Transcripts
1. 001 The intro: Hello again. Ma Hussein is
here and I would like to welcome you to this
new blender course. This course we're
going to create this headphone from
start to finish. This course will be small
course as compared with my recent courses like Kep Gladiator and
Rolls Royce spectra. This course not for
beginner students. If you are a beginner, it's
for intermediate and above. This course we're
going to learn how to model this headphone. From start to finish, I found some images in the Internet
about this headphone. I don't know who created this. It's not even exist, but it's a concept. I choose this one
because it's symbol to create and it has some
tricky part to do. At the same time, it's elegance. That's why I picked this
headphone to create. After finishing the modeling, we're going to up
some of the parts, then we the material
and use some textures. After that we will
render it using Cycle. I'm going to use the new
feature that's been added to Blender 4.0 the light linking, we're going to use it and
see how it will work. I'm going to teach you how to create simple lighting set up. After that, we're
going to render it about post processing. I will use Photoshop just
to produce the final image. I hope you find this course
entertaining and useful. Let's get started.
2. 002 Before you start: Hello everyone. This
is just a quick video. I just want to talk about
the project folder. Inside the project folder, you will find these files. This is the first
one, the HDR image that we're going to
use in the course. Here we have all the images that I'm going to use as a reference in the
textures as well. You will find them right here. Here we have this
tool called pref. I put all of these reference
images right here and say this tool so you
can navigate them. You can open it like
this so you can browse them and navigate
them like that. It's very handy end nice tool. You can download it from Pure.com It's free
to download and use. Here we have the project file, the blend file of the project. You can open it and
see the final results. All right. I think that's it. And let's get started.
3. 003 Creating a guide and start modeling the headset: One man, Hussein is here and welcome to this, a new course. This course, we're going
to create this headset. I found these images
on Pinterest. I thought this, it's deserved to create a course about it because it's a little bit tricky to
create something like this. It's not quite difficult, but it has some curves here. Let's see together.
How can we create it? All right, here we
have the images. I'm browsing the images using
this tool is called Pure. If you can download this tool
for free from the Internet, I have multiple images here, the same images that I got here. And this tool, we
have them right here. The most important
image is this one. I'm going to use
it as blueprints. I'm going to import this and
put inside blender so we can follow the and
all the details. Let's get started. All right, here we are in Blender. And I just opened
a new scene here. Let's go to the
scene properties and open the unit section here. In the length, you can change
the length from meters to maybe centimeters or millimeter if you want to
work with millimeters. What else we could do here? Nothing else. That's it.
I think we can start. I don't want the
camera in the light, in the cube. I'm going to it. A to select them all and
then X to delete and D to confirm a D. And that's it. I will jump to the right view. Just hit three
from then and bad. And you can see here what
I'm pressing me right here. I will import this
image is very easy. Just click, drag. Let's
put it right here. And that's it, key to move. And I'm going to move the same, but right here you can scale
it a little bit if you want. I prefer to create the whole
design and then later scale. Don't worry too much
about the size. Now I will push the image back because
whatever object I will add, it will follow the position
of the three decursor. Three decursor is right here. As you can see, the object
that we're going to add here, they will overlaps
with the image. That's why I bushed
this image back. Now we can go to the
right view again. All right, how can
we create this? Well, I prefer to create a guide first then follow the guide. Can we do that according
to these images? For example, this one you can see here we have a cylinder. All right, the cylinder goes inside this
object and this object has a little bit of thickness and a care picture here here. It's not painting
on the purifcause, it's above all the
opening windows. You got the idea here. This part, it goes underneath the cylinder and it's obvious as
you can see here. Let's try to create a
guide first. All right? I think we can put this image
right here if you like. We can use this one as well. By the way, we have a
little bit of differences. For example, you can see here the egg that cuts the circle. It's almost in the middle. If you compare it with this one, this one, it goes down
just a little bit. All right, that's
not quite imported. We can use this model to
create or maybe this one. Yeah, let's get started. The first step that I'm
going to do is I will add a cylinder here. And here we have it.
And this cylinder, I will use it as a guide. After adding the cylinder, I will open this panel so we
can control the cylinder. The vertices I will
increase, for example, to do 300 because I want, it's very smooth, the radius, you can scale, make
it small like that. Even the depth, I just
wanted to be small. As I said, it's just a guide, You can control it
using the scale. As you can see, the
cylinder is in the middle and the image goes off
just a little bit. Maybe we can realign it. I will grab the image
and move the image just a little bit,
center it like that. And then I will grab
the cylinder and scale, just make it big
and match it with the cylinder and
the image I will hit to move this
up here like that. And I think that's it for now. You can tap and go to the edit mode and you can grab these vertices
in the x ray, just alt Z, and grab
these vertices. And let's move this up here. Maybe I think we can
leave them here. All right, let's leave
them right here. Now we just align the cylinder with the cylinder
and the reference image, I mean, with this one.
All right. What next? I will tumble around and
exact from the x ray and then I will grab this
face and maybe this one. And I will hit X to get
rid of these two faces. And now we have a
hollow cylinder here. I will give this a little
bit of a thickness just to create this thickness
that we've got right here. All right, to do that I think we can make
this a little bit smaller so we can access
the modifier list. All right, I will tap out and just hover over here and
the modifier section. And hit heft A to
open the Ser menu. And hit Solidify before
your circuits right here. You can hit to find
it. And that's it. Let's add the solidify. The solidify working inside. And I want the opposite. Let's cring this bag
you can hold if just to the thickness goes
slowly. Just hold shift. I don't have any information
how thick this should be, but you can eyeball it. Guess how thick this
should be for me? I think we can go with this. Something like that. All right. Minus, let's try to do a two, let's see what's
going to happen. I think minus two centimeter.
I think it will be good. This is the first step.
After that I will go back to the right
of view and I will put the three cursor in the
middle of the cylinder and then cursor to select it because the cylinder
is selected one, it's not yet in
the middle because we moved vertices
of the cylinder. You remember when we grab them and move
them up a little bit, we need to put this organ.in
the correct position. Again, very simple to do that just select the cylinder and then
hit right click. And then go to Set organ, A organ to geometry. Now it's jumped back
in the correct place. Now let's realign the
three decursor with this dot hits and then
coursor to select it. And that's it. All right, now I will add a cylinder here. I will add this out, a circle FTA to open the Ad
menu from the Mich menu. Let's choose a circle. And here we have
it. It's very big. Let's change the radius
to 50 centimeter. Maybe 30, something very small. Let's align this
to the view now. It's aligned towards us. Maybe what we can do here, I will increase the T
I will use as a guide. I will make it
smooth. Let's choose, for example, 150 vertex. I just want to be smooth. Maybe 200. Yeah, Now it's become smooth
and I will scale it. I will align it with the
orange circle of the headset. Let's move this as a little
bit and scale this down. As you can see we have
right here. Let's go back. Yeah, the alignment
works, go here. Now I will give
this a thickness. I will tap to go
to the edit mode. You can jump to the
vertices if you like, just to see the vertices. And then I will hit to create
a phase here in the middle. That's it. Tab out. Then here you can coby the same modifier we
used on the cylinder. Just grab the circle hold
to grab the cylinder. And go to this arrow and
modifier to select it. Now we have the same modifier
added to this circle. Grab the circle, manipulate
the modifier a little bit. The offset, as you can see, the modifier, the faces
towards specific direction. To this for example. But what I want to do is I want the thickness to go
to the both side to this dark and this arkin
equally to achieve that, just go to the offset and
zero out this amount as zero. And then hit enter,
now we got it. All right, let's go to the top just to see
what we got right here. All right, because we divided
the amount to the side. I think we should
do something here. I thought we can double
the number right here. But I guess we could apply the scale for this,
for this one. You just don't forget that. Now I will grab this
and you can see, now we fix the problem. It's very important
to apply the skill. All right, that's very cool. From the top of I will
grab this and Des to take a copy and I will use this
as a guide by the way. It's you can just take
the outer vertices, you can grab it and control A and apply visual
keome to make. Just to apply the modifier here, then you can grab this circle. Yeah, switch to the selection. Just hit two from the keyboard. Just select this
circle as you can see. And then hit and
then to separate this and grab the cylinder and delete three. Don't need it. I just want this circle.
Let's go to the top. And I will hit to move this close to the
cylinder like that. And after that I will you to move it close
to the cylinder. I mean here to this point, to this point why
I'm doing this. I'm doing this just
to create this care. I just want to create a guide to achieve that is the idea. All right, now we got our guide and now let's see
what else we can do. All right, let's go
back to the right view. Then I will add
another cylinder. I will put the three
cursor in the position of the circle because it seems
like it's more accurate. And coursor to select
it and then to add I will add
another circle king. This to the view
for the vertices. I will king this to 100
because 200 is too much. Then maybe we can hold
to end, scale this down. Now we've got the second circle. We can move it and put
it here on the front. Let's go to the tub and
let's see what we got. All right, that's
very cool. You can switch to the x ray LG and then one to jump to the
vertex selection mode. What I want to do
is I want to keep half or quarter of this circle. Let's grab these vertices. As you can see, I started
from here and I ended here. I just selected this quarter. Then I will hit Control
to invert selection, and I will hit X and then
V to delete the vertices. X to delete V to
deleting vertices. Now we ended with this
quarter, as you can see. All right, that's very cool. All right, now let's
go to the top. What I'm going to do is I
will move these vertices just to follow this curvature. Maybe we can start
with this vertex. I will hit key to move it. But if you move this
vertex to align it here, you can see here we
have some overlapping. All right, I will add
one vertex right here and try to get rid of this
overlapping like that. Just keep in mind that it's not important to
align the vertices. The important thing is
to align the egg with the guide because we added
one vertex right here. Let's add, let's do the
same thing for the rest. I will grab this vertex, hold control and
select the last one, just to select the vertices between those two and then
tritically subdivide, now we have vertices
in the middle. I'm going to grab
them one by one and move them towards
the guide like that. All right, you can grab them all and move them
like that if you like, but just be careful. Don't be a tuber size because you're not going to
send this to manufacturers. You're just creating
three D presentation and that's no one will focus too much
about the details, even if you got a
little bit overlapping. That's okay. Yeah. Now we just created this curvature and
it looks nice. Very cool. All right, we adjust subdivided this area.
What about the rest? What I'm going to do is
I will grab this vertex, can grab this one. I will do the same right
click and then subdivide. After subdividing everything,
I will grab them all. And I will just relax them
a little bit because the, the egg between the two
vertices, when you subdivide, it will remain flat and it's not going to follow
the curvature of the circle. To fix that, we could use
the Relax just one time, hit Click and use the Loop tool. If you don't have the loop tool, you should hit four from the keyboard and go
to the preferences. Then go to the Add and just
search for Loop LL OP. Here we have it, Loop tool and
active this ad, it's free. Addon comes with the blender. Now in the edit mode,
just keep that in mind. In the edit mode, when
you hit right click, you can access it after you
select all these vertices. Right click and then relax. Now it's relaxed a little bit and that's
what we want here. That's very cool.
Now we've got this. Very nice. All right, what about the other side? All right, I will use mirror to mirror what we got here on the other side, the organ dot. If you go to the
top, you can see the organ dot of these
vertices are right here. We want to, we want this organ dot to be
right here in the middle of the guide of this circle. Out I will grab circle. The three cursor is perfectly
in the middle. That's cool. I will grab these vertices or this line and then
it right click. Set Organ, right click. And the set organ,
or to three decursor means organ to the position
of the three decursorow. It should be changed
in now it's jumped. That's very cool. Now
I can use mirror. I will hit control A
and apply the rotation. Because you remember when we
add this in the right view, when we hit A to add
and we add this, you remember an the
alignment to the view. We rotated this. If you
do that you will rotate the gizmo as well of the object when you in the alignment
from world to view. To rect that hit control A and apply the rotation because we
rotated this already now, we just apply the rotation. Before we apply the rotation, I just want to show you, if you go to the option and active the organ,
you can see the Z. It's pointing to this direction, the Z pointing up. But as I said,
because we rotated from the beginning when
we added this ometrywI, if I hit control and apply rot, the Z will go up to
the correct direction. That's why now I will hit sift A and let's search
for a mirror, I think. Yeah, that's right
here, right here. Now we just mirror this on
this side. That's very cool. That's very cool. Now, after mirroring this or this
line to the other side, I will hit Control
over over here. And hit Control to
apply the mirror. I will grab this, this line and go to the local for number and then
tab to go to the mode. Let's see what we
got right here. I will grab these vertices and then now I will grab those two. And then you can hit multiple times just to
fill this area with faces. I don't recommend that because you will consume
all the end you have. In the arm if multiple
time to fill this area. If you discovered later you have a mistake you did and you want to
undo all of that. All of these tips will be counted and that's
will consume the end. What you can do in this case you can a bunch of vertices from the side and the side like
that and t break them. Or at least see where is it. All right, I will hit to come to the election mode and choose E loop. And
now they are break. I can break these
with one click. That's will be better
now for this one I can hit to fill
it for the rest. It's okay to use the end
for three times maybe. Something like that.
Okay, It's not a problem. What about this area? All right, I think we
can do the same thing. Just go to the break
loop and break them. Now grab the. All right. Now we've got this very cool. All right here in the middle. Because we want to
create a circle, we need to support this
area with multiple edges. I will hit, can't roll R to add multiple edges right
here for example. Let's go to the top. I think that's will be better
to understand. I want to add
multiple edges and I just want to leave
one edge here in the middle so I can use it
in case I want to delete half of this for any reason. I will hit control are
to add multiple edges. Until now we just added five. I think we can go
beyond that to add maybe 21234567 edges, I guess. And then confirm. And then rat click just to leave
them at the center. Now we have one
perfectly in the center. That's very cool. All right, now we can go back
here to the modifier. And for mirror, or maybe I can, and I want to mirror this
to the Y instead of X. Feel like you can mirror
this to Z if you want. Right, that's very cool. I will apply the mirror again. It can throw it to a light. Then I will tap to
go to the edit mode. And I just want to
focus on this area. I just want to select
group of faces, or before you do that,
actually you can to exit from the local mode
and go to the right. I think we can grab this
area and the x ray mode. Just keep that in
mind and delete it. All right. Something like that. I guess I will hit X to delete the faces.
Yeah, that's what we want. We ended with this result. I will go to the top. Now, I just want to create the circle as you
can see it right here. I will go to the face select. I will select this
face and then hold control and select this
to select the area. I'm not quite sure if we
need to add those or not, but let's add them and
let's see what we will get. Something like that. Do we need to add those? Hold, you have to add this one. Hold control and grab this
to select these faces. Hold, have to add
a new one here. Hold control to select this one. To select these
faces in between, maybe we can add those to the group of the
selection as well. Maybe that's too much, but
I will accept this result. Then I will hit I to create
an insert like this. As you can see, we
got some overlapping. I will hit control minus
to shrink the selection. I will scale these
down like that. Then I will hit control
blast to grow this again. All right, now we got this. I will scale this a little bit. As you can see it's
aligned with the guide. Then I will hit right click. And I'm going to use
a new feature here. And the loop tool
is called circle is very important, just circle. And now we got very nice circle. You can scale this at any bit just to align
it with a guide. Now we got this as
you can see here. You can go to the local
mode if you like. After that, you can delete
all of these phases, xf and get rid of them. But as you can see here, we got problem wave
result we got right here. And that's not correct
and we could fix. That's why we're going
to use crop to do that. Before we do this, support
this area with multiple cuts, control R and rotate the wheel, let's add three cuts. I think that will
be okay. That's it. Now let's tab out it to
exit from the local mode. Now I will use this guide Again, what I'm going to do is, all right, we have
a solidify here. All right, I will
cove it right here and apply the solidify and tap, delete this phase,
grab this phase. Just swick to the
phase humidity three, then grab this XF
to get rid of it. And this one as well. Hit
Xf and get rid of it. Now grab these faces and
scale them like that. That's too much, I guess. Scale it a little bit and
key. And move it right here. And I'm going to
use this as a guide to ring rub these
faces on this guide. If you want this to
be even smoother, you can add subdivision surface. But I think that's not
quite important for now because we have a
lot of vertices. All right, now let's select
this ring with this one. Now I will shrink, Rub this on this guide. The guide, as you can see, you understand the idea. It's not necessary
to keep it visible. That's why I'm going to open the visibility viewboard
display story and I will change the display
as to bounding. It's still here as a cylinder. You can see it when you tap, but I want to see it as a bounding box because that will be easier for
me to control. Now I will grab this and go to the modifier and hit shift. Let's go to the deform, and let's add shrink
p. And now we have it. I will shrink Rob
this on the guide. Let's select the
guide, the cylinder. This one that's very cool
now, it's shrink crop. You can see the result
before and after. It's shrink crop
perfectly on it. All right, let's
go to the right. I just want to see if this moves a little bit to the
left or to the right, because we don't want to
make any mistake here. I will go to the Obviate
properties and I will activate the wire frame so I can see it when I
go to the right view. And I will go back to the
modifier and turn off this. It was going to happen, it moves just a little bit to
be aligned with the circle, and I think that's okay.
It's not a problem. Yeah, that's okay.
After we satisfy, and by the way, we
fix the problem. Here, you remember it. You can see it's
now round in nice. All right, now I will hit control eight to apply
the hearing crop. And that's it. We finished,
we got this result. I think I will end
this video right here because become too long gained. I will see you on the next one.
4. 004 Finishing the headset's main component: Hello again. Welcome back here. All right, the
last thing that we did in the previous video, we use ring crop to fix the waveness we got
right here in this area. I think we got another problem. Let's go to the top. You can
see the circle right here. It should be perfect, but
after using the ring crop, I think it's deformed
a little bit. I just want to check this out. I will add another
circle right here. As you can see this right here, I'm going to scale it like that. I just want to align
it with the circle. I just want to see
what's the problem. As you can see here, the circle to the circle that we just added touched the circle of the
mix from this side. But from here we
have a small gap. Yeah, it's deformed
a little bit. Well, to fix this,
select geometry. And let's step to go
to the edit mode. Two, to switch to the
edge selection mode. Click to select this edge loop, and then scale this
to the x axis, the x. All right, let's zoom in here. And it is to the x. And scale it until you fix it. Now it's perfectly
aligned with the circle. I guess not perfectly aligned. We have a small gap right here. Yeah, if you use
the circle option, I mean loop tool, right click and circle, you will get a perfect result. But we will get another problem. We will lose the curvature. But I think there's another
way to, to fix this. In this case, let's try to do
something else like moving these vertices and snap them on the surface but not
using anchor of this time. Let's see if that will work. So what I'm going
to do is I will move them down first and then you can come to
the vertex select. That's okay. In the
snap I will vertex snap, snap. All right. Face face a project. I guess this is what we
want face a project. Yeah, because we want to project these vertices
on the guide. Then I will get to the
Z to move this up and hold control and snap
them on the surface. But as you can see, I
can't catch the surface. I think because we
switch this to bounding, what I will do is I will
tap out and grab this. I will change this back to take a short or
solid if you want. Then let's grab this tab
to go to the edit mode. Now as you can see, all
the vertices are selected. Now you can get to the Z and
hold control to snap it. The snap is working, but as you can see,
it's not perfect. All right, To get
a perfect result, you can jump to the top of you. Hit seven to go to the top. And then with these vertices selected by the way
they're still selected, you can hit, just put
them on the umutary like this and then it to
move Z and hold control. And it will be
projected perfectly. After that I can
tap out and grab this and I can change
this to bounding again. And I can use my circle and
see if this perfect or not. As you see, it's, the result is perfect
and it's fixed. That's very cool. All
right, we finish with this. What's the next step? After doing all of that, I will just tab to go to the mode. And from the top, I guess we can delete half of the geometry. After creating the
circle and everything become perfect, grab
these vertices, hit X V to get rid of
them, I will grab. All right. Yeah, I can switch
to the X selection mode. I will select these edges. I, by the way, I think here we got
these phases flipped. I will hit A and then shift
to recalculate the normal. Now let's go back, grab this
edge, hold, control this. Now I will hit to the end. Through this down, I just
want to make the flat. I will hit to the Z and
then hit zero enter. I will hit to move down. What I want to do is just align these edges with the last
vertex we got right here. I mean, here in this area. All right, let's go back to the vertex snap and then hit to the Z control
snap right here. Yeah, that's very cool. All right, that's nice. Okay, after doing all of
that now, I think we could, I'm not quite sure, but I
think we can delete some of these faces and I will
fill this area later. Let's delete those, for example, I just want to
leave some distance right here because you can see these edges become so close to this circle
and I don't want that. All what I'm going to do is just deleting two maybe at Xf
and get a lot of these. Now I will leave one vertex and the second
one and go to the end. Leave one hold control
and grab this. I just selected the vertices from this point to this point. Leave one right here, canceled one here
and one right here. Now I want to count the number. You can kick the
informal right here. The vertices as you can see, we have 25 vertices selected. What we want to do is we want to connect these vertices
with this side. We should have 25 edges. I will hit Control
are to add one edge. And then I will open
this menu like this and add 25. Now we got them. All right, after
that I will grab those for the vertices
and I will hit F. Then I will grab
the rest of them. Let's cancel this one for now. And the grub, sorry, grab those and then go to the egg and break egg loop.
That's very cool. And the last one, you
can fill it manually. As you can see, we
got this area filled. You can use mirror modifier to mirror what we did here on
the other side if you want. All right, now let's see
what else we could do here. After doing that. Now I
will grab these faces. Click to select the face loop. It click to add the rest. Like that, I will hit to the Z, I just the faces. As you can see, it has
a little of curvature. I will hit to the Z, zero flat in this. Then link this with the
Umetry as you can see. Snap still swick to
the vertex snap. I will hit key to the
Z and hold control. And the snap, it like that
with the corner that it, but these vertices
are not mired. One more thing here,
I think we don't need the site since
we're going to use mirror modifier x v
together of these vertices. Now I guess we can grab
these vertices as well. It hit to extrude
them like that, then to the X zero
enter to flatten them, then you can snub these
vertices to those. Just hit E to the X hold control
and snub them like that. Here we have 123. We need to add three
vertices right here. Three edges control and rotate the wheel to
have three cuts. And confirm them and
leave them at the center. Now let's grab those like that. You can go to the G and bridge
H loop and it to fill the. Let's see what else
we can do here. All right. I will delete
half of this geometry. We go to the x ray. Let's grub these
vertices like that, x v. Get rid of them, we
can remirror them. Let's grab those as
well at multiple times. And as I think these
phases should be flipped to recalculate the normal of the geometry
now it's very easy. Let's go to the modifier, and let's go to, let's
add mirrors here. That's very cool. All right, we just finish this. By the way, you can mirror
this to the Y as well. Now we got this ready. All right, one more
thing here we should do is we should
grab these vertices and hit to extrude them
down like that to the Z. And let's move them down here. I will hit to the, to make this flat I'm going to do is just snap them here with
these vertices to the Z. Hold control and stub them. They should be merged by
the way, but the automerga. Of. All right to do that
to me, these vertices. Because if I grab one
of them and move it, as you can see it's not Merced. Just hit eight to
select them all, and then hit Q C by distance and you can see how many
vertices are Merced here. Yeah, now they are merged
and yeah, that's very cool. Let's turn off wire frame. That's very nice. All right, now let's focus on
the bottom side. All right, I mean this side what we can do is I
can take a copy of this D and leave it in the
same, just right click. And then I can go to the
object and use mirror mirror. This to the global Z. I can apply the mirror modifier for the second acumetryw
over here, it control a. Then I can tap and grab the. Just hit and then to
separate the selection out, grab everything
else and delete it. I just want this line. All right, that's very
cool. Let's tap again. Let's go to the vertex
selection mode end. All right, let's go
to the right end. I guess this vertex we
don't need it to grab it V and get rid of it. What else? All right, I think we can group a group of these vertices and extrude
them up like that. And then hit to the Z
zero to flatten them. And then hit key
and move these up. You can align them
here with this vertex. Hit key to the Z control and
the stamp them like that. Now is the time to
fill this area. I will leave this vertex, ignore it and ignore
the last one. Let's scrap the
vertices between. Let's count the number here. We have eight vertices here. We should add eight
H, just type eight. Hit Enter now let's grab these. Now let's select the rest. You can switch to the
X selection mode. That's will be better
just to ignore this H. Then you can go to the
edge and you can preach. Grab the H as well and I will and extrude them like that to the X is zero.
Enter to flatten them. And I will move this
back after that and try to put this
in the middle. All right, To put this
exactly in the middle, you can tap out and select this. You can show the wire frame. Just go to the opt
properties and go to the wireframe and active
this so we can see it. Now go back here and tap. I think that's not
going to work. Yeah, because we
can use a solidify. Instead of that, we
don't need this X V to get rid of this new extrusion. All right, instead of that,
we can add mirror here. You can add mirror
to the Y like that. You can apply the
mirror if you like. And now you can addifyles, increase the number right here. As I remember we added to, it seems like we
should go beyond that. Let's go to the bottom of view. So we can zoom in here just to see how much
we should add here. 2.1 maybe that's too much. 2.010 maybe five. All right, four maybe 03. All right. 32 or
something like that. 35? Yeah, it's very close. That's very cool. Nice. All right, so this is the trickiest part
we got right here. Everything else will be easy to create if you get this result. If you reach this point, everything else will be easy to create because actually we have, everything is
straightforward and we don't have any complication. I think I will end
this video right here and see you
in the next one.
5. 005 Finishing the headset's main component part 2: Hello again. Welcome back here. All right, now is the
time to create this Uma. Try right? This one right here. Let's
see how can we do it. I will select those, both of them, and I will
start to go to the mode. What I want to do
here, I just want to cobi loop to use it. But as you can see here,
because of the mirror modifier, I can't catch the loop
here on the site. Well, in this case I prefer to apply the mirror
for any reason. If I want this bag, I can delete half of this and remirror it. But I will hit control for now. End of light, I will grab
those, both of them, and tap. And now I can select these
edges As you can see, starting maybe from here, click to select this edge, you can add those, then 't click to add this
as wall to click again. All right, that's very cool. Now I just selected this
loop. As you can see. I will hit heft D to
duplicate it or you can hit and then to separate
the select tab out, I'll select these new edges. I will go to the
local mode just two time for the second one because we have
solidify still here. You can see here we have
second second loop. It's very easy just delete
the solidify and that's it. Now grab those
together and control with to merge them and then tap and go to the verticilic
mode because one of the vertices here are
not merged, I guess. Yeah, it's right here.
To fix that, Hit A, select them all, and then hit, and Q is merge by distance. And here we have two
vertices emerged. All right, that's very cool. After doing that, I will
go to the top and go to the x ray and I will
grab four vertices. And I will hit to
connect them like that. You can do the same
thing here for the rest. For example, I can start from
the vertex, for example, these vertices like that, I can go to the Ag and
use a break, a loop. Now there are breaks like that, you can grab this vertex
with this one and then it. To fill this we can do the
same thing from the top. All right, let's go to the top. And by the way, you can finish one
side and then mirror. I think that will
be better for us, I guess for this side. Let's leave one vertex
and slate the rest. Hold control and grab this one and leave
the last one here. At least count the number here. We have 37 vertices
selected as you can see here down on the
right side here, we should add 37
vertices control are to add. All right, let's add. By the way, you can delete half of this geometry
if you like. I'm not quite sure, but let's see what's going
to happen if we do that. Let's go to the right
and let's see if we have a vertex meet this one. I think this one, yeah. I will hit to connect them. Now you can delete half of this if you are like h
x v to get rid of them. Now we fill this
area with faces. All right, now let's start
with these vertices. I will select this vertex
and ignore the first one. Hold control and decrp this one. Let's see the number here. We got 18 here on this side, we should have 18 vertex. I will hit control at the first he and leave
it in the center. And then here in
this Noles 18 we should do is will
go to the H silico, this control and the crop. This one. Then let's have to add this hole controller
and the crop. This one. And leave those selected. I think this one we
should be selected. Let's call it the brag. The last one this I
will hit to fill it. Here we have a quad
instead of triangle. All right, for the side, I will use mir x, v to delete these vertices. Let's hit in this for mirrors, mirror to y, I guess like. All right, now I will mirror
this to the Z as well, and now we got this ready. After that, I will apply
the mirror and then tab, and then hit to select everything you can
come to the fail. I will hit E to the X to ex
and X to the X, X like that. Let's extrude this a
little bit after that, hit to the x, z. To flatten this, let's move, just attain a bit
close to this curve. As you can see here,
the distance is very short. I think that will do. All right. Now what I
will do is I will select, all right, the
cylinder, the guides. And I will hit to open
the collection menu. And I will hit a new collection. I just want to put these in specific collection
so I can hide them. Let's call this collection Guide And then hit Enter two times. We have this guide, you can hide these, you can add this in
the guide as well. Hit M and put this in the guide. And everything else
you don't want to see, Maybe this one because
later we will delete them. All right, Everything
looks cool. But we still got one problem here because we
used the solidify, we got some waving this problem
right here we could fix. Let's see how can we
fix this problem. We can apply the
solidified sever over here and hit
control and apply it. Then we can shrink these
vertices on the guide. Let's go to the guide
and let's hide it. I just want to see this one. You can call this just Delly
cry here and then call this just to recognize it. You can hide everything else. Let's go to the
object properties and the display to
solid, if you like. Now we can see everything. After that, I will grab this
and go to the local mode. Because I just want to
focus on this area. I prefer to grab specific
vertices here to use, I guess. All right, we think we can
start from here. All right. Yeah, I think the problem
is just right here, all of the vertices
that we need to pick, it's like to excite. Let's see if that will work. All I want to do is just snap these vertices on the
guide To do that, I will face project. I will go to the
bottom Control seven, I will hit to move
all control to snap. I guess that's all right. Let's grab this and
go to the local mode. And let's go to the top and
see if we have any variation. Well, we don't have
any variation. I thought some of these
vertices goes out or in, but we got no problem. Now I will grab
this and hide it, or you can hide the
guide collection. Now we fix this problem.
That's very cool. One more thing here we should do to bring the
reference m here. You can see here we have a small geometry here we should add. Let's scrub this and
tap to coated mode. And I will go to
the side of you and activate the x ray so I can get these faces as you can see here. After that I will hit D to take a cob of them and then heterotic to leave them
in the same place. Then I will hit P in
the nest to separate the selected faces
and then tap out. And now we'll see crops
in you phase this one. Then I will tab again after selecting all
of these phases two, let's see if we can do that. If we can convert this to one phase, that's
not going to work. Instead of that,
you can hit two, create a small insert, then hit control minus
to the selection. Then you can hit to select the rest because
I don't want them. So I can delete them X
and get rid of them. You can select the rest.
Before you delete those, just hit Control was to grow a selection and scale those
a little bit more like that. And it, and get rid of them. Now I will come to
the X selection, would hit two from the keyboard. I'll click to grab
all of these edges. Then I will hit to
scale this out, something similar to what
we have right here in the image. Something like that. I guess the hits to the X and through the attend
it something like that. I think that's would be enough. That's very cool. Now is
the time to create this, the leather parts, I don't
know what to call it, but you got the idea.
Let's start doing that. I guess we can use this again or maybe we can create
a new geometry for that with
amount of vertices. Let's go to the right and three course are still
here in the middle. I will add and I will add a new circle and align
this to the view here. We have 100 vertices here. I will change this to 32. I think that will be
enough. And then I will scale this
at bit like that, align it with the new
geometry as you can see here. All right, Yeah, I
will tab to go to the mode and you can go to the vertices so you can
see what we have here. And I will hit to extrude. To extrude scale. Let's scale a bit like that. Now let's see what we got. Tab out and let's move
these in the place. Let's tap, and again,
I will love these in. And then hit and
extrude them like that. Now let's set the outer. And I will hit and
extrude them like this. How far we could go? I'm
not quite sure how far, I don't have any mic, but you can guess the distance.
Something like this. Or maybe it will work Now I
can hit to fill this area. That's very cool. For
now, that's very nice. All right, here inside
we have a cylinder. So let's see how can we
create the cylinder. I guess this age will
help to do that. Let's see what we
got right here. All the amount of vertices, I think too much, but I guess we can use it. All right. I will
hit to move this up. I will to extrude those down
like that, fund like this. According to the difference
makes what we have here. These vertices, they
could be pushed in. I will hit to extrude
to scale like that. Then I will hit the Z. To extrude those up like that, I will hit Control to
add one loop right here. I will hit P and then
take a cob of this loop. You can tap out and select
the new one tab again, hit a, grab them all, and then hit to create a hit
to create a small inset, E to the Z, to move
these down at any bit. Then hit again to create
a second inset like that. You can scale this a little bit more and then hit to the Z. To move this up, you can
hit to extrude those up, you can delete this
phase x and deletes. Now I guess we can
interrupt these edges. I can hit P and then to
separate this out tab out andr this H tab
go to the vertex, so we can see the verte, move this up first and then
hit to the Z and extrude this down like that, I guess. And then hit and then
to extrude and scale in the E and Z to
extrude this up, I think that's enough. You can tap after
that we can use bevel to add some beveling, but I will do that later. From the top we can
use the same cylinder, this one to the Z. Let's take a B. Let's go to the right end. All right, what we can do
here, I can rotate this, 301, 80 degree and put
this in like that. Something similar
to the reference. M can come to the x ray, so you can see this area. The ring here should be thicker. I will grab these
faces and scale in, but I will cancel
the z axis scale. The scale is working to the XYZ, I will cancel the z because I don't want to
scale this to the Z, to cancel the z, z. Now let's scale this insight. All right, let's check
the reference image if we can see this area. Well, actually it's visible
a little bit. Try here. All right, z. And let's
scale this like that. All right, and then I will cap this edge key to the Z.
And let's move this down. And now let's crop these faces. And then hit Z scale, this like this, it seems
like here we have something. Let's see if we have another ME showing us what
we could do here. Well, I guess we can hit D to take a cobo of this and radically to leave
it in the same place. And I will hit P and then
to separate this out, tap this new ring tab. Then let's up the
edges key to this. Let's move this up
right here, for now. That will be it. I think
that's it for this video. I will end it here
and see the next one.
6. 006 Adding more details for the headset component: Hello everyone and welcome
back here. All right. Now, let's see, what's the
next, what we should do here. All right, maybe we can
focus on this part. The letter. I prefer to sublet these
two multiple pieces. This should be subletted. This one as well, and the face. All right. Here by the way, we have multiple holes
we could create and we will try to find a
way to create that. Yeah. All right. I will grab
this and then Tab and I will jump to the face
select and would hit three. And then I'll click to select
the face loop like that. I think we can sul this out. I will hit and
then Tab out here, we have this face in the side. I will grab the face and
grab it. And then hits. And then to separate it. Maybe this one. Let's
see what we can do here. Let's try to understand
what's going on here. Maybe these images
can help. Let's see. All right, the idea here, we have a small band, we
should take care of it. I will tap in at
one A right here, and I guess we can
take this out. And I think that's
it for this area. I guess we can
scale these inside like that, something like this. And then hit to
extrude those here. We should have a small care, you can hit canty level this area to three cuts
like that, I guess. All right, let's see, Let's check the front area. I think the front area, I'm not quite sure if this
should be similar to this one, but All right, I will grab
this pace and delete it. Because I think we
can copy this one at D to take a copy right here. And then go to the object
and go to the mirror. And mirror this to the global x. All right, I will to move this, something like that, I will. These phase, we don't need them. I'll click after we
sick to the phase. Then he takes to
get rid of them, I will hit two to come to the select' click to grab this loop. Then hit to scale
this a little bit. I'll click here as well
and scale those as well. I guess we could grab them, both of them and
then key to the x p. This out, I guess somebody
like that, maybe the fuld. Move them inside a
little bit more here. I guess we can add second loop and push this out to the x. You go to the top,
the key to the x. Let's move these out. Maybe we can scale these
just a little bit. Now we've got nice small vater similar to what we
have right here. All right, now let's
focus on this part. I will tap and then maybe we
can give this a thickness. I prefer to use
solidify in this case. Let's go to the
modifier Solidify. If you didn't find it,
how thick this should be, a little bit of thickness but not necessary to be too much. Then I just want the room
just active this options. We delete these interface
because we don't need them. You can see the result
before and after. After that, it can
roll into light. Now we can tap and now let
scrub this loop. And this one. And I will scale
these to the x axis, something like that, I guess. Now let's secb these ages. Maybe we can scale these. All right, Let's see
if that correct. Let's try to find another
image. Maybe this one. All right, well, I think we
can start with one side, and after that, after we finish the side,
we can mirror it. That will be easier for us. But first let's check
the origin dot. The origin dot is right here. As you can see. I want
it to be in the middle. Just tap out and then it
set origin to geometry, and now we have
it in the middle. After that, you
can add one right here in the middle
and go to the x ray. And you can grab
all of these faces, the x and getters of them. Now I can focus on one
side and mirror it. Let's grab this lobe. I will hit and move this back a little bit and then
I will grab this. Then I guess we can
add one right here. And then hit key to the X. Move a little bit like that. I think that's too
much in key to the X. Let's move this
back. I'll click, and then I will
hit E to the X Dx. Through those you can
see how far you can go. That's very nice. Now you can grab
this volet I guess, but something not
makes sense here. We got, I will grab these faces and then he e
to the x and move these, push them towards the X axis. Maybe a little bit more. All right, now I will
jump to the click to grab this loop control to bubble
this, something like that. Now you can grab those
control as well. You can bubble this
area a little bit. What else? Now I guess we can add
mirror modifier tab out. And for mirror, I
want to mirror this where as you can see because
the rotation is not applied, we could mirror this to the Z so we can see the result on X. It's not a problem, but if you want to fix it, control and apply rotation, and then you could
mirror this to the X. Now it's working. After
that you can grab this G to the X and put
this inside a little bit. Now I will have it over here and hit Control Light
to apply mirror. And then I will tap and add two edges right here
and here as well. And I will hit out click
to grab the inner one. We can have a small
curvature here. I will hit to scale this and you can use the proportional
editing is active, this one and then
hit, as you can see, the circle of effect to big
I will rotate the wheel forward just to make the
effect a little bit smaller. The circle of effect
scale this at, so we can see small bend here. All right, now is the time
to create these holes. So let's see how can we do that. Well, I will go to the right and then it eight to add and
I will add a circle. And let's align
this to the view. And let's change the
vertices to maybe eight. Maybe eight or all right eight. I will move this right here and scale down.
Make it very small. Something like that. Control and a scale, because we scale this down. Then I will search for
ray, this is the array. I just want to
duplicate these up. I will apply rotation first
to make this work fine. Zero of the x axis. Let's add one in the Z. You can add two, I
guess. All right. I just want to keep
some distance, something similar to
what we got right here from the center. If we follow this line, you
can see here we have 12345. We could have five holes
above the center, one here. We could increase
the number two. So this is the first 12345. All right, 1234. All right, six because
the first one is counted. All right, that's very cool. In general, the
number should be six. After that, have over here
and apply the array control. Then I will have to go it. Moved hands, I want to both three D course the position of the first one, grab it and course
selected is very important because we're
going to use a spin tool. Then I will grab this. On the first one, I will active the spin and you can see if we have a spin to
the X and Y and Z, I want to spin to the. Y, I guess X. You can see the guide, how the guide become, this is what we should see. All right. Two plus one
here and one right here. If you choose the
wrong direction, you will lose the curvature. Be careful. After that, click this plus
and rotate it like that. All right, just
to see something. After that, you
will see this menu. Just open it, We don't
want these to be attacked. I will duplicate and
state and the angle, it should be 360 degree. The number here, we
should have eight. If you count the number
right here, there are eight. Let's add eight right
here and then enter. Now we got this. After that, let's secure up those
and do the same thing. Let's duplicate 360 here. How many piece we
should have right here? Definitely not eight. We should increase the number. All right, how many circles? Well, to do that, to
understand or to figure out, you can imagine here
we have a line. Goes like that, and
one goes like this. As you can see, on this
side we have a circle, and on this side we
have a circle as well. When you increase the
number right here, this one will jump and go
one step to this dark. This one, the circle will
take a new position. Keep pushing or increasing this number until this
circle become right here. And that's it, it's very simple, just increase the number. And you keep doing that until
this one become right here. And that's it. We
should have 12. Now, I will look up this
one and I will repeat this. Hit the plus and move it. And let's use duplicate
angle 360 degree. As you can see, we get
the same scenario. I will keep pushing this until this one comes and
takes its position. That's it. The same
thing for those. Duplicate 360. The same thing folks here, keep adding Coby's until
this one takes position. That's the same
thing for this one. All right, 360 and use
duplicates and the same thing. All right, that's very cool. Now we got something similar
to what we have right here. All right, that's
nice. Now, after that, if you are finished,
you can go back to the select box. And that's it. I will select all of these. Then I will hit
to create a face. And I will hit to
create an int small inst you can see what
I got right here. And then I will hit, I
think that's too much. Let's hit control Z again. Or maybe we can we scale these? All right. I will hit. All right, let's hit I again, just to have a small amount
of incs, something like that. And then delete these phases. Hit Xf and get rid of them. All right, we should
connect all of them. All right, but I'm not
going to connect them all. I will delete some of them. Grab half of these phases or vertices and hit V
to get rid of them. I guess we could do the
same thing right here. By the way, it's better to go to the, what we can call it, the x ray and those
as well, x v. This will make the life easier
for us to connect this. After that, now you can go
to the H and select the hit, hit, grab this with this, hit this with this. All right, let's
finish this one first. Some of these faces are
flipped, as you can see here. And let's do the same
thing for those. Cap this with this, cap hit. All right, This
one with this one, it had the same
thing here as well. It's very cool. Now we should find a way
to connect those together. All right, Maybe
we can grab this with this and hit to
connect them and with this. All right, this
one with this one. Hit the same thing here. All right, that's nice. Now we should find a way
to connect those together. Well, I think we can add one H loop here and
one right here. This hit if, all right,
let's see if that will work. I will hit a and then
to recalculate the normal now let's see
if that will work. Well, I guess Squire, let's turn off proposal
editing, it seems like. All right, some of these
phases are not connected. In this case, we go
to the vertices, select them all, and then
hit Merge by distance. I think all of these
vertices now merged. Let's go back to
the right and let's go, and now it's working. You can exact from the
x ray if you like, grab this F. All right. I think we can add one
right here as well. One here, right here. Let's scrub this and again. All right. What about this area? All right. I think
that's not correct. So I will end that. Let's try to do something else, something different
like removing the first and then I guess we
can connect those together. Now let's see what
we can do here. Grab this with this here, we can add one, hit two time. And this triangle,
we can fill it. All right, what about the site? All right, here, we can add one. Now let's grab, grab this with this again here as well. What about this area? All right, this one
and this one as well. Hit two time and fill this area. All right, here, maybe we can, can we add two edges? This with this. Hit two, connected again,
the same thing here. Grab this with this
to connect two time. All right, one
here on this side, troll are to add one
here, two time here. All right, that's cool,
we can accept this. All right, what about this area list like
this with this one? Hit this hit, we
can subdivide this, grab this and again, and this one as well
to time. What else? All right. I will
subdivide this area. Before I do that, I just
want to hide these faces. I don't want to see them
because when I hit control R, the G will go along
this area and I don't want to cut this area. That's why I will
hit to hide it. Now when I hit control R, the new will target
these two phases. Let's, I don't know how
many G we need right here. Let's start with two.
I'm not quite sure. Let's add two phases
right here maybe. Do we need to? Here, right here. We have quad, by the way, I guess we can add two
right here as well. It's okay to do this
here on this side, we should get the same thing. By the way, just
keep that in mind. Let's add two here and to
right here and right here. Let's see if that makes sense. But we will get a variation
because you can see here we have two cuts, but here we got nothing
here, we have just one. It's better to take a different
approach to fix this. For example, instead of adding two right
here, we can add one. Here as well. If we do that here, we should have one cut as well. We can make this take
a different direction, this one as we use
an to let k and let's make a cut hold to
make that cut at the center. And then space, grab the
control X to dissolve it. Everything now is even to bring back the
other hidden faces. All right, that's very nice. We should connect those. I guess we can add one cut
right here and right here. And then crab with the T. This with this it, Maybe
this one with this one. This one with this one here. And hit here. I think that's not
going to work. I'll click, and I'll click. All right. Now we
can use mirror. Go to the modifier, Heft
a, and let's mirror. Let's mirror this
to the Y and Z. And after that you can plight. Then let's scrap the outer. And then it is extrude, scales this out a little bit. Right click and circle. Okay, I think we can start with this one and then
hold control and keep doing this selecting until you finish selecting
the edge loop. And you can do the
same thing for the inner one or you
can hit Altaic to add it the right circle to
change into a circle. That's it, We got this very cool tab out and
the result looks so fine. After that, you can add
subdivision surface. All right. Now I
just want to see, let's move this for now. Right here. Make it
ready so we can use it. And let's grab this
and the select these faces and you can see
here we have small curvature. This goes in and out. We should do that. I will this. All right, Now I will hit the eye to create small insets,
something like this. And then I will hit Chip artery, beat that again and again
until I reach this point. Now I will push all of these new edges inside
just a little bit, and I can use pro buscal
editing to achieve that. Let's active this
and hit to the X. Let's make the effect pick. Now we've got something
nice and close, I guess. All right, it looks fine. All right, now I will put
this or align those together. You can see the origin dot
of these pieces right here. Bring the three decrsorrightt
corso selected. Now I will select this, Select incrsor to put this
perfectly in the middle. Now let's make a conversing, see how we should scale this. I guess we could scale
it just a little bit. Something like that, I
guess something like this. Then I tab and grab the
outer edges and keep extruding this until
I get something similar to this, Gumetryll. How can we do that? I think we can use the
project to achieve this, but Ould subdivision surface, generate subdivision surface and increases to two or three. Just make it smooth, now it is. All right. I will tab the outer edges and I will hit to extrude
and to scale something, I don't know, maybe right here. And by the way, you can take this out if you
like. That's okay. Now let's support this
air with multiple cuts. Now I will hit a
to select them all will out crop or maybe
you can use the Sr crop. I guess that will be better. Yeah, let's add Srbifierlet'. Ring up. And this right here I will ring
rub this on this. As you can see it's shrink
route but we don't need to ring rub I want
to project it. Let's the Rob method to projects project to
the x axis, I guess. Let's see if that makes sense. Now I will hide the guide
so I can see the result. The result looks
nice. Very cool. All right. It's very nice. Now I can hit control A and uplight. Let's check the choir frame. We can tap. Just to see, I think we ph control A. Everything looks nice and
beautiful. All right. Now what we should do is
we should grab these. I guess we could hit and
then to extra scale. And then E to the X just
to move this a little bit. Turn off provocional editing, then E to the X to extrude
this to the x axis. Now this area you can bevalit
control and Ival this to three if you don't
like the result. Set a, select all
the phase and scale everything that's
will do it cool. Now we can give this
subdiviion surface. Subdivision surface.
With level two, you can go to three
and this one as well. Circor subdivision surface. This area is not yet finished. I will grab these control
would be to Beivals to three, make it smooth,
something like that. You can see it in the x ray. The result looks nice and
smooth this one as well. Let's give the subdivision
surface with level two. I guess it will be enough, radically smooth
this one smooth. And this one, this
one is too big. I will grab it and
hit and scale. So I can see a small
gap right here, maybe a little bit more. Because the gap
exists right here. I think we can grab this and go to the local
mode just to make a small weaken or at least turn off sub
weaken surface for now. Now I will grab this, then I will hit and then to extrude and scale this
just to block the view. Now you can grab
this. Hit Control to buble it a little bit, we can do the same
thing on the side. I'll click and then to extrude scale and control
bavel as well as will. Now if I put the camera here
I can't see anything on the other side or even inside in case you want to give this a
little bit of thickness. You can use solidify
to achieve this. Hits a to search
for solidify just all be we just need to holes inside but we don't need face
on the other side. Because if I grab this include a local mood as
you can see here, we don't have any faces
on the other side. You can see the
result before and after if you like,
you can believe it. By the way, it's not a problem. Let's give this a little bit of thickness point to centimeters. Yeah, I guess we
can accept that. By the way. You can add another
subdivision surface or you can put this underneath
it. Let's see, the result. Well, I think that will work. Yeah, I think that will work. The result is still
nice and fine. After that, all what
we should do is just adding a cover
underneath it. Yeah, now we've got
very nice results. Don't forget to
save the project. I think I will end this
with you right here.
7. 007 focusing on the cushions: Hello again. Welcome back here. All right, in this video, let's see what else we can
add here. What we can do. I want to start
with the cushion. You remember this
piece I added here? Let's see, I will move this out just to
see it right here. I just want to use it just
to cover these holes. If active wire frame, let's go to the object
and then scroll down to the viewboard display
and active wire frame. You can see it, high resolution, a mix, and I just want
to create a new one. Something low volly. Maybe
I will hit control Z to undo that and put this
in the original place. Then I like to go
to the local mode. Let's go to the front
or maybe right view. Let's hit while the three D
cursor is in the center at A. And let's add, for
example, a circle. Let's align this to the view. And now it's aligned and
here we have 32 vertices. I think that's too much. Let's change this to maybe 16. I think that will be okay. I will scale this like that. Let's move this out right here. And then I will tap to
go to the edit mode. And then just hit to
create a face here. Or there's another
way if you can hit to extrude and then to scale just to create
the second circle. And then with the
selected vertices you can go to the face mini, you can use a grid fill. If you don't like the pattern, you can spin it. All right, spinning
is not going to work, just use the opposite in this case, now we've
got this result. And that's what I want here. All right, In case you want
this to be even smoother, you can subdivide
it. That's okay. You can hit a right and
subdivide if you like, or you can ask Subdivision Surface if you want to do that, just step out and
then control one. That's we'll add a
Subdivision surface modifier. If you go to the modifier, you can see it right here
or if you don't like that, a just hover over here and then the the edits in the words. Yeah, the generate, you
can subdivision surface. All right. After doing that,
I will apply this one. Now if I go to the wire frame, you can see the result. I'm going to project
this on the surface because I want this to take the heap of
this one, all right? I just want to take the shape of this one. How can we do that? All right, let's move
this close to this. I guess we can ingroup. Just hit shift here. And let's defer. I'm going to pick
this one as you can see now we got, it's very cool. All right, I thought I
would use a project. I think it's not important. I think project will give
you the same result. You can activate that negative if you didn't
see any result. Yeah, I will stick
with the project, just ing the rob method to a project to project it because that's what
I want to do here. After that, you can applight
with troll and this one, we don't need it anymore,
it's just a guide. All right now elicits to exit. And I will put this a little
bit inside like that. If you go inside A, this is the result
that we got here. If you have a problem
with this gap, it is very easy to get rid of. Just grab the outer edges. You can go to the X ray just
to see what we selected. Then you can ex, can hit and extrude
these and push them toward, toward the cushion. But make sure that these edges, these edges to be hidden
inside, not visible. Something like that. That's
it. You can ignore it. Now, everything here
inside is okay, I. You can see anything
from here and you can grab the cover itself. And let's go to the local mode. As you can see, the
result is a jacket. You can make it smoother
by right click and it the smooth, that's very cool. Maybe here we can do something
like cover this area. Let's do we have any problem? We don't have any problem
here. Maybe the side. Let's take a look. S,
we have any gap here. Everything looks nice, I guess. Let's bring the
reference images. Just want to take a look. Let's see what else
we can do here. Well, everything
looks nice here. I noticed that we have a. Let's take care of this one. I'm not quite sure
if we could add double seams here or maybe one. I think it's one. I will grab the ring of
the chin in the tab, I can add the Sam. But adding the seam
in the situation, it's not going to be correct. Why? Because the distance
between these edges are big. But if we support this ring with multiple edges
with one or two, that's will help to add the seam and the P will
be round and smooth. Maybe we can give you
example to understand that. I will hit to put
this right here. And then I will tap and I
will grab this for example. And all we can do here, maybe we can Vl control to
Bevld 22 maybe or even three. I will grab this E
in the middle and I will hit Alt and
book this inside. All right, maybe we can support
these edges with a new E. Loops like that one
here and maybe one right here. Let's tap out. All right, the result is cool, but not perfect because the roundness of the ring is
not correct at this area. I will get a result like
that. This is the problem. I don't want this, I want something under
a result like this. Leave the distance between edges big like what we have
here is not going torque. But if you subort these with multiple edges in the middle, you will get a better result. Let's work on that. I will tap out the grab
this and deleted, and let's go back to this one. And I will tap again. I will hit Control Coljust, select the drawing, and then
I will select the loop. Go to select, and then
select loops, Loops. Just to select all of
these edges like this. Then you can hit right click and subdivide just to
add the new edges. I will, maybe I can add two. See we have two edges
added to every each step. Let's say that's what I want. After doing that, I will
control click select the ring. And I'm going to repeat
the same scenario. Go to the sello. See I just selected these edges. You can see the result
still jack and smooth. But now I will smooth it. After doing that, I
will use the loophole, right click, and use the
loophole and Q circle. That's will help to fix it. Now we just make this even smoother and iris the loophole if you want to
activate this one, this free add, all what you need is just go to the
edit and then preferences. Then in the add section
just search for loop, you can activate this
tool and use it. It will be visible
in the edit mode, not in the object mode. Now let's start
adding the seams. Maybe we can add one
seam right here. Let's grab this. Let's
go to the local mode. All right, and I
will hit control, would be to level
this, 23, like that. Then I will grab
in the middle one. And maybe we can inflate this and hit Alt and pot this in. Something like this. And
I will grab these and hit control would be
to rebuvle them. Or before you level these,
let's grab one of them. And hit Keise to move this bag, hit Alt and move
forward like that. But as you can see, the vertices are merged
because of the auto merge. I will hit control Z and turn
this off for A temporarily. Move this back out
and move forward. Grab the wise, move this bag. Hit Alt and move
forward like that. I will grab these and hit control would be to bubble them. That will give me
almost what I want here right now we got nice. The result looks cool. I know here we got some
over laving maybe, But it's not a big deal,
you can accept it. As I said, I'm also quite sure if we could add two or just one. All right. One is
one. It's okay. Yeah, that's very cool.
That's very nice. One of the things that
I would like to fix here is the gap
here in this area. I think it's needs a
little bit of attention. What I'm going to do is I
will crop this age loop and exact from the local
mode and then I will hit Alt to this out. You can see the result.
What I'm doing here. Yeah, something
like that. I think now the result is better. Yeah, cool. Maybe one of
these eggs I can manipulate. I'm not quite sure
that will work, but let's see what's going to
happen if we pull this out. Maybe this egg, we can
push this out just a little bit with Alt. I think that will
give us better care. We care here
regarding this area. Maybe we can do the same
like rubbing this one, hit Alt and push
this out at any bit. Maybe this one we can
rub this globe Alt, click the x ray,
and then hit Alt. And in this like that, maybe this one at Enis. Yeah, something like
this. That's very cool. Let's see what we can do here. Do we need this edge? Let's try to delete them. The idea of deleting these edges because I just want the curvature here to be
a little bit smoother. Not sharp. Here we
got some overlapping, you can see we maybe manual, we can get rid of it like rubbing these vertices
and move these out. Just pick a good angle and do
that. It's not a big deal. By the way, even if you ignore this all it seems like here we have
some overlapping that try to see if we can fix it. Some of these vertices
moved too much. You can manually move it back, something like this, and
you can ignore the rest. And by the way, if you go to the local mod G in the middle, you can delete it. Actually, I will hit
control would be just to bevel at first and then I will
delete these faces. Just go to this
one in the middle and hit x V and this
area will be open. That will be something
good when it comes to a rubbing or you
can A if you like, that will work as well,
but accepting this result, it will be okay. All right, that's
very cool. Let's see if there are anything
else we could do here. I think I will end
this video right here and I will comvelet in the next
videos, or I see you next.
8. 008 Adding bevel modifier: Hello again. We'll
come back here. Let's add Bevel modifier
for the components. Let's start with this
piece, all right. First smooth, right
click, auto smooth. Then apply the scales.
Very important. Otherwise you'll see a
variation when you add bevel modifier for for pie. Apply scale head smooth,
apply heat smooth. This one as well,
this one control apply scale right out smooth. Okay? And I guess this
one and this one, that's very cool. All right. Now I will start with this
one and hover over here. Kept a and let's hear. Can generate. Let's add bevel as you can see it's add with
ten centimeter. Let's try 0.1 and let's
see what the result. All right, let's bring the reference mic
here and let's make a comparison using our eyes. I think 0.1 is too small. Let's add 0.2 Make it
a little bit bigger. All right, let's stick with 0.2 I guess it's a good start. As you can see, when we add 0.2 this is the result
we got right here. Above that, I just want to
bevle the result as well. Okay? All right, here we
got some problem. Let's active the wire frame just to see what's
going on here. Let's go to the object and
the active wire frame. All right, let's go to
the local mode as well. This area is not bevled. All right, let's see
what opportunity we have here just to make this Bible. All right. Here we have the
angle in the data. Here we have the angle
as well in the normal. Let's change this to
maybe, I don't know, ten. All right. Ten, Yeah, ten is working here as recon
now we can see something. Let's speak this to 30. You can see here at 30, the angle here is lost. Let's change this to ten
to make this area sharp. Alright, let's go back
to the modifier stock and let's duplicate
the modifier. Now we have to modifier, The fairest one is targeting, it's creating the big bevel. And the second one will
create the small bevel. You can see here the small
level for the small one. I will add 0.02 maybe because I just
wanted to be very tiny. And you can activate
the wire frame just to see what's
going on here. Then you can go back and
create the segment to two. And you can see it's
become even smoother. You can go beyond
that if you like. Let's turn off wire frame
now let's take a look. Let's see what we got
after doing that. Don't forget something here. Go to the heading and active, hard than normal just to
give us better heading. And you can see the
result before and after. I guess for the first
one you can do the same. But I don't know. It's not giving me
any difference here. All right, What about this area? You can see that
this area is not being targeted by the
Bl all in this case. You can go to the
angle and list to ten as well for this
one and this one. The first one I
think is not quite important, but the second one, yeah, it's important just to target this area with the Bl. Everything now looks
nice, I guess. Yeah, that's very cool.
That's well now I want to transfer the same bevel
to the other object. In this case, let's
start with this one. Grab hold to grab this one with the bevel control L
and coby modifiers. There we go. Now we have it. The same thing for this one. Grab this hold, to grab this control L,
cobdifiow have it. All right. Maybe for
this one control L. All right, for
this one, maybe we can manipulate it a little bit. Manipulate the first one. Let's add 0.1
instead of 0.2 Well, I'm not quite sure if we should change that for
all of these pieces. Well, it seems like
0.2 is too much. Let's go back here and
let's change this to 0.15 If we make this smaller, I think that will be better. All right, let's go
here, point 0.15 All right, something like this. And this piece
radically hit auto, smooth and play scale. And all right, this one, let's kick the reference images. Before we go any further, let's add a Vl
modifier here as well. Let's move this up just a
little bit and have the search. Let's add Avl. Let's change this to 0.1
Let's start with that. I'm going to active the wire frame so I can
see what's going on here. As you can see, this is
the result of the Ival. Maybe we should, yeah, the scale is already applied. All right, 0.05 maybe
just make it smaller. You can see the
result of the val, this is the distance,
If you want to make it even smaller, change the 52, Maybe two, something
like this phrase, a number two or three
hard the normal, and then turn off wire frame. Now we got this regarding
this one, I think. All right, this corner or this, it should be smoother as
compared with this one. I'm not quite sure if the care tre should
be equal, but yeah. Anyway, I will make
it equal, right? It smooth. Apply the scale
control A and apply the skill. Let's add above all, let's add 0.1 0.1 will be okay. Let's increase. I don't know. Four if you like the looks nice, maybe Key to the Z end, we can move this
chest at any bit. That's very cool. Regarding this one,
maybe we can coby one of the modifiers we add
here, grab this. All right, hold, you
have to grab this one. For example, it control
L and link modifier or coby modifier. That's nice. All right, I think
we finish here. Everything here looks
nice and beautiful. Let's see if there
are anything else we could do here. Cool. All right, I think that's
it for this video. I will end this here and
see you on the next one.
9. 009 Starting with the Head band: Hello again. Welcome back here. Now let's see what
else we can do here. All right, maybe we
can create the bond, but let's bring
this folder here. You can see here we have all
the images in the purif. We have them here as well. Maybe we can unport this image and use it because I don't know
how high this should go. But maybe we can use the images as a reference so we can't understand and fit the scale with these images or
using these images. All right, now I will go to
the maybe front of view. All right, let's bring one of these images and
let's put it right here. And I will hit and
scale this down. And align one of these shapes
with the three D model. But I think we should
scale it. All right. I will hit the scale like that and I will hit
and move this right here. Maybe we can use the
three D crossor. As at point, I will put the three crosor,
for example, here. Then I will change the
transform to three decrosor. I will scale this a
little bit more until I align the cylinder or the cushion with the cushion
of the reference image. All right, let's move
this a little bit here. Let's move this up. At any bit like that, maybe we can scale it just a
little bit. And that's it. Now we can understand how
high the bond should be. All right? You can add a guide
if you prefer. For example, you can put the
three D courser over here. And you can add an empty
in this area, right? Something like that. This will
be the height of the bond. You can delete them now, we can use this empty. All right, let's go to the right view for the three D model. And let's add a circle. Let's align this to
the view like this. Here we have 32 vertex
and I think that's okay. I will hit Key and
move this down and align this with
the MT like that. As you can see, I will move
this for example, here. Let's bring the
reference images so we can see or
understand the bond. First, I guess we could scale, let's change the
transform to the median. I will scale this a little
bit to the x axis. All right? I'm also quite sure of that, what I should do but All right, first let's delete some
of these vertices. I will have to go to the
edit mode and I will grab, for example, these
vertices like that. And I will hit X V to get
rid of them. Now I got this. Then I will grab those and
scale them to the middle. But I will use
proportional editing. I will active this one and
I will speak to Sharp. I guess it will be
a good option here. I will scale this to the axis and I will
make the effect pick. I can get an effect like that, you can see the
result. All right. Something like that you can make it to get the result
that you like. All right. Maybe something like that. I think that we got
something close to the reference image
scaling to the center. Using the regular scaling,
it's not going to work. I mean, if you add
a circle and skill, just want to give
you an example. If you add a circle like
that skill like this, it's not going to this shape. To get a shape like this, we could use a
proportional editing and do exactly what I did here. Let's delete this one
one more thing here. We should delete
these verities as well. Let's delete them. Let's move this right here. Let's see if that will work. All right. Something
like that, I guess. Let's try to delete
these as well, grab them like that, X, And then V and I will select those again and use
the proportional editing. And let's see what we
can get this time. Well, the question is that makes sense if we put this right here. If we grab all of these
details and hit KD to take a coby on the site,
I will use mirror. Let's just go to the object. And mirror mirror to the x. I just want to see if
that makes sense or not. Well, I guess it
will work. Yeah. After that I will delete this copy because
I don't want it. Then let's work on this one. All right. What's the next
step? What we can do here? First, let's give this a subdivision surface just
to make it smoother. Just hover over here
and then hit if a let's go to the Generate
and subdivision surface. Or if you want to
add subdivision surface faster way you can control one you will a subvicion surface with level two and if you
had control two, you will subvican
surface with level two and the three as well. That's very cool. Now the
bond becomes nice and smooth. I will apply this one. Head
control, however, over here. And head control to apply. After that, I will he then to convert this to
curve because I want to give this a thickness. After converting
this to a curve, you can go to the
properties and then go to the geometry and
open it and the Bible. Second, just manipulate
the depth and increases a little bit until
you get something like that. You can go to the side of view
just to see the thickness. You can move this
one I put here in the middle and you
can make a thick. All right, let's scale
this a little bit. We can match it with
the reference image. Let's point this at ten bits, maybe five or maybe
4.5 Yeah, that's cool. Something like that. If you want to put this
exactly in the middle, I guess we could see the
organ dot of this piece. I will select this
one and then it heft selection to Coursera. Now I think it's not, there's something
weird happened here. Yeah, I just want to move the
three de courser first to the position of the
organ dot of this piece. The idea is very simple. He, after you select this, you can see that the
Olgin dot right here. What I'm going to do is I will move three decsor from this
position to this point, grab this cost selected. And now we have right here.
And now we grab this one. And Silicon decosorow, we have this exactly
in the middle. Now if you go to the right, you can see it's
perfectly in the middle. After that you can move it ten, put right here, for example. All right, the thickness, if the thickness
makes sense or not. All right. I think
it's too thick or maybe it is the curve. I think we should make
it a little bit bigger. This is what I think maybe
we can scale this to the Z, something like that. I guess you can apply
the scale after that. Yeah, something like that. All right, let's go back here. Maybe we can make
it even smaller, 4.5 Let's add four
point, Let's add four. All right, I think now the
result looks nice and cool. You can see here, these segments on the side are too much. Maybe we can reduce
that just a little bit. You can go to the resolution
here and reduce the number. Because after that I will add subdivision surface. Yeah,
something like that. Let's see, the wire frame.
This is the wire frame. If you accept this result
and add subdivision surface, the circle will be smaller,
but we can scale it. Later and make it a little bit wider. Don't worry about that. I will accept this result and then I will hit
control and apply the apply visual humetry to the idea is I want
to convert this Tom. All right, this is
how you convert it. Now I will hit control one
to add subdivian surface. And let's go to the
side view and you can see it's become smaller. All right, I will apply the subdivian surface
with level one. I just want to see the result. And this is the result.
The result looks nice. If you want to get a
square result here, I guess you can do that and delete the subdivision
surface first. Then we tap to go to
the edit mode and go to the H selection Mode
control Alt click to select the H ring and then
you can sell loop, select all of these edges
as you can see here. Then I will herat subdivide
to subdivide them like that. But you can see here the
result is jagged smooth. After that you can do the
same thing. Control out. Click then go back to
select Select Loop. This time you can use the
relax, relax the problem. I think we can use
this again and again. Have the art art. Now it's become nice and smooth and at the same time we got a square result, right? You can see it's square. It's not rectangle
anymore. All right? You may ask, I want
this to be square. Well, it's not a problem if
you accept it as a rectangle. But I think it will be the
tibology will be better. Say it will give you a
result, not citric result. So it's not a UK problem. If you accept as a rectangle, it's not a k difference
is the idea. If you accept this, that's okay. If you want to accept as a rectangle, that's
okay as well. All right. T out. And then I will
turn off wireframe. By the way, I have assigned a shortcut to toggle the
wire frame on and off, and it's very easy just go to the obviate properties and open the viewboard display
and just hover over here, right click and a sign shortcut, because I already did that. The name here is changed. Just hit a sign and then it y. Now I'm using y to toggle
this on and off by the way. All right, there is a, Looks nice and cool. And let's bring the
reference images to see what else
we should do here. Well, it seems like we have another layer here
we should create. And you can see it right here. And I think it's made of
Robber or something like that. That will help to make the
bond stick on the head. How can we do that? I prefer to add subdivision
surface first. I will hit control
one and you can see before and after when I
add the subdivision surface, it will be a little bit smaller
the radius of the pond, but that's totally okay. I will hit control to App Light, and then I will go to the site
and tap to go to the mode. And then hit A to
select everything. And then I will switch to
the face selection mode, it three from the keyboard. Then I will hit Alt
to inflate this. You can inflate this
just a ten bits. Now it's become thick, but
I think that's too much. All right. You go to the frontier and inflate this ten
something like that. Even if that doesn't match the reference make, that's okay. But the result now, it's nice as I think
after doing all of that, you can go to the
x ray and delete. Half of this is the, I'm not quite sure actually, but I think this is the
half to delete these faces. Now I can focus on this side. Whatever thing I
will do right here, it will be reflected
on the other side. What we want to do here, I want to create this as, as you can see here, we
have a small distance and we need to consider
that something from here, maybe here, something like that. I can start from this area. And I want to have something
here in this area. If you want to
change the topology of the object,
that's okay to do. At least see how many
face we can't procure. All right, we need these
faces, those right here. I'll click to select
the face loop. I'll have to add the next
one. Something like that. I'm not quite sure if I
need to add this one. Do we need to add this
one and this one? Well, all right, I will add those as well and then hit F D to
take a copy like that. And right click to leave
it in the same place. And then hit, and then
to spread this out. Tap out, and let's grab
this in your selection. Let's grab this one and
turn off the wireframe. I will hit Y. I will tap here and we don't need these faces
Hf and get rid of them. And now let's stick with those. Let's see what we
got right here. All right, now will switch to vertex selection mode and I will grab this
vertex with this one. Then I will hit control
shift would be to pivle this, let's
pivle it like that. The automerges off, that's why these
vertices doesn't merge. It's very simple to keep that. Select everything
met or by distance. Turnoff. Propusthow,
it's merged, as you can see, as cold. What about the site?
Everything looks nice. Now we've got the curvature
that we want here. Now I think we can give
this a thickness tap out. Go to the generate endlessly, go to the minus,
something like that. I guess the result looks cool. All right, so it's
0.6 centimeter. I think this amount of
thickness looks nice for me. I will accept that. Go to this area, I just want to kick this out. I will tab and delete these phases because
actually we don't need them. And get rid of them. As
you go to the local mode, just hit from the number. Now I want to select this inner area because actually we don't need
all of these faces. We can delete them if you like. You can delete them
and get rid of them. That's totally okay to do. I will grab this face
and then control click this one to select the
area with this one active. I will control click
to select this. I will keep doing that
until I select all of this. Then or before you delete them, It's very important to, I guess, to use some inset. Hit, I create small inset and then hit XF and get out of them because
we don't need them. Now I will click to select these edges and then I
will hit Control just to bavel them to three if you prefer, something like that. Maybe we can control just
to add one light here. Then tab out slat from the ends. At least take a look and see if what we did here is cool or not. Something here does
not make sense. Happened here in this area. I will hit control multiple times because the inset
that we did is not correct. I will hit to create an
inset and then I will hit, I will hit for boundary because I don't want this
error to be inserted. Let's make a new
inset like that. Hit F and get out of them. And now you can go
to the local mode. I'll click this H loop
control would be, let's Pv 23 like that. Let's add one extra loop just just to tighten
this area even more. Now I will hit
control one just to subdividion surface
turn off wire frame. We don't need it right, smooth. If you want to increase it, just add two like that
and it's like to exit. Now we should have something
here for this one. I will control two to a subdivision surface with
level two, right it smooth. Now we got something here. You can see here in this
area we have a small gap. All right, to get
rid of this gap, I guess we can do something like grabbing this edge in
the middle with out click. Let's go to the side.
And maybe we can hit to the y axis scale to
the center like that. With proportional
editing active, let's make the effect very
small, just at ten a bit. And let's see if
that will affect, That can give us
something, makes sense. If that doesn't work for you, you can hit control
the multiple times and rescale this
from this angle. I will hit to the Y
and do that again. All the result looks nice, but I think we should
ignore these edges. I don't want these edges to
be affected by the scale. What I'm going to do
is I will dislate these edges, accept
everything else. What about the site? I have
no problem with the side. Just a little bit
difficult to frame it. All right?
Something like that. Now as to the Y, again, as to the Y, and then
holds to make it slower. All right. Now I think we got
something makes sense now. Now it's stick and the
result looks nice. Yeah, I will accept this result. After that, you can add a mirror mirror, this
on the other side. All right, let's go back here and let's see what
else we could do here. You can see here we have some
details but not too much. The idea is all I need
to do is just to grab these edges and then maybe just to make a
small inside like that, I think we'll do it. Maybe some extrusion inside like that you can turn off subdiviicion surface
and edit mode for now, some scaling, turn off
proportional editing. Okay? Something like, I think
we don't need to scale it. I will hit eye to create
an inset like that. Now what we need to do here
is just grabbing these edges. Maybe he can troll just to
bevel them to two like that. If you want, you can add an extra bevel right here
just to target these edges. And here in this area, just add one cut here just
to make this area tighter. Maybe one cut right
here, I guess. If you want to accept this
result, that's totally okay. If you want to make this
area a little bit harder, that's symbolized,
we'll have over here hit and I will add above. Where is it? This one. I will the type to type, the limit method to weight. Then I will tap here and
grab these edges like that. Okay, Then let's go to
this arrow and open it. Let's go to the item or item, and let's increase the
mean Bible weight to one until these edges
become blue like that, you can give it the amount
that you would like. I will add 0.1 for now, again, 0.1 0.01 Let's add
very tiny ble, 0.03 Maybe tab out, I will put the ble
as a first modifier. We can see the effect, yeah, now you can
see the effect. You can kick the wire frame, you can increase the segment to two if you want to
make this tighter, you can see the result
before and after. You can go beyond that to three if you want to
make it even tighter. Now we got what
we want, I guess. Very nice and cool. All right, I think that's
it for this video. I will end it here and
see you on the next one.
10. 010 Adding the cushion threads: Hello again. Welcome back here. In this video, I want to focus on the stickers that
we have right here. You can see them
clearly here, I guess. Let's see how can
we create them. Well, let's go to
the right of view. And maybe we can put
three crosser over here. Or maybe tablets if we can
pick this G in the middle. All right. And then tap out to add. And what we can add, maybe we can ad, you can add
plane if you want to end, you can give it a thickness. You can add a cube.
That's will work as well. I will add a circle, I guess. And then I will ing
vertices maybe to 12, something like that. And I will scale it, make small, take this out for now. All right, so this is
what we got so far. Then I will rotate this to
the x axis R x 90 degree. I will tap to go to the mode and go to the vertex
selection mode one. Let's delete some
of these vertices. We can delete all of
these x v to delete them. And now we got this. All
right, that's very cool. Let's take the MQ out. Now, I will apply the
scale first and then Heratvert curve
here in the curve, let's go to the metry
under the bevels, manipulate the depth just
to give this a thickness. And let's reduce the resolution to one. And now we got this. It's very simple as you can see. All right, now I will move this put into place and let's
see if this will work. All right? I will kill
this just at any bit. And let's move it through here. All right?
Something like that. Let's bring the difference image though it's not quite
visible. Just a little bit. Maybe we can put this here, but from a distance it
will be very small. Maybe we can scale
this and make it thick and then push this inside. I guess you can give this a subdivision surface
just to make it smooth, if you prefer
something like that, it will be nice maybe make
it a little bit thicker. Let's put the three
Decosor over here. Maybe we can move this
down a little bit. Yeah, something like
that. All right, cool. Let's reduce the
resolution to one. I did that because
I want to get rid of the rectangle results. Maybe now we can make it thicker, something like that. Maybe we can manipulate this area just a little
bit by grabbing these and then and move these down
just a little bit so we can have some space
that will work as well. That's very cool,
right from a distance. Now we have something
after that, hit control and apply vical
umtritomic to accept it. It seems I will hit control. All right, let's go over here. Let's see if we can apply this. All right, it's not a problem,
you can't apply that. I will delete this. I will apply this visual Umer to
me and I will control one to bring back the
perifusous result. You can always inflate this
if you want using Alts. After that, I will rub this
and give this a thicker Sure. And I will duplicate
this around the cushion. Let's see how can we do that. Let's go to the local
mode just to gravity, and it's like to go
to the local mode. Robbing. This one
is very simple. All what I need to do is just adding a seam here in this area and then open like
that, All right? It will be something like this. I guess it will be
open like that. It was like that. All right. I just want to draw to
you so we can understand. I will cut this area and
then it will be opened. This is the robbing. This is
what I mean when I say this. It I will cut this area like I have a
scissor and cut it from here. And then open this like that. I can add a texture
on it easily. I'll click select this edge. And then I will hit right click. Then you can Sam. Now as you can see, the edge
become right, that's me, this area, it's marked as Sam. We have a seam right here now. We can rob it to errob this. I will sub this window
to two this week. The editor to UV editor. Now inside the UV
I will hit eight, select all the faces, and you can see the
phases are selected here. Then after face here
in this area as well, you can go to the
UV and you can, you can erupt from
here, by the way. Or here in this area, you can hit U two
times U and U again. Now as you can see,
it's erupt and opened here we have the method
angle and conformal. It's not going to give you a difference as
you can see here. All right, I want to
get a better rubbing. Before I go any farther, you can see the results, right? We have a curve here and here. All right, I will go to the face selection mode and
grab one of these faces. And as you can see,
or maybe I can pick this one, I
can't recognize it. It's right here.
It's not perfect. You can see the edges. We have some tilding. One goes down and this one
goes inside like that. What I want to do is I just want to move these and fix it. All right? I will
grab those together. Right and Q auto align. Or is it now it becomes striking and I
will grab those. A lie. At the same thing for this
one and this one as well. Now it's become perfect. After doing that, I will
hit eight, the rest, and you can see this
one is perfect and the rest are not after that. I want all of these faces
following this one. The one that we just rectified. All right, That you can go to the UV and follow active quad. This is the quad. It's active. It's active. Right here you can see I just picked this one to
make it active. Now all of these
faces will follow this one to be strikes
and perfect like it. This is the idea of
follow active quad. Go to the UV and follow active
quad, and then just hit. Okay, perfect. After that you can
go to the V. Okay. Now it's in the center
if you like to move. It's not necessary by the way. Yeah, it's very cool. After that, I would like to
add a ticket share on it. I will sublit this to two and I will sweat
this to the Hedroeditor. Hit in to get rid
of this panel and let's hit in you to
create a new material. All I have this normal map, I will use it sick g, let's put it right here because it is normal map and
just information. I'm not going to use it and plug it here in the base color. I will use this as a normal. I just need the information. I mean, there's no
reason to leave it. R GB, a red, green, and blue color space. I will change this to non color. Then after that, I will
add another right here. And let's search for a normal. Let's put this right here. And black, the normal
to the normal. Then the color to the
color right here. Now we could have some, will tap here to see
the M right here. You can go to this error
and change this to. A normal, and now
we got it here. If you want to see the result, just go to the material review. Just like the color
to the base color. So I can see something
here and now we have it. All right. Now all
what we need to do is just manipulating the texture. Just scale it for example. Like that. Maybe scale
this to the Y as well. I think that's too much this. Move this just at any bit. By the way, you can
put this at the corner like that and use the three
decursor as a pivot point. Just go to the all right
pivot, it's 32 decursornce. From this point out, I will scale towards
the x like that. I will o here and
then hit to the X. And I'll line this like that. And now I want to scale
this to the Y like this. Let's zoom in here
and hit to the Y. And As at least
make this smoother, right click and smooth control one just to add
subdivision surface. And now we cut this, All right. If you want this to
be even smoother, you can smaller, you can
just scale that again. All right. Now we can give
it a specific killer. Just cut the corner, can hold control and then hold
right and cut like that. If that doesn't work, you should go to the edit
and then preferences, and go to the Auden
section and you should active the
nodrangularjustype W R, and you will find the
nodrangularrightjt active this one, it will give you extra held cut to use it here in
the head editor. All right. Now I will give a
specific color, maybe something dark like that. I will increase the roughness
just to make a rough. All right. Maybe we can go to the, if you like, you can
give this some he. All right? Something
optional, by the way. All right, that's
very cool. Let's just like to excite and
let's take a look here. Cool. Looks nice. Maybe we can make the scale
a little bit smaller. All right, now I
want to duplicate this multiple time
around the cushion. To achieve that will grab this. The origin dot is in the middle. I will align the three D
coursor with this point. I will hit coursor selected, and now we have it
here in the middle. Then I will grab this
one, the thread. I will select all the phases. Just then I will spin. I will spin this to
the x axis like that. I want to in this 360 degrees. Let's type 360. How many piece we have here. You can see it's still connected
by the way the faces are connected To avoid
that just duplicates. Now they are just a duplicates. All right, now you
have the ability to increase the number here. Let's see, maybe
we could add here, maybe we can add 60 or maybe 65. I'm not quite sure.
Maybe we can go to the reference image
and s. All right, maybe we need more than that. Let's add 100. I think 100 will be nice and
make sense here. When you be satisfied
with the result, just go back to the select box. Now you can tap out and go to the Material review
just to take a look. Now we have something
here that's very cool. Now if you manipulate
the texture, all right, I will select all the maps and you can change the
texture for all of them. Just keep that in mind. All right, now we need here on this side as
well to duplicate them. And then I will go to
the object in mirror. All right, to the x I.
Yeah, that's right. And then it to move
the inside like that. Yeah, the result looks
nice. Very cool. Here we could add
multiple threads. I will grab one of
these like those, for example, right here, you
can go to the solid mode. I will hit D to take
a copy of this one. All right, we could align. I will rotate this like that. Just pick a good view and keep rotating this until you
get the correct results. Maybe something like this.
I just move the small right here. Yeah,
something like that. And then I will hit heft D
to take a copy like this. Then hit to duplicate or repeat the last
action again and again. All right, something like
this. Maybe one more time. All right, that's
too much. I will hit Cat. Let's select those. Control L to select
the rest of the faces. And then I will hit key
and move these and center them if you want. You can just pick a good
view and hit key and move these in tiny bit. All right. Something
like that. That's all. Be okay if you don't like that, I guess we can push
the deep deep. Yeah, something like
this. Looks nice. All right, I think that's
it for this video. After that, we can
maximize the window. And I will end this video
here and see on the next one.
11. 011 Unwrapping the cushion: Hello again. Welcome back here. All right. Let's see,
what's the next step. I will start with the bond and I will give it a mirror modifier. Let's hover over here. And
the mirror, now it's done. And I will be the same
modifier for this part. Grubb, this one with the mirror. And go to this arrow. And to select it. And then that's it. This, maybe we can move it away. All right, after
doing all of that, let's see if we are
finish here or not. If you zoom, you can see
here we have some steps. Let's activate this tool. I can show you what I mean. All right. Here, if I zoom, you can see the
cave is not smooth. It some steps you can see them. And I want to make it
smoother. It's very simple. Just as subdivision surface, I will control one to a subdivision surface for
this one. Grab this one. Control one as well to a subdivision surface
with level one. You can go beyond
that if you prefer. If you want to take a close
and you want this to be super smooth just in increase a subdivision two or you can
control two if you prefer. All right. Let's kick this area
and as you can see it's step that award control one.
Yeah, that's very cool. What about the cylinder? The cylinder is perfect. I have no problem
with it. What about this cylinder here? All right. It's not quite visible so
don't worry about it too much. One as well has good resolution. That's very cool. All right, now what I
prefer to do is I want to grab everything and rotate them a little bit to
align them with the bond. I think if we add
an empty right here that make controlling this
component will be easier. I will grab this tape to go to the edit mode with
this selected. All right, go to the click, then I will hit Shift
and cursor to select it. Now we have the three
D courser over here. Whatever thing, I
will adhere to this, it will be added here
in the center tab out. I will heft to add,
let's call it empty. And let's add an arrow.
What plain access? Sorry. I think it's tubicle
smaller like that. Then I will grab everything, hold control and
deselect the empty hold. And add this again
to make it active. And then it control to to
open the parent to menu, parent to object
and keep transform. Now if you rotate this and move it, everything
will follow it. That's what I want
here. All right, now I will go to
the front view end. All what I want to do is just rotating this a little
bit and I'll line it. But before I do that, I will move this down
just a little bit. Maybe go to the x ray mood
so I can see something. Then I want to put this
exactly in the middle. The easiest way to keep that, I guess is let's stop here and let's up this loop and bring the three
decursor over here. Now you can see the
three decursor is in the middle of this
selected a loop. It's inside, by the way. You can grab the outside
to lead the same result. All right, cool. Now what I'm going
to do is I will, I will align this empty with the position of the three crossor Select the
empty and then, and selecting the Corossorow, we have it perfectly
at the center. All right, now I will go to the Xtreme and rotate
this And align the empty with this edge of the bond. You can see all what I want to do is just
grabbing the empty and rotate the init and align
this edge with this one. This is the idea. It out, rotate, rotate at ten bits until you
get something. Something like that.
I guess you can see now the distance here, It's similar to the
distance right here. The result is very cold in case you want
to this deep inside, you can hit key to move and
Z to move it to the Z axis, and then again to move
it to the local Z, and you can this deep inside. Now let's take a look.
Everything looks nice. Very nice. Now, let's go back and let's the deselect the bond and
then I will take a cov. But I think before we do that, I guess we could some of these objects in
case we want to use, in case we want to add some Teurelet's
Start with this one, let's see how can we
are rabbits by the way. I just want to make something. You can do what I
did here, it's okay. Our bits if you
prefer to to make everything before
you're rotating the objects and make
some orientation, it's not going to make
a huge difference. Even if you rotate and make the arra, by the
way, it's nothing. But let's make it read. Then I will rotate it again. Let's grab this. Maximize this view. I will de this M.
I don't want to see it. Let's grab this. Let's go to the
local mode and let's stop and see what
we have right here. As I remember, we have a scam in this area quite Where is it? Something like that. I think this one maybe the
one next to it, that's route. All right, let's
sec up this one. It seems like some of
these vertices are merged. All right, It's not quite necessary to
use this as a seam. We can't pick one
of these edges. By the way, if you
have a view clipping, you can go to the view and just starts instead
of 1 centimeter. You can reduce it
and make it smaller. For example, you can
add 0.01 and now you can go and even
farther like that. Yeah, that's better. I will turn off Subdivision
Surface in the edit board. It seems like here we have some merging right
here in this area. That's why I can't
select the loop. Maybe we can add? Yeah, let's try that. I will hit end to get rid
of this panel. After you select the loop, you can hit ten. What we can do
here, that's where some of the merged vertices, I guess what's going on here. All right, I think we can reduce the threshold to 0.01 just make it even smaller to avoid any problem in the future. That's better. All right, let's go to
the selection mode, and I will grab
this loop instead. I will hit right Q, Mark Sam to make the Sam. Then I will hit a select
everything. And over over here. And I will hit Select
the U. V is right here, is very smooth, by the way. Just hit two times, U and U again. Now it's a rubbed
open like that. If you want to
make this perfect, well, you have the
ability to achieve that. By the way, if you pick
one of these faces, the seres for example this one, or at least make
this one strike, Select these vertices in
auto line those as well. Those right here in case you care about getting
a strike result. Now you can hit eight.
Select everything you have to add this one or just make this one active here, select the whole UV and
just go to the UV end. Follow active quad. Now, all of these phases
will follow the active one. The active one, I mean
this one now, it's okay. And now it's becomes strike
and nice, very nice. It seems like we have
a problem right here. But it's not going to be visible because this area
is bended inside. I think it's not going
to be visible at all. I guess we can add
some support elope here and here that will make
the results even better. All right? Something like that. If you don't like, those
of you can ignore it. By the way, it's not quite
important to cure this option. I follow active quad. All right, let's
come to this one. And I just want to see
what we got over here. All right. We need to add a lot of seams, I guess, to our. Let's turn of the solidify. The question is, do
we need the site? If we accept, that will make the process a little bit
difficult to us to control. Because if I want to add
the same right here, I should select all the edges
inside for all these holes. That will take a lot of times. In this case, I guess
we can do something. All right, we can go to
the selection model. I think here we have an option. All right. A, see where is it? As I remember manifold, I guess this one
will help you to select anything open here in the metry as
you can see here. After doing that
now the selection to so they become seams, we can active solidify. Now we have the seams still
exist here in this area. That's will make the
process faster for us. All right. Now I can apply the solidify and
leave the subdivision surface. You can turn this
off now. Now I will. Now, everything is
we have a seams, but the problem is the Sems
exists on the two sides. I just want the scheme
to be visible here on this side instead of
the exterior side. To get something like that, you can go to the
phase selection three and select
whatever phase you like. And then hit control
L to link select. You should get a
result like that. The site should be
selected and the site, if you get something else, just open this menu and Q
seam instead of normal. This is the result. That's mean the selection will
grow until it, the sam will use the sam as a barrier and will
not go over it. Now what I'm going
to do, I will hit control bloss just to grow
the selection one time. You can see what I get here. Then I will hit right
and or I will ring to selection mode and I
will hit Clear Sam. Now the Sam is cleared
and now I will control minus to
Sr the selection. And I will jump to the
face selection modes to select these faces
but not the inside. And then I will go to select
and loop and boundary. To select the boundary, this is what I want
to achieve now. Right click and mark Seem. The idea is very easy. I just want to pick these inside edges
instead of the outside. The idea is I want the seem to be invisible inside. That's all. Now after that, you can now tab, you can pick the site. Hit L link, select the Hover over
here, the Uv right here. It's very simple,
you can see here. Then you can hit two times. Now it's rules. Go to the site. L hover over here, hit Luv, and here,
hit two times. Now it's up as well. Very cool. Yeah. We finished with the site with
this part to exit. That's very cool.
What about the bond? Do we need to up this one? Well, let's go to
the local mode. Let's see what we can do here. Well, I think we don't
need to do anything, just select everything
in here as well. Hit two times and let's
see what we all get. It will be upped and opened. I think that's it. Yeah,
something like that. By the way, you can
apply the mirror. I guess we don't
need it anymore. It can throw a apply
make sure that we don't have anything
here in the middle. Yeah. Hit a select, everything over here hit
two times to now it's red. It's like to. Exactly. All right. Now I will go to the front end, grab this empty, go to the x ray so we can see something and it
arter, rotate, end, align it, just eyeball it and then key to
move z to the Z. Z again, to move it to the
local Z and pull this up, you can grab a coby
on the other side. All right, I think that's
it for this video. I will end it here and
see you in the next time.
12. 012 Adding material to the couchion and the band: Hello again. Welcome back here. Before we go any further, I just want to add
something here. I just noted that we
have a piece maybe of rubber goes
around this cushion. Let's call it, let's see how can we create
something like that. It will be something
easy to accomplish. Let's put this Mg right here. And I will grab this
tab to go to the mod. I will pick this globe. Click to select the entire
globe as you can see here. And then I will hit,
and then as to separate this loop, and then
I will tap out. Let's select this se loop. And you can see it right here. I will accept the
subdividion level. I will control to plight. And now it's applied Tally, let's convert this to a curve so we can access the
care properties. And go to the bevel, open it and go to the depth. Let's increase the depth, maybe 21 to see
what we will get. One is two much, 0.1 all right. 0.15 maybe something like that. Now we've got this result. Tally, smooth, smooth
As you can see, we have steps slowly. All what we could do is just
add subdivision surface. The quickest way to add
subdivision surface, just it can't roll with one. And now we have subdivision
surface modifier, add dry here for this piece. Just increase the subdivision
level two, maybe three, just to make it smoother and now it's become smooth and nice. Add the result looks
cool even here. All right. That's very cool. Okay, Now maybe we can
start with the material, all right, we are
robbed this tape. It's up right here.
That's something cool. Now we can add a material to this piece and
start with it, for example. Let's hit a new to
create a new material. And now we have a new
material added to this piece. All right? All right, let's go to the project. I will leave texture
here, leather. Let's see the results. As you can see, I will use this texture and I have diffuse and normal
map and roughness. Listen bot these inside. Click and dry and let's
put this on right here, the base color and let's
block the base color. Now it's plugged
to the principled. I will Z and go to Material review so I
can see the result. Now we have something, but
the texture is too big. I will control to add mapping and texture coordinate and it's already
plugged to the UV. That's something cool. Now I want to control the scale here. To do that, you should
control all of these at once. The pace way is to achieve that, you can add a new
node, a skull value. Yes, V A, and you will find it, block the value right
here to the scale. And let's increase this to, for example, maybe five. Now we have something here. All right, after that,
let's move this away, and let's go to the same folder. And I will bring the
normal right here. Because this is a normal, we don't need any color space. Change this to none. Now I want to block this to
the normal like that. All right? But it's not going
to work by the way. You should. The victor
to the victor here. So we can see something. All right, that's
not going to work unless you add a
note between them. So let's search
for a normal map. This one right here
and less blocker. Now. We should have some
heightenedformationo. All right. After that I'm going
to use the roughness. Just click right and
let's put right here. I prefer to move this up and
put this one in between. And block to the vector here, the vector that comes
from the mapping. We can have the same scale. I will block the roughness. But before you block it, just
change the color to non. Because this is
just information, black and white information. Let's this to the roughness. See what we got right here. All right, for the roughness, just keep in mind that you have the ability to control it. For example, if you
don't like the. Reflect right here. You
can search for a curve, for a curve, UR, RGB curve, and you can
block it right here. And you can control
the black and white. For example, if
you pull this up, you can make it, uh,
you take this down, you will make it reflective
for the string of the normal. You can this 2.2 maybe
just make something small, smooth, that strong. All right. You can
see here we have these dots as some reflection. This problem comes
from the roughness. To avoid that, just
push this dot up and this one down just
to flip the information. Now you can control it. If you want, just
flip the information. That's all what you
should do here. Now, the result looks cool. All right, now I want to apply the same material
on the cushion. I will grab these pieces
one by one and then hold, you have to grab the
control and link material. All right? Everything cool so far
except for this area, because we forget to rob it. Bing. This is not
going to be difficult. Actually, let's
rob this quickly. If you want, you can
speak to the solid mode. Let's have to go to the
edit mode. All right. I guess we can add Sam here. I will turn off subdivision and the edit mode so we
can see the result. I will add maybe one Sam here. I will hit Alt. We have to add one here, and I will deselect this. I will hit right
click and mark Sam. No, hit eight, select the
whole UV and hover over here. And you can see the UV'sight
here is not selected yet. Can hit eight, selected here, and hit U two times. If you don't like the scenario, just select all the face here and you can go to the UV and up and not upt'sab out. And let's go to the
material review. And here we could see something. All right, now let's
make a comparison. Let's see the size. I guess we have some
variation in the size. For example, this
one is too small. Maybe this area needs to apply the scale or
maybe the UV itself. What I'm going to do is I will still and tap to go to
mode in the grab them like that and then I will go to
the UV and P islands's. Okay. That should fix the scale.
Or maybe All right. Before you bake them here we have an option
average island scale. That's very important. Yeah.
Then you can bake them, even if you didn't pick them, by the way, you can
leave them like this. All right. Now we have
something cool, very nice. What about this area, this piece inside? It's nothing. Just add material
here and pokarness up to one and make it black. And if you like, we can go to the spicular and decrease the OR level to
just to make it fully dark. All right. That's cool to bring the reference images and
let's see what else. All right, I will the color. Let's grab this, let's shine
to create a new material. Let's try to pick something
gray like moving this, maybe right here,
something like that. If you want this
to be a metallic, just the metallenis to one. Now we have something like a metal about roughness
0.5 I guess it's okay. If you want to make
it more reflective, just decrease the number. If you want this to be plastic, just put this bag. All right. I guess we
could make it darker. Let's see if we can get
something similar to the reference image judging
on the material in EV. It's not something ideal. I prefer to add an R image. Sway, swick to the cycle under. I think that
will be better. All right, before
I end this video, in the next video I
will add HDR image. We will render with
Cycle will be better. But before we end the video, I just want to grab this. I just want to kick this scale. All right here We have
some problem here. I just want to fix this area. Let's see what we can do here. Just to fix this area. I guess we can add a same here. And maybe right here
as we just to open this area. Or maybe this one. This edge and this edge. Let's go to the UV and
mark to mark this. As you can see, the Sam is being
added right here. All right, let's
go to this side. Let's pick this edge hold, add this one, and
go to the V Q mark. Now I will hit A and
hit U two times again. That will help to relax the UV here in
this area a little bit. And you can see it's become
a little bit better. All right? I think that's cool. Maybe we could scale it a
little bit. Make this bigger. By the way, I just want
to tell you something. You can select all of these pieces and just
tab to go to the Mood. And select them here as well. And you can go to the
UV and Avg scale. That's will fix everything. All right. That's very cool. Okay, I will end this video here and see you
in the next one.
13. 013 Adding materials for all parts: Hello again. Welcome back here. Let's start with the material. Before we actually start
with the material, let's prepare the environment. Here we have the header
editor in the project folder. I will leave this
folder for HDR image. It's called Old Industrial. We have this image, I always use this
image in my courses. I like the lighting here. You can use whatever
image you like. Hdr image. I will board this
one, this image to use it. Inside the head editor, we have the header type. I want to speak
this to the world so I can control
the environment. Then I will hit and let's
go to the texture here. As I remember, we have the
environment, it's ready. Let's move this over here
and just use the open to open the R. I will hit open and then go
to this environment. And let's use R. Don't use the, use the X R
del click and now it's ready. Now if you block
this to the color, if you go to the render like that, you could
see something. Now we have the environments, but I don't want to render this with V. I want to
switch to the cycle. Let's come to cycle. And by the way here
we have a problem. Because I just created a new folder and I moved the images or the
texture to a new folder. That's why Blender
couldn't find the images. But it's something to fix. I just want to open
the images again. So let's go to the. All right, let's bring the. So this is the roughness and
the Fet color I want thus. Well and normal. Alright. Now let's go back to the under, I'm not going to
under this with CB, CBU, I will change this
to the BU instead. If you have a good
GBU right now, the result become faster. If you would like to open the noise in the viewboard,
go ahead and do that. Let's go back to the world, because here I can increase
the strength to two, maybe just to make
it brighter in the render setting in the film. Here we have this option skull transparent in case you want
to hide the environment. The environment now is hidden, but the lighting that comes from the environment still exists. All right, now I will
select this and go back to the object so we can
control the material. If you want to make
this reflective, I prefer to heng this
to metallic and make it a Peter like that. And I can increase the
roughness to something I like. All right, the result is close. Maybe we can make this
a little bit wer. All right, that's very cool. You can copy the same
material for the rest. Silk. This piece, this one
right here, this one hold. You have to grab this
one with the material, hit control L and
use link materials. All that's cool. Maybe we can apply the same
material for this one hold, you have to grab this as well. You have to grab
the one with the material and make it active. And then hit Control
L and link materials. All right, for this one, maybe we should
create a new material for it. Let's select this one. And I will hit New to
create a new material. Here in the base color, you can see that we have two colors. Let's try to create
something here. Let's search for a new
node. Let's go to the Sir. Let's search for weight weight. Let's put this one right here. Let's search for mix. All right, now I
will use the facing. Just block this to the
factor so we can control it. And I will block this
to the base color. All right, now you can see
here we have two colors. Make this one dark. In this one bright, you can see the transition
from black to white. You can k this color, the side to this one
to something else. For example, if I
add some red maybe, or something like green here. And this one maybe
we can use red. You can see now what I have. I have two colors. That's means I can apply
two colors on one object. Like what you see right here. You can control the result. If you add color ramp, for example, let's
set for a ramp here. Let's plug it right
here in this area. And I will control here,
so I can see this. If you push one of these, you can see the difference here. This one as well. We have the ability to control that you can in this
to be supplying. If you want to make
this even smoother, can see what we got. Now let's see the result. What's going to happen now? It's become a little
bit stronger. You can switch
between these colors, by the way, and make
this one the red. Alright, let's try to reduce the effects,
something like that. After that, you can
increase the metallic. If you want to make this rough or leave it rough,
that's okay to do. But here in the second you can manipulate the
clear code Solace, try to add a layer of reflection by increasing the weight to one. Maybe you can see, now
we have something. If you want to make
this reflection rough, you can
increase this one, but I think it's not necessary. You can leave it 0.03 All right, now we have two
colors on one object. Try to many belay the
color just a little bit regarding this area. You can give it a
plastic material, U, and you can call
this Se plastic. You can give them a name. By the way, let's grab this one. Let's call this leather one. Let's call this gray
empty for material. Let's go to the plastic. Something dark, just reduce the roughness a little bit. And I think that's
it. Got the salt. You have to go out this with material control, link material, all these sticks. Maybe we can manipulate
them a little bit by using the
increase the ing. We can see some
reflection above them. Don't forget something.
After doing all of that, I always keep in my two
kick the phase orientation. For example, here we have
this piece. This one. These two pieces
needs to be fixed. The phase orientation
is not correct. What you should see
is the blue color. I will grab this tab. Select all the faces. If and to recalculate the normal tab. Grab this tab. Select
all the faces, heft and to recalculate. Now do these pieces. We grab the tab, it at, to recalculate the normal. Everything is cool. All right. Now let's turn over the face
orientation after that. Now I think we can erupt
these pieces. Dilate this. By the way, we just forget to add the texture for this piece. It's very simple, just
scrub this and let's apply the plastic
material on it. Let's open the arrow and
let's go to the plastic. And that's it. Erbil the bond. Yeah, now I will hit
D to take a Coby. And let's move this Cobra here. Let's make this one the active. Let's take this out. Go to the object and mirror, and mirror to the global x axis. Now I will move the
same boots in place. Go to the x ray, and let's
move this at ten bits, and now it's in place. Now let's go to the
der, let's take a look. I think that's it
for this video. I will end it here and
see you in the next one.
14. 014 Creating the headset wire: Hello again. Welcome back here. In this video, I want to
start with the cables. We could have two cables, one comes from the side
and one comes from here. And they could meet
at some point. And I just want to
create something wired, the head set itself. Let's see how can we do that. Let's go to the top of view. All I will leave the
three decos over there. And from the curve
I can add a path. All right, something like
this. I can tap to go to the eight mode and I guess we can dissolve these
three vertices. And let's start grabbing these vertices and keep extruding until you get
something you like. All what I'm going to do is just moving these
vertices around. All right, I will hit one
extrgion goes like that. And then all right, one more extrusion, one more
extrusion goes like that. You can edit that
after the extrigionn. Move this up a little bit, let's go to the top and
let's scrap the site. And let's make quant
extrigion goes like that. All right, let's move this up. This one as well. All right. Maybe this one we can
move it up a little bit. Okay? Something like
this. Let's keep extruding this until we, something goes like this. And then what we got
so far looks nice. You can out just to see itself, you can delete this empty. We don't need it. All right, for this one, I guess we can move the just a little bit
right here and extrude it. Maybe we can move this
a little bit like that. Let's step out and
let's take a look. All right, that's very cool. Maybe we can this point
and move it like that. And move this in, right? I think that will be better. Maybe we can move them
down just at any of it. Let's see what we got so far. All right, something
like this. Cool. All right, now I will grab three vertices and hit decas
to take a coby and use this. Let's take the first vert
and let's put it right here in the center. You can go to the side of view. Let's move this up
here in the x ray. You can put it in the
center like that. We can this and
move it up next to it for the last one. All right? I think we can extrude it one more
time like that. All right, let's move this
a little bit like that. All right. That's very cool. Let's step out and
let's take a look. The same thing for the side. Let's scrap those D. Let's move these over here. Let's rotate these
two Z axis like that. Let's move them a little bit, just to put them in the middle. From the side. From
the side as well. You can go to the x ray
just to see the results. Let's move this a bit like that. All right, now I
guess we can grab vertices and just
book them back. Let's step out and let's see. Now what I want to do
here is I just want to create some connection
between these three wires. I will grab this vertex and
I will move right here. Or maybe I can move this down and this One more
time like that, I think that will be better. Maybe can grab those. I will select those together
and then hetratically, can you subdivide just to add
one vertex in the middle? The idea is I just want
to create some variation. Let's step out and
now let's see what we got. All right,
that's very cool. The wire looks nice and
everything is ready. All right, now let's start
with the joint here. What we can do is
actually we can use one of these pieces.
You can do that. I will hit just to take
a copy of this and put right here and hit alt R. Let's see
if we can do this. We can reset the rotation, hit alt P and clear the parents and keep
transform it at yeah, you can reset the rotation. If this a little bit big, by the way, I just
forget to do something. I can't pick these
as well with it. Let's go back and then
hit D and hit Alt, Alt and clear the parent, hit Alt to receive the rotation. Now everything is
ready to scale this, I guess we can tap and grab this side of vertices and
make a T just a tiny bit. And move them all. Maybe right here like that, you can give them a little
bit of rotation like this. But after you finish all the modeling, yeah,
that's very cool. Because we scale this, the hole right here
becomes smaller. But we can change that later or we can delete
this one in the middle. Now what I'm going
to do is I will grab these two D to the z, and let's move it right here. Let's go to the objects mirror
mirror to the global Z. Then move them in this
for the cylinder, you can mirror modifier. Right click organ to geometry. All right. The organ will be here.
It will jump down. All right, I will use mirror. Let's where is it? Mirror to the z, I guess at the bicectsp.
Now we have something. Now you can king the organ dots. Just move this up just to
make it tel like that. And then turn off the organs.
We don't need it anymore. Now let's select these
two pieces key to the Z. And let's move these
in a little bit. Alright, that's very cool. Cool, I think here we
should make some kings, because I think I will
delete these two pieces. I think we don't need them because here we have two holes. And if I make a king here, it will take a lot of time. Instead of that, we can
create something in. Let's put the three decosor, by the way, you can
apply the mirror. If you finish,
let's move this up here and hover over
here, it can enlight. Now I will then grab the circle and bring the
three decosor over here. Let's add something
like a circle. It will be very big
at 1 centimeter, make it very small to
12. And that's it. Now I will scale this like that. Ten, the small extrusion
goes like that. Then to the Z, Again to the Z. This one more time. All right, now maybe we can grab this vertex
with this one end. Scale them. All right. This one. With this one, I guess the same thing for these. Now I will grab them all
and kill them like that. And hit to the Z one
more time, like this. Now we cut this result. All right, maybe we can
grab these vertices and skill them like that.
Including these here. I will move this
inside like that. All right, now I think we
can give this a thickness, or if you want, you can click
and select the entire loop. You can go to the face grit full to get something like that. You can grab this t
start with this one. I will hit to make an int like this and I will grab this
to get the same inst. Now I will select this
right circle to get a grab. Get the same result
now selected. I can hit through the
inside like that and then hit X to get
rid of these faces. All right, now I can
grab this E loop, and this one as well,
and the out e loops, and I guess we can bible them. Let's add the three cuts. Support the egulobra here, and support the eg loop here, inside and on that side as well. Just to make this error tight here, we can do the same thing. We can add support
the egulobra here. I'll click on this gun. Hit Control would be to
level this 23 as well. Tab out, tally it smooth
to make this smooth. And you can control two to a subdivision
surface with level two. You can scale this just at ten a bit just to
fill the cylinder. That's cool, this
is what we got now. We can control it and rotate it. You can do whatever
thing you like. All right, let's go
to the right view. I will rotate this just
at ten, a bit like that. Let's put right here. Maybe we can move it like that. And rotated a little bit. Now let's try to
center the vertex that we get right here in this area. What we can do is we can grab this circle and bring
the three cursor here. Tap out the grab, grab this
vertex and select incurs. Now we have it in the middle. You can select these two
vertices and subdivide. So we can control them better. Like grabbing these
together like that. From the side of view, I guess
we don't have any problem. All right, something like this. If you don't like
this curvature, you can just move this
at any bit like that. Think this result is better, specially if we got
this and move it down for the side here, we should make some tweaking. All right, the vertex is
almost in the middle. I can grab those two and hit
subdivide to subdivide it. And we can add one right here
and for those right here, right, can subdivide as well. And let's move this like that. This text, maybe we should move it a little bit like that. This one we can move
it up at ten bit. For this one we can
move it like that. Let's stop and yeah,
now we got something. Let's give this some thickness. Let's go to the endereumetry, Open the Bible, and
let's add 0.1 maybe. All right, 0.7 maybe. Tab and keep editing. Let's move this at
ten, a bit like that. And this one, I think
it's in the middle. All right, I think
we should move this. Okay, let's see if we have
any overlapping right here. Well, we don't have
any overlapping. That is what looks nice so far. Let's focus on this side
and let's see what we got. As I said, we don't
need this one anymore. I can delete it.
You can pick view. And the X ray you
can hit to extrude this one more time
to move it inside. I guess we can scale, you can inflate this
area if you hit alt parts. I don't
want to do this. Let's see if we have
any overlapping. Right here, we don't
have any overlapping. Everything looks nice. Maybe we can inflate this a little bit. Let's add 0.75 I think
that will be better. All right, it seems like
we have some overlapping. Maybe we can cut
up the vertex and pick nice view and just hit key and move the chaz at ambito. All we need to do now is just creating the headphone jack. I have an image to do that. Let's bring the image. You can't find it here
in the reference images. All right, here we have it. Let's click, try again. Let's put this more right here. Let's tap out first,
let's kill it. Make it small. All what we need to do
now is just to bring the three coser over here
and start creating this. You can start with a
cylinder if you prefer. Let's change the radius with the depth to
maybe five centimeter. Make it very small. All right, about the well here we can use
subdiviion surface because we're going to do that. I can reduce the number
of the vertices here, of the side vertices. I will change this to maybe 16, then we can use a
subdivision surface. Let's start from here. I will. All right. I guess we can delete this face, hit X and get it tab
out up the image. And let's move this
back at ten bit so we can see the cumetry,
even the side. Rub it in the face. Syl
hit three and then hit X. And then to delete
it, go to the, I'll click and go back to
the side view. All right. Now what I want to do is I
want to make some extrusion. I will then to extrude
scale inside like that. I will hit, to exudtrude
this again like that. One more extrusion
goes like this. I will hit and then to
extrude scale and pull it. Then hit again to
extrude this up here. One more extrusion
goes like that. Hit and extrude this
up and scale like that to this up here
and scale like this, extrude it one more time like
that, let's exclude this. One more time like
this and scale, you can move this
up key to the z and then you can hit
to fill this area. Now let's go back to the
front view and okay, I think now we can
select this edges. And then I will hit,
and then to extrude and scale somebody like this, I will hit to extrude
this all the way down. I just want to make it simple. I will go up these faces, hit Xf and get rid of them. And I will go to the, the Z
and movies inside for the. I will hit and two, extrude the scale and then
hit Z and extrude in. This is the idea, I
guess extrudegs in cool, grab these and then hit E and then to extrude the
scale like that. And you can't leave
it like this for now. All that's very cool. All we need to do
now is just adding some H loops and then
use the subdivision, stop the icing surface and the scale it a little
bit and put it in place. But I will end this video right here because it become too long. And see you on the next one.
15. 015 Creating the headset jack with the cable material: Hello again. Welcome back here. All right, let's finish
the headphone jack. All right, so the
model is ready. All what we need to do is
just adding some G loops here and there and a
subdivision surface. I will tap to the edit
mode and All right, what we have here, let's start with this area. Let's go to the face
selection mode. And I will grab this
face and then hit I just to make a small St. So we can have an extra loop just to
make this area tight. When I add subdivision surface. Not just that, I will come
to the selection mode and I will hit Alt click to
select the entire loop. And I will hit control
to pivle them. I will add three
cuts here, I think. I will pick this to
one just to avoid curving the result of the pavle you can see
before and after. We can add one extra
egl right here just to tighten this area.
Let's grab those. Both of them I will control would be to level
them to three as well. I will grab this, this one right here I will control would
be to bubble those as well. Something like this.
All this area, it should be made of rubber. What I can do is
we can slit this. Yes, I guess we can do that. You can give this specific
material or you can slit this. Let's grab these phases, this phase loop, and
this one as well. And then hit P and then tap out. And let's select the metal. And let's go to the local mode. Hits. All right,
let's jump here. I will tap again
and grab the loops. I will hit to create a phase and then I
to make some inset. Then I will g hit
control top, fill them. Just attain bit like that. This area grubs fill this area. Now I will rub these
and bevel them as well, but I think I need to
see the reference I make because I just want
to see this area. If this harp or
smooth, all right. It could be harp
just val at any bit, something like that. 0.06 maybe. Let's go to the
local mode again, because I will up this
and hit this one. I will hit, I will rub this face with this
face and then I will hit to create an inset like
that grub this one. And then hit control would
be to level them like that. That's very cool. It's
so we can see what next. All right, it seems like we
could grab this loop with this one and level them as
well. It control with B. All right, that's
very cool. I will tap out and now I will hit control with one or control two to a subdivision surface
with level two. And then hettich
smooth become smooth. I will grab these rings. I think all what we
need to do here, just adding a Solidify, open the ad modifier menu and a a Solidify to give
this a thickness. I guess we can add 0.4 and hit Control a top
light, and that's it. Tap here, grab these loops, all of them and pavle
them. All right. Control, Let's pavel
them. That will be it. Hit control two to a subdivision
surface with level two, right click and hit Smooth. That's very cool
regarding this area, I will grab these
loops and hit control with B to baffle them. But I think this one, I will
give it a specific Bible. This one I guess in the side. Grab these and I will
hit control with B to bavel them
to two like this. Now I will grab all of these edges together and hit control to rebevel
them to three. Now let's grab this area and hit Control, and
let's pavle them. All right, now we've
got this nice corner. That's very cool.
Maybe now we can erupt this G loops
and hit to the Z. And extrude those up. Drop control would be, and let's level them to two control and let's
add three cuts here. That's nice. Now let's see
if this result is cool. I guess we can make
small kings here. Since we have the ability to do that before we
applying anything, I guess we can push this
inside instead of outside. All right, let's move this as at any bits, something like that. All right, that's very cool. All right, now I will grab this tab and grab one of
these rings or E loops. And then hit Shift and
bring the three cursor over here so we can add an
empty to control everything. Top out shift to add. Let's go to the empty plan axis. And let's scale small like that. Now I will grab all
what we created right here and the empty active. And then hit control with to sit parent and keep
transform key to move the MT. Everything will
follow it, even if I hit scale, everything
will follow it. All right, now I will
tap this vertex. And hits and bring the
three cursor over there. And then tap out and
I will grab this. I will hit and Cos selection to Cos just to move this
headphone jack there. Then all we need to do is just rotating and aligning
this with the cable. That's all. All right, let's pick this angle
and let's rotate this. Just a bit like that
from the top, I guess. We can rotate it like
this from this side, we can rotate and bit, and then you can scale it
down, something like that. I will hit to the z two times just to
move it to the local z. I think the result
is makes sense. Nice. Yeah, I think we can accept it. Don't focus about
the size too much. I think the size right
now makes sense. All right, if we
finish this piece, we can delete the M.
We don't need it, even the reference
M. I just delete it. Cool. All right, now we
should give this a material. You can leave, you
can leave it as a smooth cable or if you like
you can a tickeure on it. I will use one of the ticket. Sure. I used in one of my
courses, the Apple Vision. This one of my courses. I add the texture
for this cable. I'm going to use
it here as well. All right, by the way, this course is on line now. If you want to watch it,
I will select this cable. If everything is ready, you can change this to me. But before I change that, I just want to check
the wireframe. I will activate the wire frame. As I said in the
previous videos, I assigned the letter to toggle the wire frame on and
off if you want to find. The button is right here
under the viewboard display. All right. All right,
that's very cool. That looks nice. Here on the side, we have a lot of edges. Let's go to the data here and I guess we can reduce the
number just a little bit. All right, Something like this because we have a lot
of edges on the site. Now I can tap out, now I can hit and then convert to Mi and
that's become a mix. Now I can hit control two to a subdivision surface
with level two. Because we reduce
the site edges, the radius of this cable will be smaller or to avoid that tab. And hit A and go to the
face selection mode and then hit Alt and inflate this atendi bit,
something like that. I can see here we got
a problem to fix that. I can grab the edges and
scale them as atenibits. Just to avoid this overlapping
lets check this area. Everything here
looks nice and cool. You can scale this if you like. Let's kick this side as well. Looks nice. All right. If I want to apply the cable
texture, I need to rob it. Let's go to the robbing
window right here. I will tap and select
all the faces. Or before you do that, let's
add a seam right here. Try to put the seam in a way just to make
it not quite visible. It will be a little bit
difficult to do that, but try to pick the inside area, for example, this a loop. Then convert this to a seam, right click and mark Sam,
let's become a seam. All right, what about
these right here? I will do the same thing. I click Mark Sam, Mark Sam. Let's go to the local mode
because I just want to see if these cables has a cab
or not. All right. The cables are open now. I will hit A to select
everything here as well. I will hit A to select the
whole V and I will hit U two time to now. It's, well, the looks nice. We don't have distortion here. If you want to fix a distortion, it's not something difficult. You can do that very simple, just follow active quad. I guess I will do it right now. For example, I will pick this
face and it's right here. You can see it. What I will do is just jump to the
vertex selection mode. And I will grab these
two and hit right click at a line auto. And these sites a line auto. The same thing for
those as well. All right, now I will hit control L just to select
the linked phases. Now you can see the phase here is active and here as well. Now I will go to the UVs,
follow active, quote. All of these phases will
follow the phase that we just fixed and the
result will be perfect. We can do the same
thing for the rest. It seems like we have
a problem right here. Well, it's not a Q problem
actually, you can ignore it. We don't have much distortion. The result so far looks nice. All right, now let's pick
these faces, for example. Maybe we can start with
this one and let's try to find it's right here. I will grab these and align auto and here as well.
Now I will grab it. And then here I will hit
control L. Go to the UV, follow active quad
and accept it. The result looks cool. All right, now let's go to this face right here and
try to find it sphere. Grab these two vertices, align, align those,
Hit a grab here, control L, select
the linked faces and now go to the UV, Follow. Okay, cool. Everything now is ready. All right, now I can
add texture on it. I will hide the wire frame. Then let's go to the texture
to the material second here. And I will add a new material. And let's open the
folder of the images and grab this image. Skull knitted result seven, all. Don't worry too much
about the names here. I will block this to the base color, we
can see something. Let's go to the Material Review. I will add control to add
a mapping t coordinates. To control the scale,
I will add a value. All right, let's add, for example, five for now. And let's block this to the
scale I'm using the value. So I can control the x and
y and z at the same time. All right, now we
can see something. Now you can increase
this, for example, you can add 15, maybe. All right, let's go beyond that. Let's add 25. All right, maybe 15. All right, now we
have something. All right, let's add maybe 80. So far, the result looks cool in the scale.
I guess it's nice. Let's exit from the local
mode, and let's take a look. Yeah, Something like that in case you want to
change the color. Because the image that I used is you can add a curve
to control that. All right? You can control, you have to take,
just to review this. And you can take the white value down and make it
dark if you want. Yeah, that's easy. You
can flip the colors, but that's not make sense. All right? Something like this. This is something up to you. All right, here we have the map. Let's change this to non color because we don't
have any color here. Let's search for, let's
search for normal. Let this here and
this one right here. I will the mapping to
the vector right here. So we can get the same skill. All right, here, we should
have some height information. I just forget to block the principle I will
control in the click. Now we have
something. All right, what about the roughness? You can take the same image
right here and use it, by the way, you can block
the color to the roughness. And let's see what's going
to happen if we do that. All the result is cool. But here we have the dark spots will make this area looks reflective. Try to control that. I will let D and the RGB and I will flip the information like that and see
what we can do here. Right here, I will
push this up just at any bit just to make
the small rough. All right, now we have
some height information and the result looks cool. You can make this white, you can manipulate this curve. At least try to take
this down in this one. All right? Something like
this. Cool. Let's give this a plastic material and
you can cove it from here. Just select this as
a fair selection. Hold to grab this control
L and link materials. You can give this piece the same material that
we add right here. We should hit Control just to pick this
area and then hit. And then to separate this out, I will hold to grab this one It control L and link
material for this area. We our Ainu material. Let's call this. Before we call this is just make
the material ready. Let's try to pick
something yellow like that can covid the
information from here after I finish it and make this metallic and
manipulate the roughness. All right, let's go
back to the images. I just want to see
check the color. I think the color is too close. Yeah, we can accept
that. These pieces, we can give them the
same plastic material. Just select them like that
and let's hold helps control L and link materials. Cool. One more thing here
I would like to fix, I want to fix the
scale of this texture. You remember here we
add five and the scale, I think we can add two, maybe make smaller two. Well maybe we can go beyond
that. Let's try three. I think three will
be a good number. All right, three,
that will be nice. All right, now let's
go to the render. Now let's take a look. Just want to check
this material. Well, the material looks cool. Let's check the cable. The cable looks nice. The cushion looks nice as well. All right, everything
here is beautiful. All what we need to
do now is just adding some lighting and take
a shot and render it. All right. I think that's
it for this video. I will end it here and
see you in the next one.
16. 016 Adding the lights and rendering the scene: Hello again. Welcome back here. All right. Now let's see,
what's the next step. I think we can link
everything here to an empty, so we can control
the head phone. I guess we can add empty. Right here in the middle
between the cushions. Now if I grab the cushion,
this one and this one. I can hit Heft and bring the
three cursor in the middle. So I can add the empty in the middle to open the add menu. And let's go the empty,
and let's add plane. And now I will
select everything, and Walt, And click the empty. And click the empty again, so I can make it active. Now if I had control, I will open the parent menu
and I will use object, parent to object,
and keep transform. Now everything is
linked to this empty. Now I can control the headset and move
it wherever I want, and I can scale it. If I want, I will add a cube. The cube, it's about 2
meters for each side. The headset is too big. I'm not quite sure how
small it should be, but I guess the distance
of the cushion, it should be maybe six to seven centimeter
diameter, something like that. All we need to do is just
create a symbol guide. You can create whatever
thing you like. Consider it as a guide. For example, I can
use this cube. This go to the side panel. I can go to the item
and I can the dimension here to something like
seven centimeter. Now it's become small, and now I can grow up
the empty here and scale everything and compare
the question to the cube. This will be the size of the
headset or the headphone. Now I can go to the top and
put the empty in the middle. It's not quite important, but if you want to
do that, I will bring the three D courser
back to the center set. Heft, then select
the empty head. Heft and select into courser. And now we have
this in the middle. After that, you can
delete the guide. We don't need to
anymore. All right, now let's go to the render. I just want to take a look and
see what we've got so far. By the way, just keep in mind
after you make the scale, don't apply the Ival here
because if you apply the bile, the bivle still exists right
here, you've got a problem. Change all of these numbers, okay, Don't apply anything. But what you can do is if you
want to apply everything, just save a coby of this project and then
apply everything else. In case you want to go back, just open that project and
copy whatever piece you want. Or you can grab everything and put them inside
the new collection and take a copy to apply all the components
the senator way. All right, how to render it. Now if we go to
the header editor, I can switch the type to world so I can access
the environment. You remember here
we added AQR image. I will cut the connector right here and I will bring
this to one end. Let's try to create
a new lighting here. Well, first thing I
want to get rid of the transparency option
that I activated here. If you go to the
indoor under the film, we have the transparency.
We don't need it anymore. Maybe now we can start adding
a light, a endless add. For example, an area light. Now you have it right here. I can illuminate this
with a light like that. This is a scenario, if you want to follow something like this, it will be nice. You can scale it if you
prefer to make the strength a little bit softer or weaker. By the way, if you scale this, you will make the
light looks softer. Just keep that in mind.
If you make it small, it will be. Here we have. A lot of options. Actually, you can use the
light to illuminate the scene, or you can create an emission. There's a way if you want
to get a soft light. I will go back here and
I will add a plane. And I will scale it like that. Let's move this up. I will
scale this to the X axis. And I will apply the
scale after that. Before I scale this, actually I will create a
new material for this. You can shift, all right? It is not going to occur here. I can search for emission. All right, And replace the
principle with the emission. Now here we should
see some lighting, But I can go beyond that
and creates some follow up. Let's say by using a gradient. As I remember, if for example
a spherical control click, we can see something right here. We have the gradient effect. If you want to make it smoother, you can to this option, quadratic sphere as I
think it is called. But we need to locate this
and boot in the center. I will hit control to add texture coordinates here we can block this to the object, and now we have a
here in the center. Now I can block this to the emission in the
emission to the surface. In this case, we can
create a soft light. It's depend actually
on the strength here. Creating soft light will
give us a soft light. That's something
cool by the way. All right? Not just that. By the way, if you want to
use this just as a light, go ahead and add the emission. But there's another
scenario we can plight with the principles I will
search for principled PSDF. I'm going to tell you
why I bring this back. Using the emission
alone will give us this result around the light. Here we have this black area
surrounding and everything. But we can do something
else with the principle. For example, I can use the emission and I can
use the alpha itself. All right? Increase the
strength as you can see. Now I have transparent
lights here. As you can see, the
result looks cool. In this case, I think we
don't need the emission. I will control and dissolve it. All right, now we've got
this nice soft light and you have the ability to
control and increase it. All right, this is how
to create the light. After that, we need a camera
and let's add a camera. It will be right
here in the center. I will scale just as make small, there's no reason
to make it big. I just want to
locate, for example, I want to put it right here
in this area. All right. If you want to align the
camera with the view, it control a zero and it will be aligned in case you want
to control the camera. You can hit the Tilda key
and need the escape button. And you can move the camera
like you are playing a game. You can use the
ASD to control it. And you can hit Q to
go down or to go up. This is called the
Walk navigation. You can access it right here. Just go to the navigation
and down you will find it after you select the
camera of all right. Now I will control the
camera and put it somewhere. By the way, if you rotate
the wheel of the mouse, you will make the movement slow so you can control
the camera better. And instead of jumping so fast
and you can't control it, I will zoom in like that and put the
camera here, for example. And you can hit the Home button, so you can frame the camera. And now we have something, but the lighting is
not quite perfect. So what I'm going to do here is I will make
this window small, and because I don't
need the UV editor, I will change this to three D. I can control the
lighting better here. I can take this in
Covid multiple times. I will hit shift D to
take a coby for example, and put more right here. I can rotate this, I can scale it just to have
better lighting here. Regarding the environments you can see the result is the gray. You can go back here and k
this to something fully dark. All right, that's very cool. All right, now let's see what's actually we
need here. All right. We got a lighting right here
and that's something cool. What else we lighting comes from the side illuminating this cushion
and something cool. All right. I want some light just to illuminate this area. The bond, I guess
we can grab this and heavy and right
here and rotate it, I think that we'll do it. We got a light hitting
this area and hitting this area that's cool by
the way. That's very nice. You can scale if you want to
make the light looks strong. All right, let's see
what else we can do. This area is fully dark and
actually that's not correct. This area needs to be illuminated
a little bit from here. I guess we can
duplicate this again. Just keep in mind
that these lights should not be visible. For example, I want
this light just to illuminate the cushion here. I don't want this light
to affect anything else. In this case, we can use the light linking
features that's been added recently to blender. All right, let's
see, where is it? Under the heading, you can
find the light linking. The idea of the light linking. That is, you can make this light just illuminating
the selected object. That will give us
too many advantages. For example, if I want
to illuminate this, I can do that
without illuminating everything else and
drawing everything else. For example, if I accepted
this as a good result, for example, I want to illuminate something
here without adding any extra
light right here. I can achieve that by
using the light linking. It's very simple to use it, and I will teach you the
symbolist way to do that. For example, if I want to illuminate the
cushion right here, I can select it and I can
select the light source. I can hit control L link
received by Q include. Now this light source is just
illuminating the cushion. Now if I grab this
manipulated for example. If I make this big like that, that's will affect
the cuskin itself. That's something cool.
Now what I can do is, by the way, I guess we can change these
to something else. Like for example, let's
say grab this and go to the display as under the
Viewport display to bound. I don't want these
to block the view, this one may be as well. All right? Something like that. All right, now I can catch this. By the way, even the
camera actually can scale. Let's make it
small. For example, this one from the top. I guess we can move it somewhere right here and
rotate it like that. But just keep in mind to avoid
seeing this in the camera. I think here we got an option to prevent this to be
visible to the camera. If you go to the visibility
and you can turn off to be visible in the camera. All right. Now I
just want to check, if I move this, the
effect still exist. Yeah, now it's not
visible in the camera. This is a good way to
hide a light source. All right, now we've
got a light right here. Let's active this
tool right now. We got a light source
here in this area, and that's something cool here in this area.
We got soft light. But here I think we
could add some lighting. I don't know, but All right, let's see how can we do that. All right. I think we can use this light source and
hit D and use it. And I will put it underneath the headset like
that and rotate it. I guess I will make
it small and make this light source just affecting this cushion. Grab
the cushion hold. Have to grab the light source, control L and go to the link received
to emitter and chose include this cushion is it will be the included object to be affected by this light. All right, maybe
we can rotate this just a tiny bit like
that and move it, scale it down tiny
bit if you like. You can make this tule prefer thin if you don't want this
to be visible in the camera. Turn this off, this
opreright here and there are visibility here. We got nice soft lighting here. We can add some high
light in this area. I guess we can copy
one of these lights. Maybe this one I
will hit heavy end co right here and scale it, make it tell that Alt arters the rotation if
that's important. And let's go to the top. And I will hit Key. And move this over
here. Maybe we can rotate this 90
degree like that. Z, rotate like this
towards the headphone. And I will move this right
here as you can see. Now this gives me some Lia
lights here in this area. Cool. Maybe here on
the bond from inside. I guess we can add
some lighting. Will hit D to take a copy here. Let's see if that will
give us something unique. All right, let's move this
down and bring it back. All right? Yeah, it will
give me nice lighting. I guess we can select this
piece and this piece hold, grab the light control
L and use any clute. The same scenario is
to grab it and make this no visible in the camera. All right, cool. Maybe the wire, it could be illuminated
a little bit. For example, this light I
can affect the cable itself. I will hit the end coby
right here and scale the coby and make it a bit. I will grab the cable hold, grab this pick piece
or the big light. And I will hit control L
and include all right, light source, the big one is
just affecting the cable. If you want this to be stronger, you can go to the material and you can make it unique by hitting this O
here, right here. And you can call this big light, if you want, you can
call this cable. You can increase the
power or the strength. All right, now the
cable is visible. That looks nice. This light. I guess we can hide it
as well in the camera. All right, it's dark and nice. Maybe now we can render this just to see how
the result will be. I will go to the solid and let's go to the render here
and see what we got. I will render this cycle with the device will be
QBU will be faster for me. For the render here, I
will activate noise. I will turn off the
noise threshold, I'm not going to use it, I'm going to add, for example, 1,000 samples here, or maybe
I think that's too much. Add 800. What else we can do here? Well, I think that else
you should do here, not just that you can control
the resolution right here. Okay, here T, you can render this with full or you can choose one of these presets. It's up to you if you
want to That for me, I will use disabilit resolution. I will type it right
here, 3840 by 2160. If you hit right
click on the desktop, you can wake the display setting
in case you want to know that or you can use
one of these prices. I think now I'm ready
to render this. I will render it after rendering being finished.
I will be back. All what you should do
is just go to the render and render image
or you can hit 12. Just one more thing before
you render the scene. Just remember that here we have this collection is called
Guide. You remember it? You remember all of these pieces that we
added right here. Actually, you can
delete them if you prefer or you can hide them. Just keep in mind just to turn off the collection
in the render, Otherwise it will be visible
when you're under it. Don't forget that I can do
something very quickly here. I can go to this
filter and hide, for example. I can hide what. I can hide the camera. I just want to hide it. Yeah, I think the camera what I want to do
is I guess we can put it phone inside
a collections, grab its with all of
these empties and you can put it inside. All right? It's
not a microphone. A phone. I think I
said microphone. Anyway. I will hit M and
hit the new collection. And I will call this two time. All right, now we
should have all of these pieces linked
to the empty here. I will hide this for now, and I think we just
forget to include this. I will hit M and move this
to the sets with this piece. I guess that's cool. Now I can grab all
of these lights and then hit M and
create a new collection. And put inside a collection called Lights or
Lighting if you want. That's something cool. Now I can hide the lights in the render just to
make the scene clean. And now I can render
it. I will hit 12. The render is finished, takes just 1 minute
and 20 1 second. The render looks cool, the lighting looks nice. Now what we need to
do is just taking this two Photoshop just
to make some tweaking. All right, to save this, just go to the image and
then go to the save As. And now you can save it. All right, let's call this, for example, image one. You can save it as a, B and G. It's very important
and then save images. I saved this with a PNG
because BG format will help to keep all the data of the image when we
take it to Photoshop, we can't tweak it
without any problem. It's unlike Back, it's not
ideal for the scenario. All right, here we got the
image inside Photoshop. All I need to do is
just crop the image and then hit control heft
to access the filter. Or you can go to the filter
and camera filter from here. The lighting for example, if you want to
increase the contrast, you can do that from here. If you want to make the high
light a little bit stronger, we've got a lot of things
here we can do. All right. My favorite menu is
The Effect Here. We can increase the
clarity, for example. We can increase the texture. That's will make
the texture looks more clear and defined
as you can see. Very nice feature here we
got. Let's see what else. We can go to the
details here just to increase the sharpness. If you want to make the
details looks even sharper, you can go to the light
section in case you want some contrasts that will make
the image looks awesome. You can see the result
before and after, All right? Just manipulate these
sliders until we get something looks
nice. All right? Maybe the high light, I can
reduce it just a tiny bit. All right, that's very
cool. I like the result. The reflection here looks nice. The metal here looks nice. The soft lighting that we got
right here looks beautiful. The headphone jack
looks very beautiful. And I like it, the cable looks
nice as well. Very nice. After that, we can
hit. Okay. All right, and let's take a
look. Very cool. All right. I think that's
it for this video. I will end it here and
see you in the next one.
17. 017 Creating a new lighting setup and make the final render: Hello again and
welcome back here. In this video, I want to
try to make a new render, but I'm going to use a
different lighting set up. I add all of these lights
inside this collection. It's called lighting
and I'm going to turn this off and
the viewboardnderjt, turn off this camera icon. Now these lights not going to be visible in the
renders. All right. What I want to do
is I want to create a new lighting technique
just to surround the hole. Hits it, Let's create M here. I will add a circle and it
had 32 vertex. That's okay. I have no problem with this. I will tap to go
to the edit mode. You can hit one to come
to the vertex mode. And then All right, let's see if we
can do that here. Grit. Yeah, we can do it now. We have this field. All right, with body
guns, like what you see. But the result, I don't like it. I can rotate it, but
instead of rotating, you can use the opposite
just to rotate like that. And that's it. After that, now I can make this
smoother a little bit. I will tap out, I will hit control with two
to a subdivican surface. With level two, you can go here and apply the
subdivian surface. Now if you tab, you
can see this result. All right, after doing that, let's go here. Let's
maximize this. I will go to the Material
Review so I can see the result. And I will continue to
create a new material. You can call this as a dome. All what I want to
do is I want to add a gradient color starting
from black and ends to white. Then after that, I want to
make this as a dome like that. Let's start doing this together. All right, let's to open
the Add menu Endless for radiant texture. Let's
put this right here. And I will control tecate
just to see the result. And you can see here something, but this is not the result
that I'm looking for. I will change the, the linear
to spherical if you like. I want to put this
in the middle. All I need to do is just
grab the node and hit control to add a
texture coordinate. I will block the object
instead of the generated. Now I got what I want. You can see the result. If you want to control
the follow off here, you can add a node skull math. It's just for math black. The math right here
king the add to power. Now you can increase
the ponent here. We got something.
It's very cool. All right, this is what I want. I got this results. The follow looks
nice and beautiful. That's almost what
I want to do here. All after doing that, I want to bake this because now if I tap
to go to the edit mode, and if I grab this
middle vertex, if I want to create
or this as a dome, I can go to the
proportional editing and use the spherical effect. With this vertex
selected in the middle, I can hit to the Z. I can move this up and rotate the mouse wheel just to
make the effect bigger. If I do that, I will lose
the effect that I want. You can see I lost it. We can bake this and what we got right
here into a ticket. Sure. So we can control it. All right. What I will do is I will hit a and let's go to the Tick Sure. Section. Let's add image Tick. Sure. And now we have
it. Then I will hit, let's call this maybe dome. Just to recognize it,
I will change the The within the height to
two k. Just add two here. I just wanted to increase
the resolution. That's it. You can keep everything as is, without changing
anything and then hit Ok. Now we got the ticketld. Whatever thing we
want to do here, the information that
we got right here, there will be covid as an
image and they will be stored here in this area
or this is the idea. But before we do
that we could go to the UV editor to go to the, hit A, select all the vertices or all the phases come here. And then hit A again, just to select the U V here. And then hit U two
times two bits. Now it is up and ready. Now you can tap out. After that you can
go to the render, you can go to the bake
section B type just emits. All right, we want to
use the emissions. See what we can do here. Target will be the Mic
tissure. That's very cool. Yeah, I think that's
all what we need to do. Then I will hit Pa. I will
wait for this to be finished. Select the emiture.
Just hit Pick. By the way, you should
use the cycle engine. If you didn't see the bake, you could swag this
from V to cycle. I will use the B because this
option is faster for me. The baking now is
finished and you can see here in the UV editor
I have a new tick. Sure. And it's very beautiful. It's stored here as well. Now what I can do
is I can move this away and I can block this
directly to the output. Now we got the same result here. Now we have a ticket. Sure.
Okay, that's very cool. Now I can tap, and I can select the same vertex with the
proportional editing active. With this option active as well. I can hit key to the Z
and create a dome, right? Let's try, by the way, you should select
just one vertex, this one in the
middle, key to the Z. Now we got this dome
ready. That's very cool. Just keep that in
mind that you can tap and select all
the vertices here. Let's turn this off here. You can scale the UV. I all change this
back to median. Now if I scale the UV
and make it smaller, I can make the
white area expand. If you make this bigger, you will have a problem
because of the repeating. This is just a way
to control that. If you like something
optional for me, I will stick with this result. It looks nice. Yeah, I
think that's all right. Now I will add a new
node right here. It's emission black.
It right here. You can increase the strength. All right, that's very cool. Now I will go to the zero, from the, from the num bat and I will go to the under as well just to see the result in cycle. As you can see, now we
got nice and soft light. It is controllable.
You can control it. Just one more thing here
I would like to do. I will add a, an empty in the middle. Well, I think we can
k that because we got a lot of empty,
like this one. I will add, for
example, spherical. Maybe. Yes, spherical. I guess you can scale it
because this is to Bg. And I will grab the dome. Hold here to grab the empty. And control to parent
this to the empty, and choose object
and keep transform. Now if I rotate this empty, I can control the dome. If you scale this to this, you can make the dome looks
like really dome anyway. Yeah, it's just a
kind of controller. All right, now I will
go to the render. This is the result
as you can see. Now I will select the dome here. You can increase the strength
if you want more lights. All right, one more
thing here you can do. Let's go back to three
D Viewpoard here. I can move this up in case you don't want to
see the dome. All right? And then I can increase
the lighting a little bit. It's very nice and soft
light you can get here. If you want to rotate the dome and make the
background white, it's very simple, just
rotate like that. If you want some darkness
to come from the side, just rotate the dome to the. I guess like that and you can
get nice transition there. Yeah, it's very beautiful way to illuminate the scene
or the objects. I will grab the empty
and hit Alt arters, set the rotation that I did. If you want to go beyond that, you can add some lighting and use the light linking to include or exclude
some lighting there. But the result looks nice. Keep in mind that you rotate it, this and make the light
comes from the site. This is another option
you've got right here. You have a lot of
options by the way, you can duplicate
it if you want, if you want to add
another light source comes from a different angle, you can do that and
you can scale it. All right. Like that, I guess. All right, what I want to say, there are a lot of options. I will delete this
one and I will grab the empty and hit a key. And move this up a little bit. Maybe we can copy those. Make take a new copy right
here and rotate like that. Just to have more lighting
comes from the site. The lighting looks nice. I like it very
beautiful and soft. All right. Now I will take
or make a new render. I just want to see the result, how it will be. Let's
go to the render. Let's see what we
got right here. All right, we got
this resolution and cycle with what's samples, 1,000 All right, I
guess we can turn off the nil or you can keep it. By the way, I will add
the number right here. The minimum sampling,
I will leave it 200, Maximum, you can leave it 1,000 1,000 is cool, by the way. For something small
like this, very cool. All right, now I will
go to the solid. Just keep in mind to
save this project, save incremental, I just want to save a Coby and then go to the Render and
render the image. This is the final result
is very beautiful. The render is finished. Doesn't take too much time, It's just 1 minute, very nice. All right. Now I will take
this to Photoshop again, or I just want to
mention something in case you don't
have a Photoshop, you can use the compositor. But for me, I don't like to use it because it's
not professional. But anyway, I will tell
you how to use it. Let's go to the compositor here. By the way, before
you do the render, just go to the compositor
and activate this option just to see see the image. You can control click
just to see the image. If you didn't see the
image in the background, you should render it. All right, just active the
background right here. Now we have the image. I will maximize this hit
control space if you want to zoom in. Just want to. Yeah, just make it at the side of the screen
and I will close the site. All right, this node is
for the final result. And this one just
for the preview, I will put the image right here. And I will put this node
right here temporarily. I will put this one, for
example, right here. All right, whatever
thing you will add right here in this area, whatever node or effect
you will add right here, it will affect the
final results. After that, you will see the result right
here and the image. Let's start, for example, and
let's see what we got right here in the color section at just we have Pt and contrast
balance, for example. The balance, you can use it and you
can block it right here. Let's move this
one here for now. If you put the mouse
here for a while, you can see here we have
the correction for shadow. You can correct the
shadow, for example, if you want to change the shadow to whatever
color you like, just change the color and
that's will change the shadow. If you don't just
push these back. The saturation, if you want to make it a
little bit contrast, take this down just
to make the shadow looks a little bit darker. This one in the middle, it
will control the mid tones. And this one will
control the highlights. For example, this
one, I can make the white area a
little bit whiter. It's like I'm increasing
the contrast. If I hit, I can mute this node. This is the result
before and after. It's nice can go back here and you can
add whatever thing you like from your
gamma exposure. You can add color
correction R B curve if you like here in the filter. You can add a filter
in this area. You can change the soft
into diamond sharpen. If you want to make this
a little bit sharp, the factor is too much. I will change this to 0.2
Maybe think 0.2 will be okay. That will help just to make
the image looks a little bit sharper. All right. You can hold out in middle mouse button guest move the image up a
little bit. All right. After that, for example, from the filter, you
can add glare here. We should have some
glare effects. It's quite visible. Speak here in this area. You can the type to fog,
you can control that. If you put the mouse
here, you can here, this not the minus one is the original image and zero
is 50, 51 is processed. All right, if you hit
one you will see that just as you can see, if you add, it's the 50, 50 results you can add. You can go for example
point something subtle, zero point, I don't
know, Nine and minus. All right. 0.4 maybe. Yeah, you can add a little bit of here if you like.
There's something optional. You can try whatever
thing you like from here. But in general, I don't
like the results of the compositor after you finish just this here for
the final result, we should block it here as well, just to see the image. And then you can save the image. All of the information or whatever we add right
here, it will be saved. But for me, I'm not
going to do that. I will use the
original information. Okay, You can block
it here as well. And I'm going to save it
and take it to Photoshop, because this is what I prefer. All right, let's hit
control space just to excite and all right, just go to the
render view render, you can hit 12 just to see the final result image
and then save it. All right, now we got
the image inside. Photoshop is very simple. You can just go to the filter
and use the camera filter. That's all what we need here. Here we have a lot of options. Let's start with the contrast. Let's increase
just at ten a bit. All right, that's cool. I think we don't need
to mess with these. You can go to the
effect and manipulate the teeturejust to make the texture stand
out a little bit. That's clarity. Maybe if you like, it's similar to the contrast. All right, this one, it's
give you nice results. You can try, you can
go to the light second and decrease the
high light a bit. I guess the shadow, maybe we can make it looks
darker in the detail. You can increase the
sharpening something 0.30 or 42 will give
us very nice results. By the way, you can see the
result become sharp and nice and very beautiful, cold. I like it when you be
satisfied with the result, just hit, okay. And that's it. All right. I think that's
it for this video, and that's it for this course. I hope you will learn
something here. And I hope the course is
easy and easy to follow. I will see you any
future courses. Marin Hussein was here. And goodbye.