed, and I don't think
I've missed anything. I'm looking at the
top, making sure I've got all of my solar panels, water heaters,
things like that on. I think actually, Yeah, I think we've got
everything in there. So the last thing to do now is leaves and
creating some plans. So what we'll do
is we'll do that on the actual next lesson, and I'll show you
exactly how to do that. A really, really easy way
of actually doing that. All right, everyone, so
I hope you enjoyed that, and I'll see you on
the next lesson. Thanks a lot. Bye bye.
128. Great Ways to Create Leaves & Foliage: Welcome back, everyone,
to Blender three, the ultimate stylized scene
guide, and we're near there. We're nearly at
the final hurdle. Final hurdle being leaves,
believe it or not. Let's actually come in, and we don't need these anymore, so you might as well
get rid of them. Delete, get rid of those. Let's press. Make sure
everything is back. We will need to come in and
make sure everything is named and everything is o And before we
actually finish up, we can see we've got a lot
of things not in here. All we would do is we'll join all the hotels together because we've already got
the assets anyway, so we just join
them all together and just make sure
it's nice in me, and everything's named
in the actual scene. But hey, we'll do that after we've actually
done our plant pots. Let's first of all, come
in and create a leaf. All I'm going to do is I'm
going to bring in a plane. I'm not going to worry
whereabouts the plane comes, and I'm just going to
go over the top of it. What I want to do is
just create a leap. So I'm just going to
press Control law. Left click, right click,
and then control law, and bring in, I don't know
three, something like that. And then what we can do
now is just spread it out. So S and X, pull it out. Like so, and then
all I want to do now is probably come to these, grab this one last, right click and just bring in a merge and at center like so. All right, I think,
I'm happy with that. Now all I need to do
is just make this to be the kind of leaf
shape that I actually won. So I'm going to bring
these first of all in, so S and Y, bring those in. And then let's now start
just shaping these whoops. Let's grab both of
those. S and Y. Bring them in, like that,
and you can see already, it's looking a nice leaf shape. S and y, bring them in, and then all you want
to do is just grab the middle and just
pull it down like so. Simple as that, and
there's your leaf. Now what you want to do
is you just want to grab probably the middle one.
You always tend to do this. Put your proportional
editing on and just zoom in and just pull it up
a little bit like so, and then just drag this
one down a little bit, and then this one down
a little bit more, and then just bring it
down in the center now. So take a proportional editing, bring it down in the center, that's the easiest
way to create a leaf. Let's shift Shades move, Autos move on, and there we go. Now, let's bring
in some materials. Let's just create
a simple material. So I'm going to click new,
and I'm going to call it leaf. Right so. And then I'm going to go
over to my shading panel. I'm going to press
dot to zoom in, and we should be pretty much dab and actually doing this now. So let's press shift a. Let's bring in a mus grave. And I think we only have one more actual material
to go after this, and that's just for
the little plants. So mus grave texture,
bring that in. I'm going to actually
leave everything as it is. I'm just going to press control T. I'm going to leave
it generated as well, and then I'm just going
to bring in a color ramp, so shift a color,
ramp, bring that in. Drop that in there. And
then all I'll do is I'll bring the hg and then
bring the color. To the base color. Now, finally, let's just give it
this some color. The first one, I'm going to put the position on
not point not 23, so not point n23, and then I'm going to
give it the color. Well, I'll give you the color of this one and on the x control V, this the color 1b4f 15, press the enter board
and there we go. Now the last color,
I'm going to come in and give it this color here, so it's a little bit lighter. So control the on
there, like so. All right. Now let's actually
keep this on linear. Let's put it on material. In fact, we'll put
it on actual cycles just so we can actually see
what it's going to look like, let it load up,
and there you go, you've got something like that. You can mess around
with this now to bring it out and make it a little bit more random
is all I tried to do here. Bring the details up or down, it's up to you really what you actually
want to do with that. I think I'm actually
happy with this on five, so I'm just going to
leave mine on there, brings a little bit
of color to it. All right. Now we've got that. Now, let me show you how we create this into an actual bush. If we go back to modeling now, what I want to do is
I want to actually bring in a UV sphere. If I press shift A mesh, bring in a UV sphere and
where has it gone over here? Let's first of all,
make it the size that we want it,
something like that, and I'm going to
bring it then over here to the size
of the press dot, I'm going to bring
it down, like so, and I want it to be Want
it over next to here. I'm thinking just next to here, let's bring it up
and back like so. Let's shape that smooth.
Something like that. Is that too big?
I think actually that's about the right size
that I actually want to. Something around that size. Now what we need to do
is we need to actually create a particle system. I'm going to do is,
I'm going to come over to the right hand side, click this L bone, click plus, and you'll see that we've
got a new particle system. Let's call it leaves. Like so. Then what we want to do is we want
to put this on hair, and you'll see that you get all of this hair popping out of it, and we want to click Advanced on as well because that'll give
us a few other options. Now if we come
down, we don't want to change any of
these options yet. What we want to do is come
down to where it says render. We want to click
this onto object, and then the object
that you're going to click is going to be
your actual leaf. If I come over now and
my object is here, so instance object, click the
leaf on and there you go. Let's zoom in with Dot, and you can see that, it looks relatively
good, but not great. So let's come up to rotation,
you click rotation on. What we're going to
do is going to give it some random rotation. Well, first of all, let's put it into the way that I need it. Something like that, let's
poke them out the right way. You can see we're getting a
lot of randomness in here, there we go, let's get our
randomness in like so. Now, what we want to do is you want to
bring the leaf over. Bring it over, like so. Let's make it smaller. So once I start
making this smaller, you will see that the whole of the other
leaves get smaller. So let's just make it smaller. Also, once I actually put
the orientation to here, that's then going to change how these leaves actually
come out of here. So I I come in, put the
orientation to here, so shift this, curs
to selected tab, right click, set origin, two, three D cursor, and now you'll see that's
actually going to change. Now when I rotate this
round, not on there, in edit mode, when I rotate
this round, if I rotate it, Y, and then our Z, you can see now I can
actually get it to actually come out and
look like an actual bush. Now you can see that we've
got a lot of leaves in here, that look really, really nice, really, really easy to do. Now what we've got though is
all the same size leaves. That's not also what we want. If we come back to this, we've also got an option where we can actually
change the scale, so you can actually make it bigger or smaller,
so we can change it, and we can also change
the scale randomness now, and that then is going
to make it much better. Now, a lot of the time,
instead of making more leaves, what I tend to do is
just bring it up. Like so and make them just a little bit bigger as long as they're about the right size. All right, so that's that. Now, what we need to
do is we just need to make this into an
actual plant pot. And also, what I
tend to do is this, I'll actually check to
see if I pull this out, if I press and pull it out,
do they actually look bet? I think on this one occasion, they do actually look better. Now if I come back to
here, you've also got one. If we scroll down, we can also hide the
emitter out the way. So when we actually click
on it in cycles now, if I double tap the
A, that's actually, where is it show miter in the render. That's
in render view. We can also hide the
emitter in view p as well. And there you go. That's what we're
actually looking like, and you can see it looks
really, really nice. All I'm happy with that. Now, what I want to do is I want to actually
make the actual bock, and I want to actually
make the plant pot. I can also come in and
hide that other way. I'm just going to
press dot plane, I'm going to rename this now, so leave like so, and I want this hidden in my
actual only in my render. It can stay there, but I don't want to actually to
come up in the render. I'm going to put
on materials now. I'm happy with that. What I want to do is
I'm going to pull my leaf over here because I'm actually going to
work on this part next. Now, let's come in, and what
we'll do is we'll grab this. We'll press shift S
cursor to selected. Then what I'm going to do
is now is I'm going to actually create my plant pot and my actual piece of bar that's going to go
into the actual plant pot. But we'll do that
in the next lesson, so we'll make this lesson a little bit shorter.
All right, everyone. I hope you enjoyed that, and I'll see you
in the next one. Thanks a lot. Bye bye. H.
129. Simple Stylized Flower Creation in Blender: Welcome back everyone
to Blender three, the ultimate stylized
scene guide. Now, let's crack
on them with this. So what we need is just
a simple plant pot. So I'll do is, I'll
bring in a cylinder. Let's bring in a cylinder.
18 should be fine. Let's bring it down to the
size of our plant pot. So, something
probably like that. Let's come underneath, and I'm going to actually bring it
up a little bit for now. So I can grab the underneath. And then what I'm
going to do is, I'm going to come under. Can I grab that?
So S, bring it in. And then we're going to do is
I'm going to press Control. And then I'm going to
bring this back out, so left click S, bring it out, and then let's bring
this down now, bring it down, like so, and just a very, very
simple plant pot. I'm going to do is going
to be level off the bott. Control B, bevel
that off, like so, and then come to this bit
here and now press I. Like so, and then E, bring it in, and we're going
to put soil over the top. So what might as well do is
press shift D, bring that up, and then right click
and triangulate faces, tries to quads, and
then just make it a little bit bigger so it
fills that out like so. Then finally, we can come in and just level off these edges here. O shift and click control B, level them off like so. Now, let's press shift S to select a well
we've got them all, and then what we'll
do now is we'll create So I've created
the plant pot, let's put that down on the flop, and then let's bring
it up a little bit. And now let's create the actual piece that's going
to come out here. Shift A bring in a cylinder
again, make it smaller. I'm really not worrying at the moment about
polygons too much. All I want to do is kind of
just get these things in. What I'm going to do,
I'm going to press dot again to zoom into it. I'm going to come over
there, grab the face, and I'm going to
pull it up like so. Then what going to do now, it's going to bring in some loop, left click, right click, and I'll grab this one
going around here. So I shift and click,
and then press S, bring it in, like so, and then just work
my way down, S. Bring it in. S. Bring it in, and finally, S, bring it
in, something like that. That's a little bit out. I need to bring this
one in a little bit. S, like so. I'm just looking, Am
I happy with that? I think I need to bring
this one in as well. S. There we go. Yeah, I think I'm
happy with that now. Right click Shapes Move. Let's join it up to here, so Control J, right
click, Shapes. Let's put on Auto on. Now let's create our bark. We'll come over
plus new and bark. Like so, and we'll also create a plant pot,
new plant pot. There's a few more actual
materials than actually said, but let's not worry about that. Let's come in and create
our bark first of all, so. This bark, let's come over
to our shading panel. Let's just create some
simple, quick actual box. All I'll do is I'll
bring in a wave texture, so shift A wave texture. I don't think we've used
one of those before. I'm going to actually
zoom into it now. And then what I'm going to
do is I'm going to come. And I'll bring in a
texture and mapping, so control T. And
then what we'll do is we'll just
change this to rings. Change the, I think we'll keep the sign the
same and then I'm just looking at my
own so it's 5.8, and it's 27.6, and it's two, one, 0.5 and zero. So the rest are the actual same. And now I'm going
to do is press A. I'm going to search, color, ramp, bring in another one. And then what we'll
do now is plug in sorry, not the color, the actual fac in this
time because we want that actual color to be
based like this. You can see what
we're going for here. Let's as well come in, grab the bomb, and we'll
assign that to plant pot, and we'll also click plus, so we can actually see
what we're doing and we'll click soil like so, and we'll assign this part
here with soil like so. Now we can actually
come in work on this. What we're going to do now
is we're going to bring in where is it bark, we
broaden another one. Let's now change the colors. The first color, we're
going to keep it on linear as well, is
going to be this one. We're going to put
it on this one. Like so, and then
you're going to put the next color on this one. So you're going to put
it. Onto this x like so. You're also going to put
this on naught 0.341. Now the final color, and you can see already what's
actually happening here. It's really actually
quite nice bog, a really easy way to do it. Press the stylized bog, contro V, enter and there
you go. Now you can see. Now what we need to
do is just turn up this roughness a little bit, and now you can actually go in and alter that if you wish. Now what we're going to do
is the actual plant pot. I'm just going to make
a blue plant pot, so let's come to my plant pot, and I'm just going to
turn this to something Blue like this, make it
a little bit darker, like so, and then maybe just
bring down the roughness. Just to tad, make it a little bit shiny, double tap the A. And there we go. I'm happy
with that. All right. Now what I want to do is I
want to grab everything, and I want to bring it over now. So shift D, bring it
over to this side. And then what I want
to do is I want to make this just a
little bit smaller. So if I grab this,
I can make it a little tiny bit
smaller, pull it down, and then just rotate
it around like so so, it looks a little bit
different from this one, as you can see. All right, so I'm
happy with those. I'm just looking at my
plant I'm making sure. I think I'll make it a
little bit darker actually. So a little bit darker. So, double tap the A. There we go. All right. Now, the last part. I think what we'll
do for this is we'll create just a little flower. I'm going to press
I want to put on object mode actual
object mode like so. I'm going to actually
come to modeling, and I'm going to press tap. I'm going to come over to
my leaf, which is here, press the dot b, zoom over, and now let's just
create a flower. I'm going to press shift A. I'm going to act press
Shift S first. Shift A, and let's bring in
I'm thinking a UV sphere. Let's bring in a U V sphere, but let's turn this right down, so 12 and eight. Rings because we really want
it pretty low on there. I create a different flower
for this on the other one, but I'm thinking that this
flower is probably going to look better as some kind of daisies or
something like that. Old shifting plate delete faces, grab the bomb, L, delete faces, and then let's just squish
it in a little bit, so Sen's a little bit so Now let's create
the actual flowers. What I'm going to do is
shift S to selected, shift A, and now let's
bring in a plane. Let's just turn off
proportion edit in. I don't think
actually it was on, but anyway, let's bring it in. And now let's create our
actual daisy with S and X, bring these out, like so. Now let's bring in some
edge loops called control. Left click maybe five, left click, right click, and
then let's come to the top. S and y and there you go. You can see my proportional
editing is in. I'm going to bring it
in something like that, and then bring in the bottom. S and y like that, and then let's just
bring these in as well. I'm just going to
turn it off a minute. And I'm going to bring them in just a little bit separately. I'm hoping. Yeah, there we go. It is off S and Y. Bring them in. S and Y. So, then I'm thinking. Yeah, I think I've going a little bit
too far on this one. So let's bring it
out. Let's bring now this one in.
And then S and Y. Yeah, there we go.
That's looking a lot more daisy. All right. So now let's bring up the front, so I'll put on proportional.
I'll bring up the front. L so, I'm going to bring
it out a little bit. So there we go, we've got a slide bend there and now I'll just bring up the
middle as well. Bring it in. That's the
wrong one. This middle. Bring it in. So. I think that's going to look
fine. All right. Now what I want to do is
I just want to spin this around like 45 degrees or 90 degrees probably,
do it like that. I'll do is I'll press
the little sideways V, and we'll go to three
D cursor, Shift D, and then Oz 90, shift D, 90, Shift D, Z 90. Now, let's grab them all, join them all together, Control J. And then all you're going
to do is you're going to grab them all now
and you're going to press D. And then RZ
45, and there you go. That is your little flower. Now, let's bring
them down like so, and what you want
to do now is you just want to move
these ones around. So just move them around
individually, like so, and then just move this one
down a little bit like so, like so, and just
bring them out, so they look a little
bit different like so. Now, let's join everything
together with Control J. Let's write click Shapes Mo. Like so, and let's
put in auto smell, and then let's make
them a little bit ser. And there we go there
our actual panzis. Now I'm going to do
is going to press Control A all
transforms, right click, set origins geometry, cybras
V, individual origins again. And now what I'll do on
the next lesson is I'll just bring some simple
colors into these. Nothing too drastic at all
or anything like that. And then we'll get those
on our actual soul. Alright, everyone, so I hope you enjoyed that. I'll
see you the next one. Thanks a lot. Bye bye. A
130. Using Vertex Groups & Weight Painting: Welcome back everyone
to Blender three, the ultimate
stylized scene guide and we're nearly
there, everyone. We're nearly there. Let's
come in and click new. Let's give this a material. I'm just going to
put on here just so I can see what that's
actually looking like. I'm going to put
this onto white. I'm also going to make sure
that my roughness is correct. I think I'm going to leave
it like that actually. Then I'll just come
in with the center. I'm going to grab
the center so L, I'm going to grab it L, and
then I'm going to click new. I'm going to put center. Flower. I'm going to
take off my caps. Center flower like so, and I'm going to call
these petals, like so, and then we're going to
go to center flower, and we're going to put this onto a yellow color and then
click a sign, like so. We should end up with
just something really, really basic like that, and we might want to make it a bit more dark or a
bit more vibrant. Yeah, think that looks
absolutely fine. All right. So we've got that. Now, I thinking with these, I just put on a ambient
occlusion maybe? Or not. I don't actually
think well bother. It's up to you
whether you want to. You've got the skills
now to actually do that, I don't think I'm
going to want to. All right, so let's now
come to our actual soil. I'm going to actually split this off because I don't
want it all over, so I'm just going to grab this
P selection, split it off. And then what I'm
going to do now, I'm going to add in
this actual leaf. Let's press control A first, all transforms, set
origin to geometry. And now let's come
in and add in other. If I click the plus, I should be out adding
a particle system. But instead of it being
this particle system, what I want to do
is a base, they want to duplicate this one. We can see at the moment
we've got leaves. Let's rename this
as well to leaves, and now we'll know which
one we're talking about. Let's also click
this little shield. Well, that means is
even if this isn't being used in anything
in the scene, it will still be saved out by blender. That's the best thing. The other thing is, if you
come to file now and you go to external data and you put
automatically pack resources, you'll see that we've
packed 12 files in there. Means then whenever we
send this file over to someone else or onto a different computer or
something like that, it will actually pack
all of the files that you actually need into
the blender file as well. Normally, if you
send this over by, we transfer something like that, it won't actually do that
and anyone that gets a file, they won't actually have
the particle systems, or some of the textures
and things like that. That is exactly why you
do that. That's that. Now, let's come
over. To our soil, and what we can click
now is a down arrow and put it onto leaves like so. But you can see that we do have a problem
with our leaves. They're not stuck
out the right way. Now, if I change this
leaves particle system, it's going to change
this one over here. In other words, if
I bring this up, you can see that
they're also going up, and we don't actually want that. What we want to do instead is, we want to create a
new particle system, so plus, and then we want to
copy this one to this one. Instead of actually creating new and what I can do is I can click on this and click
Duplicate particle system. There we go. I
click on this one, I can actually minus this
one off and rename this one. So I'm going to
call it leaves one and then make sure it's actually
saved out. There we go. Now if I come over
and just click this little two files here, click them, and
then what we've got now is a different
particle system. Now, if I change this up, you will see that these move up, but these ones don't move up, and that is exactly
what we're looking for. The reason we're
looking for that is as well is because I want to bring these out a little bit more than what
they actually are. You can see at the
moment, they're not actually out in the right place. I want to offset
these a little bit. If I come down now, I can see where we've
got our render bon, we can change the scale now. We can bring them out
a little bit more, like so, we can change the
randness, a little bit more. Then what I can also do is I can come up and
where we've got rotation, we can rotate this
a little bit more, but we can also change the actual hair length,
change the segments. If we come to this
velocity here, what we can do is we can change how they're actually aligned. You can see here, I can
actually turn them, so they're actually aligned
a little bit different. I'm going to do is a adjusting, I'm going to turn
them the other way, so they're poking
out a little bit different than the
other ones like so. That's actually looking good. Now, there is something else. I'm going to turn these up,
so we've got a few more. L so, let's turn them. It's covering a little bit more. I'm going to turn this one here, just turn them around
a little bit like so. Then one to do is, I'm going to turn them a little bit smaller, let's pull the scale
down just a little bit. So I'm happy with that, and I think I'm actually happy
with how they look. Then the last of all,
I'm just going to check to make sure I've
not altered any of these. I don't think I have,
so that's good. What I'm going to do now, I'm basically going to put them
where I actually want them. Now we want to do is
we actually want to not have these all
in this place here. We don't want them
all in that place. We actually want to
make it so that we can actually control where
these leaves are put. This is very, very
handy if you ever doing IV and things like that. The way that you want to
do this is first of all, you want to give this sg loop. I'm going to come in and
I'm going to press control, left click, right click. Control left click, right click, like so and give
you some edge lips. Next of all, you want to come down to the bottom here
with the triangle. Just make sure
they've clicked on vertex group and you've
actually got a group. Then finally, now, you can come over and put it
onto weight paint. And now you can see that
wherever we paint this, this is going to be
this vertex group. I'm just going to
paint around here. I'm not going to worry
about anything yet. I'm going to paint this
round here, like so, and then all I'm going to do
now is I'm going to change the name of this group
and I'm going to call it leaves, like so. Now finally, let's put it on object mode and you'll still end up with
something like this. Let's come back to
our particle system and scroll nearly
all the way down, and what you'll have
is vertex group. To where it says this density, put it onto leaves,
and there you go. Leaves are only going to be where you actually
put them out, really, really handy,
and now you can see exactly where
we put our leaves. Now what we're going to
do on the next lesson is, we're going to do the same
thing for our flowers, put a few of these
flowers in on here, and then we've actually shod, I think, have finished
our actual scene. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot. Bye bye.
131. Finishing the Scene: Welcome back it
run, Blender three, the ultimate stylized
scene garden. It's been some journey. Now I'm hoping that this is going to be
the last part of it. So what I'm going to do
now is I'm going to add another particle system
to this piece of soil. What I'm going to do
is I'm going to come over to my particle system. I'm going to click
plus. And then what I'm going to
do is I'm going to call this flowers. Like so. I'm going to also come over
and call it flowers on here. So, I'm going to hit
that shield then, then one going is going
to put on hair, like so, and then I'm going to come
down and where it says path, I'm going to change
that again to object, and then the object is going
to be this flower here. Not exactly what
we're looking for. I know, and they're a
bit small at the moment. But first of all, let's come
in and rotate these rounds. If I press A, and then R, you'll see the start to rotate round with
proportional it on, R, and they're still rotating
funly because we need it on medium point and
now it press R and y, or is it going to be R and Z? Let's look, no, it's going
to be R and x. RN X. There we go, rotate them around, and finally, you can
actually pull them out, not that way, not that
way into like so. All right. There you go. You can see it looks really,
really nice. Still way too small, but we're going to
sort that out now. First of all, though, let's decide where we
actually want them. I'm going to come in again, and we're going to actually do another weight painting,
so I'm going to pret plus. I'm going to click
on my soil plus, I'm going to call this
one flowers, like so. Then what I'm going
to do is I'm going to come back to weight paint. Again, we're going to aj
weight paint on here. Just around where
the leaves are. Then we're going
to click off that, put it on object mode, and now we've got one
that's called flowers. Now, let's come back over to our particle system.
We've got it on flowers. We've got it on objects, and let's now create them
a little bit bigger. We've got object. Well, first of all, we
want it on advance. We need object, rotation, object, then what we need to do is we need
to change the scale. I'm going to change the
scale to much, much bigger, change the randomness
up like so, and then one want to doers, I'm going to change this
children down by a lot. So something like that. The now log in to doers, I'm going to come down to
where it says, density, click that on, put
it on flowers, double tap the A,
and there you go. That, really, really that easy. Now, the one thing I can see is that this is the
wrong way round. We can see we've got a well, there definitely the
wrong way round, so I need to spin these round. If I press, that's not going to w. So I need to spin them
round the correct way. So I'm just going to grab that, and I'm going to come in and
try and spin that round. So I think it's R x 180. Spin that round, have a
look. Yeah, and there we go. So they're all spun round now, and they look really,
really pretty. All right, so that's
that. Now, let's come over and rename this.
I'm going to press dot. I'm going to call
it flower. Like so. Then I'm also going
to press dot, and I'm going to
come in and actually hide it in my actual render, and then I'm just going to
move these over here, like so. They're out the way now,
they shouldn't be rendered. Now let's press ol tage, bring everything back, and this is what we should have now. Everything should be done. I'm looking round,
just making sure that everything's in that I actually
intended to put in there. I'm actually looking
at my beach ball, at my starfish, and
all things like that. Now let's put it on cycles. Let's have a good look round, let's turn off our floor. There you go.
Absolutely beautiful. Exactly the same as Sims
or the city skyline. And that's exactly what
we're looking for. So now all I'm going to do is, first of all, I'm just going
to put this onto material, and I'm just going to grab, I'm going to put this
floor on as well, and I'm just going to grab
where's my little man. It's still got him in
there. Yes, he's there. We're not actually going
to need him anymore, so I'm just going to
delete him out of the way. And then what I'm
going to do now is, we're going to actually rename everything and put them
into the right place. So I think I'll split
this into three parts. So we've got hotel one first, so we see large hotel. Let's hide that out of the way, and let's now come to
We'll call this one floor, we'll have all of
this in the same one. I'm going to do new collection, I'm going to call it flow. Collection here floor, like so, and we've got beach
and we've got floor. Now I'm going to
do is I'm going to grab all of these parts, all of this, all of these, all of these, just
every single part, all of the plants, not that. All of the benches
though and this floor. Then what I'm going
to do is I'm going to drag them now and put
them into my floor. I open up my beach, I
should be able to drag them down and put them from very
careful into my floor, which is a little bit down here. As you can see, drop them into floor and now just hide
them out of the way. And now you'll see exactly
what your left wis, I'm going to grab all of these. And I'm going to
come and find them. They're all he, drag them down. Drop them into my floor. Now let's press al tage, and if we can't do that, let's just bring
them back this way. Now we've got all of
these parts here, which should be most
of these on here. Now what I'm going to do
is I'm going to check now. I'm going to put those up. I'm going to hide my beach, so hide my beach. You can see, I've
still got a lot of parts that I need
to point in the beach, so I'm going to
grab all of these. Press B. And I don't
actually want my lights in. So I'm going to do
is I'm going to grab both my light sources,
hide those out the way. And more so, where's my camera. I'm going to hide that the way, just so I have got
that in there. And then what I'm going
to do now is I'm going to grab all of
these things here. And I'm going to put
those into my beach. Press the little
dot. Let's drag them up or down, wherever
they need to go. Let's put them in.
To beach, L so. Now, let's have a look
what we've got left. This should be just this hotel. If I bring back my hotel, you can see that I've actually got some of
the lamps on here. What I'm going to do
is I'm going to grab these lamps, these lamps, these lamps, and these lamps, and I'm actually going to put
them into my actual floor. Little dot, grab them all,
drop them into floor. Now let's close that up, L so. Now if I double tap the A, we should be able
to come in and hide the large hotel that
should leave all of these. Now you can see the large hotel, these parts here aren't in it, and I really want
those in there. I'm going to grab this
and this and this. I'm going to press a little dot, spheres, and put them into
large hotel, like so. Now we've got the large
hotel, we've got our floors. Let's just close
that up a minute. Floor. I'm just going to
look around this side and make sure I've
left everything in there. Yes, my floors there. Now we've got our beach, and now we should have
just this one left, which should be the small hotel. So right click new
collection, small hotel. Like so, and now you should be able to grab all of this like so and put it into my small hotel and then
hide the other way. There you go. That you've
seen actually cleaned up. Now, what's this one
here? I'm not sure? Oh, yeah, that's the
lighting and camera. Light in and camera like so. That's that as well.
Let's actually see if I bring these back now. Let's press t, bring those back, and now should be able to
hide those out of the way. G the A, and there
we go. All right. Now, let's bring them back, so this is the large hotel. Beach floor small hotel. Now what you can
do now is you can go in and join these
altogether if you want to. I'm not going to join
mine altogether actually, I'm going to leave
them the way they are, but I would join them together. The other thing you
could do as well, if you really want to
clean up this scene, even more is rename everything. Either join it altogether
or don't join it together, but just make sure everything
is named correctly. We're not going to actually do that because that's
just going to take a long time on
a long long coll, that don't see actually
the point in doing that. We are going to do
though, we're going to cut this lesson short,
and then the next one, we're going to actually take
a beautiful render of this, exactly the same as we've done. And then we're just going
to do a little bit of critique as I always
do on all my courses. All right, everyone, hope you enjoyed that, and I'll
see you on the next one. Thanks a lot. Bye bye.
132. Outro Lesson Rendering & Critique: Welcome back everyone
to Blender three, the ultimate stylized
scene guide, and this is where we left off. Now, let's bring in our camera, and let's level it up properly, so I'm going to put
camera to view on. I'm going to bring it in then, and I'm going to zoom out
a little bit, like so. Just making sure
everything's in. I want to get some of
these details in on here, and I want to also
probably get around the actual bit of
the scooter and just basically bring in all that work that we've actually done. So probably this angle here. What I'm also going to do then
is actually come round and put this onto at the moment
you can see on our render, we've got 100 samples. I would say, always
start off with a very, very low sample level. Let's go to render render
image on 100 samples, and you can see that
I did make a mistake. I'm just going to close it down because of the
mistake I made was, I need to put this
onto wireframe, then render render images. And now let's let
that actually render out. All right, everyone. This is actually what
I've end up with, and I'm just looking around now just to make
sure I'm really, really happy with everything.
I am really happy with it. I think camera probably
needs to be turned a little bit so we actually get these windows in
a little bit bed. But I think that
if I was you would probably make a side shot, a back shot and
things like that, just so you can really
really sure if you work. Now you can see that this
is not here properly, and this is the
reason that we always do and these quick renders
and things like that, just to make sure that we've got everything in place and that before we do a major render and these things that you
can't see in things. That's why I always do that.
Now, the other thing is, I'm just looking around, making sure everything else is okay, and looking at the leaves,
looking at my flowers, and I think actually, it's
really, really nice render. Now what I would
tend to do is go in I would put this
onto materials, I would come into this and
have a look and I know what the reason is,
it's actually not that. I'm just going to find this
now so I'm going to press dot and it's turned off on
render for some reason. There we go. I thought
it was actually because we've left
all our modifiers on. Now what you'll
actually do is you'll actually come in and
you'll actually do a much bigger render turning up the maximum samples to something like 2000 or
something like that. I'm not actually going to
render this out this time, it's going to take three or
4 hours to render that out, you can see how mine turned out in the actual course image, you can see it
turned out really, really nicely, and you'll
also turn out really nice if you've actually built
this pretty much to the standard that I've
actually created it here. Now if you do want to know
how to make a turntable, then go to check out
my other courses because you'll actually
find out that. This course has already been
way way way long enough. I don't think we need to
cover actually making turntables and things like that in this actual
particular course. If you are interested
in more stylized, courses, then check out
my other courses again, and we also do a lot of
things like for instance, realism, medieval realism, we do things in
unreal Engine five. We do the complete actual
workflow of the gaming industry all the way from
creating the asset to actually texturing it
in substance painter, using Z brush, using Mamas,
and things like that. I think there's
around 18 courses now that you can
actually check out. So I'm sure this is something that you're actually
going to Alright, everyone, so I hope you really, really enjoyed the course. I hope you learned a lot. If you want to, give
me some feedback, put that down below, and I'll be really interested to see
what you thought of it. Okay, everyone, so
till next time, happy modeling, and I'll
see on the next one. Thanks a lot. Bye bye.