Blender: Creating elegant and realistic headphone | Marwan Hussain | Skillshare
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Blender: Elegante und realistische Kopfhörer erstellen

teacher avatar Marwan Hussain, 3D Artist and tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      001 Das Intro

      1:39

    • 2.

      002 Bevor du anfängst

      1:09

    • 3.

      003 Einen Leitfaden erstellen und mit der Modellierung des Headsets beginnen

      30:59

    • 4.

      004 Die Hauptkomponente des Headsets fertigstellen

      16:17

    • 5.

      005 Den Hauptbestandteil des Headsets fertigstellen Teil 2

      18:07

    • 6.

      006 Weitere Details für die Headset-Komponente hinzufügen

      32:08

    • 7.

      007 Fokus auf die Kissen

      15:51

    • 8.

      008 Fasenmodifikator hinzufügen

      8:44

    • 9.

      009 Mit dem Kopfband beginnen

      27:20

    • 10.

      010 Die Kissenfäden hinzufügen

      19:40

    • 11.

      011 Das Kissen auspacken

      17:02

    • 12.

      012 Material auf dem Couchion und der Band hinzufügen

      12:45

    • 13.

      013 Materialien für alle Teile hinzufügen

      12:01

    • 14.

      014 Den Headset-Draht erstellen

      21:34

    • 15.

      015 Den Headset-Anschluss mit dem Kabelmaterial erstellen

      22:04

    • 16.

      016 Lichter hinzufügen und die Szene rendern

      29:06

    • 17.

      017 Ein neues Beleuchtungs-Setup erstellen und das endgültige Rendern erstellen

      23:24

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Projekte

About This Class

Willkommen zu meinem Blender-Kurs auf mittlerem Niveau, in dem wir in die Feinheiten der Erstellung eines realistischen Kopfhörers eintauchen. Ich bin Marwan Hussein, ein erfahrener 3D-Künstler mit über 13 Jahren Erfahrung und ich freue mich, dich durch dieses umfassende Tutorial zu führen, das auf Fortgeschrittene zugeschnitten ist.

In diesem Kurs überspringen wir die Grundlagen und entwickeln deine Fähigkeiten mit fortgeschrittenen 3D-Modellierungstools. Erkunde den Prozess der Erstellung komplexer, sauberer und visuell atemberaubender 3D-Netze und schenke dabei jedem Detail akribische Aufmerksamkeit. Ich führe dich durch jeden Schritt und stelle sicher, dass du ein tiefes Verständnis für die Nuancen gewinnst, die bei der Entwicklung eines eleganten Kopfhörers auftreten.

Nachdem du die Modellierung perfektioniert hast, konzentrieren wir uns darauf, die notwendigen Teile für die Texturanwendung auszupacken. Entdecke die Geheimnisse der Texturierung, erstelle realistische Materialien und verstärke die visuelle Attraktivität deines Models.

Der Kurs behandelt auch das Rendern mit Cycles und gibt Einblicke in die neuesten Funktionen, die in Blender 4.0 eingeführt wurden, wie z.B. Light Linking. Ich zeige dir die effektive Verwendung von HDRI Bildern und führe dich durch die Erstellung eines Kuppellichts zur Ausleuchtung der Szene.

Egal, ob du ein 3D-Künstler mit mittlerer Stufe bist, der deine Fähigkeiten verfeinern möchte, oder ein erfahrener Kreator, der eine neue Herausforderung sucht, dieser Kurs dient der Verbesserung deiner Kenntnisse in Blender. Begleite mich auf dieser kreativen Reise und lass uns dein Kopfhörerdesign auf die nächste Stufe bringen. 

Triff deine:n Kursleiter:in

Teacher Profile Image

Marwan Hussain

3D Artist and tutor

Kursleiter:in

Marwan Hussain is 3D, and 2D artist, and internet marketer, he taught hundreds of students, and he had worked in 3d design in many disciplines, including architecture and mechanical.

He is here to share his information and legacy about the 3D and 2D software that he learned through the 9 past years, you will find his courses full of useful information that will move you on quickly in the path of learning.

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Level: Intermediate

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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.