Transcripts
1. Introduction: One of the top
trend in UI design is using immersive 3D elements. The use of 3D graphics can make a content more interactive
and informative. 3d for UI design may
seem intimidating, as you might think. It has a steep learning curve. I am hot, shower them.
And this is Claudia. Designers from India. We are here to guide you through the process of 3D design. In this class, we put
our best efforts to introduce essential 3D
with Blender for you, I wish were designed. In the first 30 minutes, we will directly jump
into Blender and get some simple exercises done to get you comfortable
with the basics. You will learn the best
techniques for creating 3D icons from 2D artwork
using an SVG file. And have a brief look at
creating and composing 3D texts. We will have detailed
lessons on 3D modeling, where we will model
3D icons to get you introduced for creating
high-quality 3D models. Then we will create a simple character
with the basic shapes. Finally, we will
learn the methods for creating and
composing a 3D scene. This class covers all the
essential concepts of 3D, such as creating and
manipulating 3D objects, lighting, camera, designing great
looking materials and methods for rendering, followed with the required
and best practices. The lessons are aimed
for visual designers having no prior
experience in 3D design. So all the essential topics are covered by using interactive
learning methods, such as worksheets,
practice exercises, and downloadable PDF guides
for complex subjects. We will approach this class with a hypothetical project of creating 3D elements for
home service app or website. After completing this class, you will be able to understand the process of 3D design and confidently approached
creating 3D elements for your own UI projects. Jack now, and let's get started.
2. Understanding the 3D View: I know it's a really
vast software. It has got tool sets
for various purposes. It's used in various
visualization and game development and fill them and
broadcast purposes. But whatever they use is maybe the tools are
still the same. Let's just look at
what are the tools that is needed for
user interface design. Alright, so I've just
fight a blender and you can see here that we
have got the first screen, which is called
the splash screen. And you can see the version of current blender minus
3.2 dot one installed, but yours might be
different, right? So here we can see that we can create a new file,
which is the gender. And you can see that Blender
by default has a cube, a light, and a camera. So first of all, we are
going to get rid of all the three to me to get started
from an empty file. I'm just going to
select all this. So first I'll select this and right-click and
say Delete to get rid of that and hold the other two objects and
right-click and say delete. This way we have got
a new empty scene for us to start our 3D. Here, you can see that we
have got the big window, which is the main window,
as you might guess, this is the 3D view and this
is same as a document view, what you are used to
in other 2D pipelines. And here we can see on the left that there
are some tools. So we can right away get over
here and we can see that there is a cursor changing
and I'll just click and drag. And you can see the tools
that are listed in here. So we have got move,
rotate, scale, transform, and we have got
some selection tools and on. So this is the toolbar in Blender and this is
the 3D view port. So let's first add something in the 3D view so that we
can explore it more. And here you can find the last command,
which is the add q. So I'll just click on
the Add Cube here. And immediately you can see that I'm getting some cursor change. And you can see that this
is following the 3D view. When I moved further, it's going off and it's coming from. So it's like a real
three-dimensional field of view. Okay, so let's go ahead
and create something. I've got this Add Cube enabled. So I'll just click and drag. And you can see
that I am able to create a box like
structure by doing this. So first, let's create one more and let's see
how this works. So first, what does blender
asked me to do is to define the area of a square
or a rectangle. And then it allows me to
add the height information. Thus we get a three-dimensional
cube like structure. Alright, so let's go ahead
and undo this one seconds. So the shortcut for undo
is controlled and z, as in all the other softwares, if you're on a Mac, it
dawns on commands it. So I'll go ahead and
press Control Z to undo. And we have got that
and do it and we have got those single cube there. Okay, so let's go ahead and
make some more cubes in here. So I'll create
another cube there. And let's just
increase this height. And I'll create one more. And you can see that
basically I'm creating cubes and this looks kind
of like a cityscape. So let's go ahead and build a simple cityscape scene so that it's easy to
grab the basics. So I've created
three cubes in here. I'll get over and create
another one here. And now I have created four, but now you can notice that
I'm losing space, right? I can't see what's going
on on the other side. Now, let's introduce
Viewport navigation. So this is how we
can navigate around the view and create our objects. So for that, what we
can do here is that you can see the right hand side
and we have got some panels. And here you can see some icons, which is some a magnifying
glass and a bomb. And then you can see some
camera and then one more, which is the perspective or
orthographic projection. Alright, so let's
go ahead and click one of these to see
what's happening. I'll click and drag here. And you can see that I'm
able to zoom in and zoom out of my 3D canvas like that. And then the hand,
which is the pan. So I can go ahead and
click and drag that. And you can see what's going on. Here. I can click the toggle cameras since we don't have a camera
in the scene right now, it's not working out. And this one is
what is called as the toggle between orthographic
and perspective view. And when I click
that, you can see the perspective and I'm
going to toggle that back. You can see the orthographic projections of our buildings. So this is how we navigate
around the scene. Now, let's take a look
at how we can tumble around the scene to see what's happening on the other side. So to make that happen, on the top you can see some
colorful gizmo over here, which is the x, y, and z. And if you notice
that on the 3D view, you can also see the same
colors as on the top. The x stands for the red, which is this axis, and then the y being
the other axis, then the z being the
perpendicular 3D axis. Alright, so let's go
ahead and click and just drag around here to basically
tumble around our scene. And you can see I can go
around anywhere that I want. Now there are some shortcuts
to make this happen. You don't always have to go to the right panel to
do all the same. The shortcut for all
these is if you have a three button mouse or a
mouse with a scroll wheel, which is highly
recommended for blender, you can simply go
ahead and scroll the mouth so that you can
zoom in and zoom out. And you can hold Shift
and then click on the scroll or the middle mouse
button to basically pan. And you can simply click
the middle mouse button and drag so that you can go
ahead and tumbled around. Now you can see my mouse keys
that I'm using on the left. And when I click on the
middle mouse button and drag, which is also my scroll wheel. So I am able to click on
that scroll wheel and just simply drag to go around or
tumble around the scene. And I can scroll in
and out to zoom. And then I can hold Shift and scroll or the middle
mouse button to pan. So these are the
shortcuts for it.
3. Basic Transformation Tools: We have made some boxes
that resemble buildings, and we have learned about
Viewport navigation tools. Now, let us go ahead and
create a cylinder so that, that resembles kind of
a cylindrical building. Now this is completely
based on your creativity. You can create building anywhere
and as much as you want, and that will basically
build up your cityscape. Alright, so let's
create a cylinder now. To do that, we just
have to click on the Add Cube and
hold, click and hold. And you can see that we have got various other
shapes as well. So let's go ahead and
click on the Add Cylinder. And now we're in the accident, as you can see here. It's just about
the same process. Just so let's just
click and drag now. And you can see that I'm able
to create an ellipse here. And you might be wondering, how is it possible to
create a perfect circle. It's just that we
need to hold shift on our keyboard to get a
perfectly circular shape. So let's get it somewhere there. And the same as how we
created a cylinder. It's just about the
defining the height. And just click there
and you have got a cylinder or they're so great, we have created a
cylinder as well. Now we have got a different
forms of building being the cubes and cylinders. Okay, so now let's
go ahead and talk about how we can
manipulate these forms. So for example, I want to move the building closer to each other, do something like that. So let's introduce the
transformation tools by which you can
move things around. You can rotate things around and also you can scale things. So let's see how that's done. On the toolbar. Let's go
ahead and click on the move. And let's select
one of our cube. And we can just move this closer if we want,
and moves closer. So you can see that
this gizmo has three axis by which you can click and drag
on any of the axis. And you can, you will be
able to move or transform this cube or any 3D
objects in general. So I'll undo that. So let's go ahead and move
this a little bit like that. We can move this cylindrical
shape little closer. Okay, So we have
caught that right. Now Let's go ahead and
take a look at the Rotate. Now we can select some of these boxes and
rotate if we want. But I'm going to undo. So let's see rotation a bit
later and introducing scale. You can click on
this scale and you can see this gives
more over here, but I want to introduce you to some other scale which is
really useful in this case. So let's just go ahead and
click the scale tool and hold. Click and hold. You
can see that we have got a scale cage tool there. So I'll select that scale cage
and you can see there are some kids that appears
over my 3D box. So this is very similar to the Transform tool
in the 2D world. So all we have to
do is just click on one of these and drag
to scale them up. So for example, we can
click and drag this to scale this like
that on the top. So in this way we
can scale up or down and we can increase the height
of the building like that. Let's go to the top view
and see how that's done. So we just saw how we are
able to transform the view. So how will we go to
the exact front view, top view, or side view? So that also has been done
by this gizmo in here. So when I click on the Z, you can see that I'm going, my view transforms into the straight top or
the same, similar way. Let's go ahead and
click on the X and you can see how
I'm able to go to the orthographic projection
of a straight debt view. And here you can
see that the view displays that which we
are seeing right now. It's in the right orthographic. When I click on this app, it's going to the top orthographic. In this way, you can know that in which view you
are currently in. Okay, So I'm in the
top view now and I'm going to use the scale tool. And I can just scale this up
or down the way that I want. This works in any
axis like that. You can go ahead and
scale this down or up. Or you can scale this
entirely in here. And you can also scale
the height this way, or the width this way. Alright, so let's undo that. And in this way,
this transform kids also works on cylinders and
you can see how that's done. We can increase or
decrease the height of our cylindrical object of there. So that's the scale
tool in Blender.
4. Exploring the Add Menu: Alright, so we also have further objects than
what is shown in here. So when I click on
this Add Cylinder, you can see that we have got Q, cone, cylinder and UV,
sphere and ecosphere. There are a lot more
3D objects than this. So let's go ahead and call
some other 3D objects in here. The why we're doing this
is because let's first create a plane so that all our
buildings can sit on that. And then we'll also create
some planes for the windows. So let's go ahead and
look at the Add menu, which is on the top in here. And I can get inside the add. And you can see that mesh, the first option here, which is the ad and mesh. And in the mesh panel you can see we have got a lot more than what
was there before. So we have got a
plane, a circle, and then some corn
tortillas and a grid. And finally, monkey. Alright. So let's create a plane. So right off the bat you
can see that the plane is sitting on the
ground in like that. Now since this plane has to
be the base of our buildings, so we need to scale that up. So we can go ahead and
use the scale cage and then simply just
drag that like that. I can scale this side like that. Scale this down. Okay, so that's the plane
where my buildings sit. Let's go ahead and create
some more planes for Windows. For that, I'm going
to again get inside our ad and inside our
mesh and our plane. We have got the plane here, but the windows needs to be
facing this side, right? So now let's introduce
the rotate tool. Let's get inside the rotate. And you can see the similar gizmo that's
appearing here as well. And you can see the axis, which is the blue, the green, and the red, which is very
similar to move and skill. So let's get inside or rotate. And we need to rotate this in this direction towards
the side, which is the X. So let's go ahead
and click and drag it like that till it
rotates that site. And immediately after I rotate, you can see that we have
got some rotation here, but I want to lock
this rotation to 90 degrees so that the windows are parallel
to our buildings. So to do that, let's just rotate it for some amount
like that randomly. And then if you notice, we have got a rotate
section here, which is just popped up after we did that rotate function. So let's just open that rotate. And here you can see the angle. Let's rotate it like that
and enter the number as 90. And this enables us to
rotate it to 90 degrees. I'll let, let, let's now move this closer
to our building. So let's put a window there. So I have this mood. And use the Move tool and go
to the top view to align it. And let's move it like that. So I've got my windows
aligned to this, but right now the window
looks too big, right? So let's go ahead
and use the scale and scale that down to
something like that. Okay, Now let's position this somewhere over here
and put it there.
5. Duplicating 3D Objects: We've just got one window, but it's difficult to create planes and again and again and do the
same thing, right? So now let's introduce something
called as a duplicate. So we can go ahead and duplicate this plane so that we can take copies of it
and populate around here. So I'll exactly show
how that's done. So we just have to get inside our object and get
inside duplicate. Over here, duplicate objects. And it has also got a
shortcut which is Shift B, which is shown in here. Let's go ahead and duplicate
this once and click there. And right now you will not
be able to see what's there. But when I use my move
tool and move this, you can see that we have got
two copies of that window. So let's go ahead and now
duplicate this one more time. Let's get inside object
and duplicate it. And then click and drag to
duplicate that over there. And when I click and drag that, you can see that
the move appears. And this is Scott movement
in the Y axis of 0.4 meter. Now, make this consistent
because so that you will get your windows in the exact
space between each Windows, we can leave about some space. This has been defined by this. So let's go ahead and input 0.5. And it's this move this
a little to the center. Let's duplicate
this one more time. This time, let's go ahead and use our shortcut
which is Shift D and click and then just
move it on the way to 0.5. And we have molded right there. Okay, now we have got
four of our Windows. Now, we can go ahead and
keep duplicating one by one, or we can just select all the four and duplicate
it one more time. So how do we do that is by selecting multiple objects
and then duplicating them. The way how we do it is
by holding our shift in our keyboard and just selecting multiple
objects like that. And right now you can go ahead and use the shortcut,
which is Shift B. Or you can get inside the object and say Duplicate Objects. And then you can go ahead
and drag that like that. And you can see
minus 0.5 in the z. And notice that we are
inputting the value on the z instead of the y
because we're moving it down, which is why we are
also getting in the negative value
instead of positive. And we can go ahead
and now select the all the eight windows and duplicate one more time by hitting Shift
D on my keyboard. And it's moving that like that. Now this time we have
to move it doubled because we have duplicated
two rows of Windows. So in this way, we can get an input value
here, which is one. I've put positive one, That's why it went up. So let's go ahead
and input minus one, and this comes down here. Okay, So these are our windows. Let's go ahead and
select all of these now. Now there's one
more way to select that is by just
drawing a mercury, just like how we do
it in 2D programs. It's just about clicking
the select box. And you can click and
see that we have got a select box and select
circle and lasso. Let's go ahead and
select box and just drag and drop like that. And you can see that we have got the buildings to selected. Now, we want to de-select them. The way we do this,
holding Shift and clicking on the objects
that we do not want. Then we have got only
these windows selected. Now let's just duplicate
that by hitting Shift D. And it has duplicated that. And now let's go ahead
and use the rotate. And this time let's
rotate around the z like that and enter
this value as 90. And then let's just move
this off to the next slide. Let's go to the top
view and just move it like that and position this
potion that like that. So in this way, we can add
windows of different shapes. You can use the scale
tool to transform your planes and then
place them as Windows. So to practice the rotate, move and scale tool, you can go ahead and create windows for all of
these buildings.
6. Creating Simple 3D Primitive Objects: Let's go ahead and look at
the other primitives now, which is the cones. Or we can also use the ecosphere and a cylinder
to create a simple tree. Let's go ahead and
add a cylinder. And it's zoom in really close because I'm going to create
a tree-like structure. So I'll just hold Shift on my keyboard to create a
perfect circle like that. This is going to be
the trunk of my tree. And I'll put
something like that. So we have got a cylinder
or they're, now, let us call another perimeter, which is going to be the
ecosphere or the UV sphere, which we want, Let's
call an ecosphere here. I'm going to create a
sphere on top of it, which is going to
resemble artery. And now you can notice that the Interactive
Creation, which is here, and I click here, you can see the surface being changing so where we are going to create. So we'll create on top of this. So I'll click and
drag and hold shift. And when I hold Alt, that will be my center. So I'll create
something like that. And then drag it up like that. Alright, so let's
just move this down. So this is our tree. And now let's go ahead
and create one more. So let's duplicate
this along my x-axis, and now let us create a
cone instead of a sphere. Let's get inside, add cone. And then let's add hold Shift and hold Alt
to constrain that. And then create a
cone like that. So we've got a cone and
let's move this like that. And just duplicate that by
Shift D or getting inside the object and duplicate objects and then just
move it off like that. Alright, so we have created
two kinds of trees. Now you can go ahead and duplicate that and
populate them.
7. Understanding Collections: On the right, you can
see something called as the outliner which shows this scene collection
and the collection. So this is the list of what are objects that are
present in our scene. So you can see that there
are lots of objects and this gets
complicated as it grows. So to make things simple
and to organize our scene, we can use a feature
called as collections. So to do that, we just have to select these trees and I'll demonstrate
how a collection works. I will just drag this
and right-click and say new collection
and call this stress. And this select our trees here. I don't want plane. I'll hold Shift
and deselect that. And you can see our trees
are being selected there. So all we have to do
is just drag this down and put it inside arteries. Now we have got the
trees in one collection. You can go ahead and turn that off and on whenever you need. So this helps us to organize
our scene in a better way. In this way, you can make
collections for Windows, buildings, or
anything like that.
8. Creating a Snapshot of the Scene: On it. So we have created some trees, and we have created
some buildings, some windows, and it's
still in our WIP. You can go ahead and
create whatever you feel. You can add more buildings
of various sizes and scales. And you might also
use our move tool to create a layered buildings
like for example, this can be moved
here and you can create buildings of
your own imagination. Alright? So once all your
buildings are done and you wish to share your view or your
vision or your image here. So how would we do that? Is there are a lot
of ways in Blender. So let's talk about
them in detail. But right now, you can
go ahead and share this image as it is
with someone before, so that you can get approved
on your WIP or you can share some of the best
images of your scene. So to do that, we just
have to get inside our view and get inside
viewport render image. So when I click that Blender will render this as an image. And you can go ahead and
say image and save as, and save it somewhere
as an image file, which is the PNG or
JPEG, whatever you want. The file format can
be changed in here. So I am going to leave it as PNG and we can save it as it is. So in this way, we can go ahead and create
some quick views of our 3D scene for us to
collaborate with others. We have made our scene and we took a screenshot of her sin. Now let's go ahead and
save this as a blend. Fine. Let's get inside
File and Save as. And here you can name the file. And let's call this a cityscape. And click Save to
save this as a blend. So with this, I'm
going to wrap up this lesson of
introduction to Blender. And you have learned
the following.
9. Viewport Tips: In this video, let's discuss some tips and tricks
with the 3D view port. Let's look at the
standard views. One way we know how to
navigate the viewport is by pressing these icons to
get inside standard views. There is also another
explanatory will select the view and
get inside viewport. And here you can see all
the view-port options. When you hit top, it
can go to the top. And here you can see all the different views
that Blender has to offer. Let's go to the front. And you can see the
front view here. Framing an object. At many times we
want to look around a different object other than one that is in the
center of the scene. For example, the cube over
here, whatever we do, we are not able to navigate
around that object and it's becomes
difficult because we need to pan and then look around it. But still, the
navigation controls are not very intuitive. In this case, what we have
to do is we can select the object good inside view
and say frame selected. And in this way, Blender
will zoom into that object. And now when you rotate around or tumble
around the object, this object will
be in the focus. And we can do that again. For that object is simply select the other object
which you wish to frame. Let's get into view and
say frame selected. This way, object becomes
the main object. In some cases you have
a huge 3D scene and you have got objects that are
floating around somewhere else, and it's not visible
in this view. And in this case,
what we can do is simply get inside
view and say frame all to show all the objects that are in our scene,
split viewport. There are many cases
where we would like to have more
than one 3D view. Blender offers us ways
in which we can split the viewport and have number
of use of our 3D scene. To do that, we just have
to get inside our 3D view, put our cursor to the
border of the 3D view. And we need just come to
the closer to the border. You can see the
cursor changes here. And simply right-click and say vertical split to split
the viewport into two. And in this way, you can have multiple views of your scene. And to get back to
a single viewport, simply just do the same. Go to the border
of our 3D view and right-click and say join
areas and joined it back. And now we're back
to one 3D view. And you can also do this in a
horizontal way if you wish. Just right-click and
say horizontal split. And you can see that there is a split appearing and simply just move your cursor and place this split where
you want and click once. And this way you can get
two viewports on two sides. The same way. You can also get rid of this view
by right-clicking here and say join areas and
put that to join that back. And now we're back
to one 3D view port.
10. Tips & Best Practices for Transform Tools: In this video, let's discuss some tips and tricks to
use the transform tool. Let's first talk about
the origin of a geometry. When I select an object, notice that you can see a yellow dot in the
middle of a 3D object. This can be seen when you
select any 3D object. By default, the origin exists on the exact center
of a 3D object. Now when I hit the Transform
tools such as move, notice that the
transform tool tends to stick with the
origin of an object. This applies to the
rotation as well. You can see that a
simple rotation is done with the reference
from the origin point. Now we understood that
the transform tool tends to stick to the
origin of an object. In some cases, the
origin may not exist in the center and might even
reside outside and object. This creates problems when
using transformation tools. Like I have to move from
this point instead of this. So when I use the rotate, you can see that the rotation is done from
the outset the object, thus, we are not able to rotate the object in its own axis. In such a case, select the object and go
to the Object menu. And say set origin,
origin to geometry. This will put the origin back to the center of the object. And now our transformation tools can be carried out easily. And origin is a point
of reference from where many parameters for a 3D
object is calculated. Open the sidebar by pressing
the arrow on the right or hit the N key on the
keyboard under the Items tab, you can notice the
location information for that particular object. This location information is
taken from the origin point. I enter some value on the Z. You can see our object
is moved up like that. Incentive back 0 here. Yes. This is calculated exactly by keeping this elbow
dot all the origin. This states that the
origin point has a great significance for
a 3D model, 3D cursor. The toolbar on the left displays a tool called as 3D cursor. Click on it, and then left-click anywhere
on the 3D scene. And you can place the 3D
cursor at that location. Click anywhere again to
displace the 3D cursor. Again. Once you are done
positioning the 3D cursor, you can go ahead and use the selection tool to exit
out of the 3D cursor mode. This way, when you left-click
anywhere on the 3D scene, the 3D cursor will not move. Let's add a cube
from the Add menu. Click Add, mesh and cube. Notice that the cube is created on the location
of the 3D cursor. By default, the 3D cursor exists on the center
of the world. That's why our objects landed perfectly in the center
when we created them. Right-click anywhere
in the 3D view. Find snap, and click on
cursor to world origin. This will put the 3D cursor back to the center of the 3D world. Now we understand
the significance of 3D cursor in creating
new 3D objects. Changing pivot point. Similar to the pivot point
in a 2D graphic application, the 3D cursor can
be used as a pivot while transforming
objects in 3D space. Use the 3D cursor tool to place the cursor somewhere
on the 3D scene. Let's put it here. Select the Move
tool and click on an object on the top
of the 3D view port, select the transform pivot icon, and click on 3D cursor. Can notice that the
transform tool has jumped to the location
of the 3D cursor. And this will follow
wherever the cursor goes. Again, I'll hit Move tool. And you can see
there, you can now perform transform
operations such as rotate, move, or scale from
that pivot point. Notice that our origin point, the orange yellow dot, still stays in the center. After performing the
transform operation, again, click on the transform
pivot icon and click on median point to reset the
pivot back to the origin.
11. Camera basics: In this video, let's look at the basics of setting
up cameras in Blender. After we complete
staging a 3D scene, we need a camera to capture
an image of the scene. Cameras are required to
communicate our vision. Cameras help in visual
composition and rendering. Creating a camera. Cameras can be created
from the Add menu. Add camera. By default, a newly
created camera faces the same direction
of your viewport. That is, if you create a
camera from the top view, your camera looks down
and creating a camera from the front view gets
secreted camera facing front. Moving the camera around. Cameras can be
moved and rotate it around by standard
move and rotate tool. To view through the camera, simply click on the
camera icon on the right. You can notice a border
and also displays camera perspective on
the top left corner. But now we are not able to
move the camera from inside the camera view because we are not able to
see the move tool. In this case, we can split
the 3D viewport into two. Right-click on the border of
the 3D view port and select vertical split and click on the middle to split
the 3D view port. Now it's just a
matter of selecting one viewport as camera view. Now in one view, you can rotate and move the camera
while on the left. You can also see what
the camera is seeing. Once you're done, simply
right-click on the border again and select join
areas from the drop-down. Now we're back to a
single 3D view port. There is an alternative
way to move cameras, that is by clicking on
the arrow on the right, pressing the Enter key on the keyboard to bring
up the sidebar. Then inside of the view tab, you can find a checkbox called
as locked camera to view. Once that box is checked, you will be able
to move the camera by your standard Viewport
navigation controls. Once you are done,
uncheck that box and tumbled around to
exit the camera view. Resolution and aspect ratio. The aspect ratio and
the resolution can be changed in the properties
panel on the right. Click on the Output
Properties button. And under Format, you can
change the resolution. This will also impact
the aspect ratio. Square composition can
simply be achieved by entering the same value
into both the fields. I have entered 2048
pixels on both x and y to get the results
in a two k square image, perspective and
orthographic camera. So blender allows you
to choose between orthographic and
perspective cameras. Select your camera and click
on the Properties panel. Click on the object
data property or the green camera
icon. Under the lens. Use the dropdown to choose between orthographic
or perspective. The orthographic scale value allows you to zoom in or
zoom out of your view. 2's perspective. For a natural
perspective camera, the focal length affects your perceive depth
and perspective. You can mimic real-world
camera lenses through the focal length. Multiple cameras. Blender allows us to add
any number of cameras, enabling us to create multiple points of views
of the same scene. To switch between cameras. Select the camera through
which you want to see. And click on View. Camera. Click on Set active
object as camera. Let's now see what
we have learned. The importance and
need for cameras. Creating a camera in Blender. Splitting of a 3D view port
for camera composition. Moving cameras around, composing 3D scenes using the lock
camera to View feature. Setting resolution
and aspect ratio. Types of camera
changing focal length. Using multiple cameras.
12. Lighting Basics: In this video, let's talk about a crucial topic
called as lighting. Lighting is important
because even though you have a 3D scene
and everything setup, lighting is what creates
the sense of depth. Lighting is what will
introduce three things, which is like highlights, mid tones, and shadows. Now, only using
these three things, you will be able
to perceive depth without a shadow or
without a highlight. You won't be able to see
the three-dimensional D, or you will receive that
object as being flat. Alright, so without further ado, let's see how lighting works. So to demonstrate this, I have given an file. So you can find this
under your resources and worksheets and just open
lighting underscore worksheet. Well, I have got mine opened. First of all, you can notice the viewport has
been split into two. And then you can
see that there is a monkey and that is a ramp, just like a photographic studio, how you can see
ramps at the back. So just like that, I
wanted to create a ramp and then you have
a camera up here. So let's go ahead
and take a look at how this looks
when you render it. So this is the shaded view which we are present right now. Now I'm going to select
the rendered view up here. So you can see here
currently it's set into Viewport
Shading with a solid. So let us just select the rendered view
and the last button. And when I click that, you can see there is some lighting in the scene
and that is some shadow. And then there is a monkey
being lit like this. So on the right you can see how the scene is setup
and the monkey, and then the left view is
basically just a camera view. We're just seeing
through that camera. And this is what is a lighter. So take a look at that. So this has got one
single-point light. So this is a
single-point lighting. So we can see that
this is a light. And then up here on
the Properties panel, you can find something called
as object data properties, which is showing the light
bulb icon in green color. So I've just selected that
and insiders of which you can see that we have got
the color and power. And this says that it's a point. Light. And bright
lights are like, if you compare to
the real-world, they're exactly like
incandescent bulbs. For example. The usual incandescent bulbs
which you find at homes. So they emit in omnidirectional, which means they emit
light on all sides. And they simply create a little bit more shadows
because of their size. Okay, let's go ahead
and change some of the parameters to see how it's affecting our
render leukemia. The first one is the power, and you can see that
this is a 60 watt light. So let's go ahead and
increase that to maybe 500. And on the left you can see how that's affecting
your render. And immediately you can see that there is a
lot more light in the scene and your monkey or the subject is
getting washed out. And then let's go ahead
and reduce it back to 60. And now you have a
little more softer look. And then you have something
called as the color. So let's go in and
change the color. You can see whatever
color I input here, that color is being
translated to the lighting. And you can replicate any kind of an RGB light in
through this way. Let's go ahead and set
this back to white. I'm just dialing
the saturation back all the way so that
I get right back. Okay, So we have
got the power and color of lights and how it
affects and how to change. Next, Let's talk about the
position of the light. Now, we know that
this is a point light and it is an
omni-directional light. So wherever you place it, the light is going to emit
its luminance all around it, just like an incandescent bulb. So I'm just going to
move this light in our viewport so that you can see how that
affects your scene. So let's go ahead and
use the Move tool and let's bring this closer. And you can see now that
we're getting a more from the front light
than from what it was. So in this way you
can see how lighting drastically affects the
mood of your scene. So let's just bring
it much more closer. And then you have a much
more sharper light. And in this slide, what do you need to understand
is that the version of your light really affects
the look of your render. What I mean is that whenever
you move the light closer, you get that intensity is much brighter and whenever
you move the light off, it's going much darker and soft. This is called as the
inverse square law. So just like that, just like a real-world light behavior delights in Blender
to behave the same. Okay, So we saw how
the position of the light affects your render. Let's go ahead and talk about how this is going to
affect your shadows. Now this slide is a point light. So if we are having a
much sharper shadows or whenever I go and close
you can see the shadows. Details on the shadows
are much more darker. The intensity or softness of the shadow really depends
on the size of the light. So whenever we have a
smaller size light, we get a sharper and
much darker shadow. While whenever we use
a larger size light, we get a softer shadow. Now, just think of it or visualize or you can go
around and take a look. If you have a large window in your home or in your office, just look at how it's
producing a shadow. Or I'll give you
another example. If you go out and if you
have an overcast day, you can see that the shadows
are much softer and bigger. While on a sunny day
without any clouds, you can see that the shadows are much sharper and correspond. This is exactly the case. Let's go ahead and take a look at how the size effects here. So I'm just going to
select that point light. And up here we can see
something called as the radius, which is setup to
25 centimeters. So this is the
size of the light. So I'm just going to
increase the size. And whenever I
increase the size, you can notice these shadows
are getting lot softer even though the position of the light hasn't
been changed yet. So let's go ahead
and dial this back and let's see how it's
affecting the shadow. And you can see how this is
putting the shadows up here. So let's go ahead and
put it back to 25. So you just need to remember
the difference between the larger light and a smaller
light in terms of shadows.
13. Area Light: So let's take a look at
the outliner and let's go and switch the
single-point lighting off. And now we have a
black view because we don't we no longer have any lights in the scene,
which is why it's dark. Let's go ahead and turn on back another collection which is called as the types of lighting. So I'll just put this
on and we can go ahead and switch off one by one so we'll see
how it's looking. We can switch off
the eye icon here. So let's switch off
the other sunspot and point and we'll
just place on the area. This is contradictory
to the point light. This is like an area because
it emits light from an area. And this is not going to emit
light in all directions. It's just going to
face one directory. Want to compare this
slide to the real-world. It's just like a
window at your home. Or this can be a
softbox at a studio. Just like our lights, we can go ahead
and position this off and you can see
how that's affecting. And this is also going
to affect the rotation. Whenever I rotate the light. You can see how that
affects because this is not an omni-directional
light and it only throws up light in one
direction, as you can see here. Okay, so let's
switch off the area.
14. Spot Light: This is the point light
which we saw earlier. And then you have a spotlight. So when I turn that
back on and you can see how that's affecting our scene. You can see that there
is a light on the top. So this is the spotlight. And just like
traditional spotlights, where you see it on
place or on stages, this is just throwing
up light on, on a spot. If you go to some front view, you can rotate this to see
how that's affecting light. So my camera's little zoomed in. I'm just going to click outside. And you can see how
this part is actually affecting my lighting over here. And I can put it
closer or farther off, just like a
real-world spotlight, you can fake this and
all these slides, the other parameters
remains the same. We have the color,
power and the size. And for this you also
have a bean shape where you have the spot
size and the blend. So when I reduce the blend, you can see how that's affecting the light blend between the light
and the shadow. And then you have a spot size. So a larger spot or a
smallest part is like that. Okay. So that's that
was a spotlight. So I'm just going to
turn that back off.
15. Sun Lamp: Then the last slide,
which is the sun lamp. So when I turn on the sun, you can see this is just
like the real-world sun. It's meant to replicate that. This is a directional light, but it does not matter where you place this
because when I, when I move the sun
lamp on a 3D scene, you can see this
is not affecting the light of the scene here, but whenever I wrote it, Let's go ahead and rotate this. And you can see
that the rotation is affecting light direction, but the movement is,
isn't affecting. So wherever you have the
sun lamp in your scene, all that matters is which
way your light is facing, and that way you will have
your shadows and highlights. Okay, so that was the sun lamp. Let's go ahead and
turn that off.
16. Three Point Lighting: Let me show you how
you can create lights. You just need to get inside, add and then inside of light, you have all the lights here. And you just have
to create a light. And you can move that in your scene and then change
the parameters here. Alright, let's delete that. So in that similar way,
you can create suns. What area or any
lighting of your choice. Let's go ahead and look
at another example, which is the
three-point lighting. So I'll just turn
that on and you can see that I'll get back
into my camera view. View. Gamblers, active camera, and this is the
camera view here. And then you have here that there are three
points of light. So this is a traditional
technique of lighting, usually used in photography
and in some films, where you see that there
are three points of light, which is called as the key light and fill light and a backlight. So what this does is this
the key light I have named them accordingly
in the outliner, you can see that the
key light is usually, I'll just turn off
the other lights here and you can see there's
just one light. The key light is the most
brightest light in the scene. So if you see that we have the 100-watt setting in
the skylight and it's usually smaller
because it's meant to produce some
shadows to show the depth. And then we have the fill light, which is usually kept
opposite to the light. You can see here that it's, it's facing the
opposite direction. And this one, if you see that
this is the intensity of a fill light is much smaller or lesser
than the key light. We saw a 100 watts and
this is just 50 words. What this is going to do
is that this is going to soften some shadows which resulted because
of the key light. I'll switch off the
field to show you what's happening and you can see
what's happening over here. And then when I put
on the phyllite, you can see how that's filling or how that's giving
some light to the shadow, which is why it's called
as the fill light, because it's meant
to fill some areas that was left out
by the key light. Usually this is
like a lot lesser or 50% lesser than
the key light. And this is much larger because it's not meant to
create more shadows. Okay, Then let's turn
on the last slide, which is the backlight. So what this is going
to do is that it will add a separation between your background
and your subjects. So let's go ahead and
turn off the fill and the key lights so you can
see what is exactly doing. And when I turn
on the backlight, or this is also called as
rim light in some case. When I turn this back on, you can see how that's
giving a rim like a look on the outlines on the
shallots of art object. And here you can
see that you have a nice highlight with separate your subject
from the background, which is why it's
called as the backlight and it's usually
kept at the back of the subject at an
angle so that it produces a nice
highlight on the edges. Let's turn back on our
fill light and key, right? And this is a general
three-point lighting setup. Now you don't have to do
three-point lighting every time, but this is just a technique
which I wanted to show. You can also find here
that we are able to create more lights for
this same subject, just like a real-world. And we're able to tweak individual parameters
for different lights, resulting in a very
different lighting outlook.
17. Easiest Way to Light a Scene: So now we saw how we can use physical lights
inside of Blender. But these techniques are great, but it takes a little
time to set up, right? So I'll introduce you to a much more easier
lighting technique called as image-based light or HDRI
lighting in general terms. So what this is
going to do is that it eliminates all the
lights in your scene. But it provides an
image to the world. And just like if you go outside, even though you switch
off all lights, you still have this guy, right? So you have an outdoor
where you have this guy and that's going
to give you elimination. So similar to that,
even though you do not have any
lights to the scene, you can still set up
a world like setting, which will give you elimination. So let's go ahead and take
a look at how that's done. I'm just going to put off
the three-point lighting. And then let's get inside
our world property. And inside of world, you can see that there
is a color input. And I'm just going to
click on that yellow icon and then click on
environment texture, because this is like an
environment around your scene. And immediately you can see
that's looking as pink. Don't worry. Now let's go
ahead and put an image here. Let's get into open. And then let's get inside our resources. And inside of which you can
find Studio small dot dx. But can notice here that this is an EXE image means that it is
a high dynamic range image, and usually it's in 32-bits. And you can find a lot more depth than a
traditional photograph. Now let's just go ahead and
see how this is looking. This is also in an EQ
triangular format, which means that this
can wrap around us. This is just like a 360
panorama photograph. So we're going to select this
so that this is going to wrap around our
world, just like SPL. Let's go ahead and select
that and open image. And when I do that,
you can see that even though we do not have
any lights in our scene, but you are still able
to get that elimination. Great, right? We just plugged in one light
and we are now able to see nice elimination with
some soft shadows and things like that. So how do we change this is by, you can go ahead and select one of your favorite
HDR is online. You can go ahead and find them. You can even buy them, or you can download
them for free. There are a lot of options and there are a lot of
photographers who sell or post their
age just for free. And you can go ahead
and download them to set up your world
of your choice. Okay, so here you can see that
we have a strength of one. So when I dial that to two, you can see how that's affecting the intensity
of your world. So let's go ahead and
send this to 1.1. And you can see that the
scene darkens a lot. So this is the strength
of your world. So let's set that back to one. And this is the lighting
which our world has produced.
18. Tips for Working with HDRI Lighting: We just saw the easiest
method for lighting, which is the HDR lighting. Now, we'll see how
we can manipulate this HDR to get
different lighting, that is, different
highlights and shadows. To do that, go to the
top of your 3D view port and just select our editor type here, the icon over there. And here you can see that we have lot of
editor types here. That says get inside
the shader editor. This is used for creating materials in a
little advanced way, but we will not be getting
inside and touching it. Lets us select the
next drop-down, which is object to the world. And here you can see that we have got three
different nodes here. So it's simply just
select the studios small. This is nothing but the image
which we used just now, which we called it over here. So the same has
been applied here. And if you remember that we also selected under
the background, so that same node is in here. So just leave that and
select this studio small O9 star image. And under our node here, they can call this
by pressing the N on your keyboard or simply
just clicking on the arrow. And another node,
you can see that the node properties and texture mapping hit
the texture mapping. And here you can see the rotation values and simply just change the z
rotation value. And you can see on the left in our camera view that the
lighting is changing here. And yes, you can see how our highlights and
shadows are changing. So this is basically just rotating the world
around our object. And thus, since the
world is rotating, the lighting of the world
is also rotating and our object is getting different
shadows and highlights. Let's get back to 0. And there you can see.
19. Understanding Glossy Materials: Let's talk about materials. Materials are very important in key factors deciding
how your objects look. And it's going to give
you a 3D objects color, the finishes, or in
some cases textures. And it's also going to tell
how it's going to react with the light good materials
will definitely improve your quality
of your 3D render. Okay, so let's go ahead and talk about it a little
more in detail. So I have given you a 3D file, a worksheet for materials which you can find in the
materials worksheet. So I wanted to open that. And in here you can
see that we have got different types of materials as per its categories
in its collection. So right now we have just
opened Material, one glossy. And first of all, to
explain this worksheet, you can see that
there is some kind of a shader ball here. And then a shareable is just an object used to showcase your material,
how it's going to look. On the right, you can see
that the shader render, which is like how
this is going to be looking when it's rendered. And then on the rightmost you can see there's
an object which is actually put this
material on it to show how it's actually looking
on a real object. So to see this
material in action, you just have to get inside the rendered view and
just sit on rendered. And you can see how
that's looking. When we're getting
inside a render, you can see that there
is a little bit of lag because it calculates to
show you Material like that. So to avoid that, I have already pre-rendered this material to show you how that's looking. First, the material which we are looking at is a glossy material. And then as the name suggests, you can see how it's creating a nice glossy reflections
of your environment. So when I zoom in, you
can see nicely that we are having nice glossy surface. And this is all the reflections are very sharp in this case. So let's go ahead and take a
closer look at the material, how it's defining
these properties. So when I select the
shader ball here, and on my right, you can see that there
is a Properties panel. And on the properties, Let's go ahead and hit on
the material property, which is this icon over here. So when I hit that, you can see there is
a material called as glossy applied to
this shader ball. And under that you
can see these are the material properties are
for that particular material. And first of all, you can see something called
as the base color. Now, ignore these terms
because they are a little more advanced and you
really don't need these when you are
giving materials for UI. So up here you can see that
we have a base color and this is the color which decides how this is
going to look over here. So when I go ahead
and since that, you can see how
that's changing here. I'll undo that. And then you can see
the next property. If you scroll down, you can find something called
as the roughness. This is what is
basically deciding the factor of this material
that how rough it should be. Now, if you notice that we
have got a slider here, and this is saying 0.02. When I just increase
this slider, go ahead and make
this material refer, and thereby you get a MATLAB. Let's go ahead and
reduce it back. So this is a slider
which decides how shiny your
materials should be. And most of these sliders
here do just add. These just go from 0 to one. And they allow you to decide how each property of
this is going to look. So let's go ahead
and look at these in depth in the next
upcoming materials. So this was the glossy material
and how that's looking.
20. Understanding Matte Materials: Let's go ahead and turn
off the glossy one. And now let's turn on the mat. And you can see that we have got the same shader renderer
and an object rendered. And if you zoom in closer
and take a closer look, you can see this
particular 3D object has a matte finish with where in the last example we
saw that it was shiny. And you can see how those reflections are nicely
diffused and they are no longer like crisp and sharp you saw in the
earlier example. And in here you can
see the shader ball, how that's rendering right now. And you can see
that the surface is completely mad and offer feed. So this is achieved
when I select that, I'll get inside our
material properties just like the same we did. And you can see this has got a mat material applied to that. And under that you can
see that the base color, of course, is like a
gray, a warmer gray. So we have got that gray here. And then you can just
scroll down to see that the roughness parameter here
has just gone up to 0.7. And you can go ahead and put it up further to
increase the madness. And here also you can
see it's just a value of between 0 to one and
whatever value I keep, it's going to alternate
between that. I'm just going to put
this slider back to 0.1 so you can see that the material
starts to get shinier. The reason why we're not
seeing this change affecting here on the object and shader renderer is
because as I said, these are just images
which were pre-rendered. So whatever change you
make is not going to affect these as they
are not real 3D object. They're just an image to show you how that's
going to look. So I undo and you can see
that it's back to Matt. So right now we just saw how roughness effects
and how this controlling this one slider that
roughness we can achieve between Matt and shiny. And we also saw
how the base color affects the color
of your material.
21. Understanding Metallic Materials: Okay, let's go ahead
and switch that off and switch on
the next material, which is the metallic here, I've just turned on the
metallic collection and you can see we have
got a shader ball, the same shader ball,
but in this case, it's showing like a
gold kind of material. So let's see how
this is achieved. You can also see the
object grinder where we have got some metallic
reflections happening. The key difference,
what you find in metallic and
non-metallic objects is that when you have
a colored metal, the highlights or
the reflections on that metal usually
has the same color. Now if you have a
goal and how you perceive it as cool is because when you
see the highlights, the highlights are
showing gold color. But this doesn't
happen in case of a non-metallic objects
like plastic or something, where you usually see the
light color of that island. So let's see how
this is achieved. So I'll just select
that object here. And we can see that the
base color seems the same. So whatever color you give, the metal will be that color. So I'm just going to reduce
this value back to white. So you can see that our goal is immediately become a silver. Let's undo whatever color
you give here It's, the metal is going
to inherit that. And when I just scroll down, you can see something called as the metallic property here. And this is the same slider which was shown
in the roughness. Similar way, you will
have a value between 01. So we can get back to 0. And now immediately your object has become dielectric or
it's a non-metallic object. And when I just dial
that up to one, you can see how that's
affecting the metal look of your objects,
replicating realistic materials. This value will
usually be either 0 or one because you don't have anything in the real-world that is half metal
and half dielectric. All the objects in the world are either metal or non-metallic. So in this case we usually
put this to 0 or one. But this slider, I can give you some artistic abilities because when we're talking about icons, creating 3D icons for UI, then our imagination
is the limit, right? So we can even get this value 2.3 or 0.5 on any
intermediate value. Because most of the
time we can have artistic flexibility other than looking at realistic materials. So I'll put this back to one.
22. Understanding Transparent Materials: Let's now turn off this metallic material and let's talk about
the next material, which is the transparent
or glass-like materials. So I'll just turn that all
the transparent materials, as we call it, allows you to add glass-like an element or transparency or
translucency to your scene. So here you can see how our
shader ball is reacting here. And this is like a
glass and you can see something just like how
real glass would behave. But you can also see
that this is frosted. So let's see how that's
going to affect. On the right, you can see
the object's render or how you can use these
in your projects. You can create transparent kind of themes with these
kinds of materials. So let's see how it's achieved. I'm inside our material
properties and we have got a material called as transparent and then you
have the base color. Yes, this base color
is going to affect the look of your
glass-like materials. So let's go ahead and
put that back to white. And then you can go ahead and scroll down to take a
look at some of the things. This is not a metal, so
it's got 0 as its value. And then you have got
some roughness here. So this is the surface
roughness which we can reduce or increase in this case. So this is going to give you a mat like glass or
glossy like glass. But just note that this is not actually the frosted effect
that you're getting. This is just the surface
roughness of the glass. To demonstrate, you can see
the highlight over here. This highlight can be changed by reducing this value
when I have 0, you can have a sharper
highlight over there. And then when I increase
that roughness back on, you have a mat like
highlight with it. So that's the
surface roughness of the glass or the
transparent surface. And then you have, when I scroll that down, you can see one
value which gives this look of a
transplant material. So I'm just going to
expand this a little bit, which is called AC transmission. So when I put this all
the way back to 0, this is like an opaque
material and it does not play the properties for glass because of
this transmission. When I just put this
transmission all the way to one, you can see that this is getting to look a
lot more like glass. So just this one
slider will make your material look
like the glass. And then you have something called as transmission
roughness. Now this is where the
magic actually happens. When I put this value to 0, you can see like a clear
glass and this is what it's going to do when I reduce
the roughness also back. This is like exactly clear glass and this is how you
replicate clear glasses. So let's undo that. And let's increase the
transmission here. Now usually these
themes in our cases, when we talk about I
designed this really less applications of
clear glass because we always go for like
slightly frosted look. So this handle will really
help you do that effect. So we can reduce or increase this transmission so that
how that's affecting the objects behind that or the frosted look of a
glass which we want. And you can see the object
render here that this is a nicely frosted
effect where you have the objects at the back are nicely blurred because of the
transmission roughness on. So with that we saw
different kinds of materials and how
they behave and how just changing
some parameters can get you with
these kind of looks. In the next video,
let's see how we can create these materials
from scratch.
23. Creating a New Material: In this video, let's
see how we can create a material from scratch. So I have opened the same file, which we followed
along till here, which is the
materials worksheet. So I'll go ahead and switch the transparent off to get this off. And we have an empty scene here, but next one which
is the exercise. So I'm just going
to click on Open. And you can see that there is just an empty shader ball and
there's nothing next to it. So let's go ahead and create some materials for this so that we can see how
that's going to affect. So up here when I select that, you can get inside
our Properties panel. And on that Let's hit on
the material properties. And this has got the name. So when I open that, you can see that we have gotten this Shader Ball
called as an exercise, which is why you have
the exercise name here. When we rename it here
like shader ball. You can see that the
material property also shows the shader ball here. So with this, you can understand which objects are you going
to create the material. So make sure you
select the ball first, then get inside our
material properties. And up here you can also
confirm the shader ball here. So let's go ahead and
create the first material. Because since we don't have
any material to this blender, by default gives
it a white color. And then when we create
the new material, you can see that something
called material appears and you have got all the properties which we just saw right now. So we'll just go ahead and
call this as test material. You can do this by
double-clicking here. Or you can just simply go
ahead and click this and you can name this as test material. This material. Let's
go ahead and seen some parameters here.
Right off the bat. I want to change the base
color to some blue here. And then you can
just scroll down. And we want to make
this a shiny surface. All you have to
do is just reduce the roughness and this
goes shiny like that. If you want to make this mat, you just have to
increase this roughness and that becomes mat here. And then we can go ahead and
change the metallic value now to get our
material as metal. And we can reduce that to
get a blue metal like that. And then let's go ahead and turn off the metallic and roughness. And now we can just increase the transmission to see
like a glass-like effect. And we can put on the transmission roughness
to have a frosted look. This is how we create
materials inside of blender. I'll just go ahead and
put this value back to 0. And you can anytime
renamed this material here to the material
of your choice. So we saw how we can
create materials. Now let's go ahead and
take a look at how we can remove or
delete materials. To do that, we just have
to select our object. And then under our
materials property, you have a plus and minus icon. When we clicked click on plus, you can add on more materials. And when I hit on the minus, this material is deleted
and you see that back, we have no material here and we can go ahead and create
a new material there. So this is how we can
delete existing materials. Now since we had created
some materials earlier, they will just stay
inside Blender and you can call them
anytime you want. Now you can relate
this to swatches. Whenever you create a color
inside of your 2D program, that program, we'll save
that color somewhere, right? Like swatches. Just like that. You can save up
materials, new file, and you can call that
whenever you want later. So in here, you can see
that there's a drop-down. Either you can create
a new material or you can call an existing
material in your file. So you just have to click on this drop-down and you can see we have got all the materials which we used in
this file earlier, which was the glossy
and Matt and metallic. And we also have
something called as the test material here. And then we have a
material for texts which was used to just
display takes there. And then you also have
the transplant material. Now all you have to
do is just click on one of this material
to apply that. So let's hit on the glossy and we haven't got
that glossy applied. So blender will have
these materials in your drop-down here and you
can call them like that. The one important
thing to remember is that when you have these
materials like this, and you can see something
called as the test material. When you take a closer look, you can find that there
is a 0 next to it, which means that there is
a material in Blender, but it hasn't been applied
to any other object. And it has got 0
objects applied, which is what that 0 means. And why I'm saying this
to you right now is because if you have anything in blender that
shows 0 next to it, like this, which means that
when you close Blender, this is going, this material
is going to be a removed. So this will just exist in your scene for that particular
session of Blender. So to avoid that, you can just apply that material to any of
the objects in your scene. And in that case you will
not have 0 anywhere. And even if you close Blender, then lender own, delete
or remove that material. So since we just created that material and we didn't
apply this to anything else. We have a 0 there
when I just hit this. So this is going to
be applied back. Now when I click
that drop-down and you can see there
are no zeros here, which means that
these materials won't be deleted even though
you close Blender, you can recall them
later in time, we saw how we can create, edit and delete
materials, right? And we also saw some of the top materials which
will use like metal, glossy, mat, and
transferring materials. Now it's your time to open this file and get
inside the exercise, which is the shader ball
which we renamed now and go ahead and try to replicate
these materials. And you can change colors, stained some
roughness parameters, and change some properties there to find the material
of your choice.
24. Best Way to Use a Custom Color Palette: In this video, let's see how we can call a custom
color palette. Inside Blender, I have given a color palette in the
resources section, which is the color palette. Now let's see how we can call this image
inside of Blender. So we can call off
these colors there. I'm inside of Blender here. To do this, we
need another view. So I'm just going
to right-click on our 3D view and say
vertical split. And I'm going to split
it somewhere there. And under our editor type, I'm just going to
say image editor. And this brings up an
image editor in Blender. I'm just going to hit
Open and navigate to my desktop where I have
saved my resources. Another of which you can
see the color palette, dot PNG, and it's
going to open image. And we have got the color
pallet inside of Blender, but we just have to
select the object to get inside its materials. I'm inside the material and
you can see the base color. Just click that and you can
see an eyedropper there. Click on the eyedropper and click on any of the
color to change it. Let's get inside are rendered. And you can see
how we can change colors from our color palette. This is a great way to
get exact color palette. Once you're done, simply just
right-click on the split and say join areas to
get rid of that palette.
25. Rendering Basics: Once we finish setting up
the 3D scene, that is, we are happy with the 3D models, cameras, lights, and materials. The final step is to extract an image or an
animation of the scene. This is where the process
of rendering comes in. Rendering helps you
convert your 3D scenes into shareable image
or animated formats. Render can be an image
or an animation, and is the final output
from a 3D software. You can preview the
render in the viewport by selecting the viewport
shading method to render it. Selecting the render engine. Our render engine defines how blended calculates your Image. Blender offers cycles and
EV acids render engines. Getting inside the random
properties allows you to select the render
engine from the drop-down. The Cycles Render Engine is preferred for
realistic rendering. Two cycles from the drop-down. Choose GPU for rendering
with your graphic card. This method is faster
than CPU rendering. If you have a powerful GPU, render samples, random samples define
the quality of an image. This can be changed under the
render sampling property. Hi samples results in higher quality and low samples
result in lower-quality. Make sure you're looking at render samples and
not viewport samples. Because we put samples
doesn't control the output image and only
applies to viewport rendering. The recommended samples
for most cases is 512. Remember, increasing
render samples can also increase
the render time. Rendering with transparency. Oftentimes, we need
only the 3D element with the transparent background. Rendering with transparency
enables us to use the rendered images on
compositions later. Under the Render
properties, scroll down, fill them, and check on
the transparent checkbox. This will produce an image
with a transparent background. Color management.
Color management defines how blender treats
your colors and contrast. Under the color management, choose to look too high
or very high contrast to get an image with
a good contrast. The final step is to
render the image. This can be done
under the main menu. Render. Render Image. Blender opens up a new window
showing the render output. You can notice the image
getting ready here. Once the image is done, you can save the file and Save. And Save As choose the image
format you want to see. And make sure to select PNG if you want an image with
transparent background. And also ensure that
RGBA is selected. Give a name to your
image and click Save. I have provided a
downloadable PDF in the resources section that explains the process of rendering for your
future reference, Let's see what we have
learned about entering. Our Render can be an
image or animation, and it's the final output
from a 3D software. We need to have 3D objects,
lights, camera angles, materials ready before we
move on to rendering Cycles, render engine produces
realistic results. Rendering samples,
rendering with transparency and
color management.
26. Importing an svg File: In this video, let's
see how we can make a quick 3D icon using SVG file. For that, I have opened
the blender file. If you'll notice here, that is the default
camera, cube and light. So I'm going to select
all and delete it. Simply selecting
everything and delete it. Perfect. Now, the first step is we
have to input our SVG file. For that, I'm going to go
inside file import SVG. If you notice in
the resource file, we have icon dot SVG file. So I'm going to open
it by selecting on it. If you see on the top view, we have our file ready here. So I can nicely zoom in so
that we can see the file. So first step, we are
going to rotate it in the x-direction so that it will come on the
front orthographic view. I'm going to select
all and then click on the rotate icon and rotate
it on the X direction. So let's enter 90 degree so that it is perpendicular
to our front view. That is front orthographic view. Now we can nicely zoom this in. So if you notice this design, we have three elements. In this. One, it's
a rounded square with a circle cut and a
drop water top shape. And the final one is
the Spanish sheep. So what we're going to do this, this is a 3D icon for
plumping services. So we are going to use
all these three elements. That is the spanner, the rounded square
with a circle cutout, and the drop, water drop. Then we're going to give
some depth to it and have, and make some playful
orientations. That is rotations
and positioning it in such a way
that it will have a nice shadows and very playful 3D icon using
all these three elements. So let's get started.
27. Extruding from a 2D Artwork: So how we can convert any SVG file to a
3D into a 3D icon. So this can be done
using three steps. First one is adding ten. That is, we're going to use all these three elements
and extrude it. So in this way we can add the first step that
is adding depth. And the second step
is we're going to change the orientation of individual elements and
that is the spanner. And they drop and change
it in such a way, it will add a 3D depth to
it and then position it. The second, third step
is to add layers. So once we add the depth that is extrude it and
change the orientation. And the third will be
arranging it and layering it. And finally, we are
going to composite. This is the three steps
we're going to follow. Let's tap into the first step that is adding thickness there, extrusion to
individually elements, how that can be done. So for that, I'm going to select one shape of our SVG
file that is rounded, square with this circle cutout. So I'm going to select it and go inside proper object
data properties. Here you can see in this also we are going to do a
major three operations. First, we are going to fill it. Second, we are going to
add extrusion to this, and we're going to add
Bevel to this side. I'm going to select
this rounded square with a circle cut up. And let's go inside the
object data property. And then shape. First step is to select the
2D shape under shade 2D. Then if you can notice
on the bottom there is a full mode here, selected none. So we're going to change
the mode to both. If you notice here, we have filled this. So the next step
is we are going to add extrusion to this. That is how we can do that in the same object data
property panel. You can notice a tab
called geometry. I'm going to select on that. If you notice that there
is first one offset, the second one is the extrude. I'm going to slightly rotate our scene in this way so that we can see how much
extrusion to add to our rounded square
with a circle shape. So I'm going to add extrusion. So this is a very rough
way of adding it. I'm just going to add the depth as adequate individual elements. We're going to add individually different wearing
extrusion values. So I'm just going to
keep this as it is. The third step is to
add the bevel value. So in the same geometry
panel that they're opening, you can notice other
thing called Babel. In that round is makes sure
the round is selected. And in-depth, we can
add a bevel value. So you can notice here how it is getting changed
when I increase. So I'm going to just
type in one m, m. So this is enough. This is the bevel that
I was looking for. Now, if you notice, our 2D SVG file, that is the rounded square
with a circuit is now having a nice full and an extrusion
value with a bevel to it. So in the similar way, we are going to work on
this panel and the droplet, we are going to follow
the same process. I'm going to select on these spanner icon and then go inside object data property. Inside that, Let's
change the shape into 2D and then Fillmore do both. If you notice the
first step is done, that we have filled it. Next we're going to go inside the geometry panel and then
add some extra cushion to it. Yes. So perfect. You can hold Shift to control
the extrusion you want. So I'm going to hold Shift key on the keyboard
and then slightly increase it so that we can
control it in Much better way. And then let's add
some bevel to it. So the previous icon, we have added one
of them, the same. I'm going to repeat one. Perfect. So now we have our
Spanner also ready with the extrusion value
and the bevel detail, the similar way, let's select our drop and then repeat
the same process. So now we're going to
go inside this shape 2D set on 2D fill mode to both. Then extrusion value. I'm going to hold Shift
and then slightly increase it so that we can control
it in a better way. And then finally we're
going to add Bevel two. It makes sure that
it is selected on the round and then
add a depth to it. Perfect. So now if you notice
our first step is dead. That is, we have added extrusion and Bevel detail for all the elements
in our object. The next step is to
change the orientation and position it in such a way that it will
add more detail to it. That is, add a little bit
more drama to this scene.
28. Rotating & Positioning the Icon: I'm going to select
these spanner first. And then let's select
the Move icon here. And then let's
move it down here. So now if you notice
one thing, so far, our according to our SVG, when we imported it
to the blender file, the origin was here. So if you notice here, if I want to move this panel, the origin is
somewhere else, right? So first step is do we have
to control our origin? That is, we have to change
your origin to the geometry. In this way, we will get a better control
to move or rotate. All are individually elements that we imported
from our SVG file. So let's do that. So for that, I'm going to select this
banner and then object. Set origin to trauma tree. So if you'll notice
there is a difference, if I move now, I can directly control on
the region of the span. In this way. We can do that for
the drop as well. And all the elements. If you notice here, the rounded square is there
with a circle cutout, but the origin is
somewhere here. So let's change that as well. I'm going to select
the object first, go inside object, set
origin, origin to geometry. Now, it's very easy. We can individually control
it in a better way. So let's do the same
for the drop as well. I'm going to select the
object and go inside object, set origin, origin to geometry. Perfect. Now, if you notice we have all the three individual
elements that we had earlier, but we have a better
control on them. So now let's arrange our icon. I'm just going I'm
just placing the positioning the spanner
in that We're at. It is little bit on top of
the rounded square like this. Now let's, let's rotate it. I'm going to select and rotate. Let's rotate on the y-axis
first I'm going to grab the green color ring over
here and rotate it like this. Perfect. Now, let's rotate it in
these taxes like this. So now if you notice, we have our Spanner coming
out from the rounded square, that to the circle
cutout we have created. The concept is very simple. We wanted as Spanner to pop
out from inside like this. If you notice it's coming
out of the frame that, that is the rounded square. So now let's move it a little bit insight in the y-direction. Perfect. So now let's work on the drop. Let's move on top and in the y direction and give
some rotation to it. In the z axis and the y-axis. Perfect. So now, if you notice, we had a very simple 2D
shaped elements that is a spanner droplet and a rounded square with
a circle cutout. Now, if you see we
have arranged in such a way that individual
elements or each name, each and every
individual elements and having a unique orientation. And also it is positioned in such a way that it adds much
more depth to the icon. The next step is I'm
going to give us light rotation in the y-axis
for the rounded squared. So that it will add much
more trauma to the icon. Perfect. So the next step is
to write now we have, what are the things
we have done is we have added the extrusion and we have changed the
orientation and position of the
individual elements. Then next step is to compose it. That is, we have to add a
camera inside the scene and compose in such a way or how
our final 3D icon will look.
29. Composing the 3D Icon : I'm going to go inside
friend orthographic view and then add and add up
camera to the scene. Perfect. Now, we have added
a camera to the scene. Let's select the camera and
then change some values here. What is the
resolution value here over output properties
by selecting the camera. Here, if you notice we have
the resolution x and y. So we're going to go
with a square format. So I'm going to type 20482048. Perfect. So now we
have our camera ready. Now let's change some changes
in the render properties. That is, we have our render
engine selected to EV. So let's change
that into cyclists. Perfect. So now we have changed our
render properties as well. Now, let's compose the scene by looking inside the camera. For that, I'm going
to select here on the arrow and go inside view. Lock camera to view. Once you select this, this will enable new navigation
within the camera view. So let's select that
and then go inside view camera, active camera. Now, right now we are
inside our camera view. So let's navigate our scene. Now. We can position it, we can rotate and we can
change any direction. We want a 3D icon to p. This
will be our final render. Once we render it out, this will be our final view that we will be
seeing the 3D icon. So let's do that. I'm going to position in such
a way that I wanted to be. So if you notice here how I wanted these details
in the inner circle, here, the step, and we already have a spanner in that position. So that is also good. Great. This is the view
I wanted to freeze side. I'm going to, once
this is freeze, I'm going to again uncheck
locked camera to view. Because if you don't uncheck
this icon, you this view. Anytime if we change
this by accidentally, then it will change composition. I'm going to uncheck it. And this way we can preserve our composition
right now we have, so we can lock this. So next step is to
select the drop. And then I wanted to
position a little more. Just change the orientation
and y direction. And the, is it a little bit in the x-direction so that we can
see the drops bottom area. So this is our final 3D icon. This is the look. Now, if you want, we can change the
scale of this panel. I'm going to select on the skin. And then click here like this. Perfect. Now, also we can change the
rotation of this panel. So this is the
final image, right? So it's up to us however
we want to change, this is the right time
that we can change it. Slightly. Move this a little
bit like this. Yeah, perfect.
30. Adding Lights & Materials: Now let's add some
lights to our scene. So let's go inside the
wall properties and then click on the color icon
here and add texture. We can open our image texture. Open Desktop resources,
studio small, 09. This is the file that
we are going to use. An image. If you go inside
the render view, can notice how are seen as slit. So now you can notice here how I seen is lit and how our
shadows are falling. And it's adding a great
depth to the anti 3D icon. So the next step is to
add colors to this. So let's add materials to all the individual icon,
that individual elements. So I'm going to
select one by one. I'm going to exit out
of our 3D render view. So let's switch to
3D modeling view. I'm going to select the
wrench icon first and go inside material properties
and click on the new. So now we have
created a material. So I'm going to simply
change the color. I wanted it to be a gray
color like this, dark gray. And let's go inside a rounded square with
a circle cutout in the similar material
properties and add a new material and then base color to
something like a blue. And I'm going to make
it little darker. And finally the droplet, Again, same material property and new and then lighter
blue like this. Perfect. Now let's see inside
our render view and then tweak the colors we want
if in the latest stage. So let's go inside our
render view. Perfect. If you notice here, we have a very nice blue color
as panna non gray color. And our droplet in
a lighter blue. I want to tweak only
this blue a little bit. I wanted to make it
much more whiter. Now if you notice here, we have changed the orientation of our individual elements. And also we have played
with the layering. That is, we have first
place the rounded square with a circle cutout
and then Spanner. And on top of the last
layer we have our droplet. So in this way we have
added a nice step. And as also after adding
the lights and colors, it has a very nice
shadows as well. So in this way, we can easily convert SVG file to a 3D icon
by using Blender.
31. Rendering the 3D Icon: Now let's quickly take a render. So for that, we want to make go inside our render properties. I wanted a PNG image. So let's go inside
our render properties and then click on phlegm
and check the transparent. In this way, we can obtain
I extract a PNG render. So let's do that. Now. Let's go inside our lightest
perfect, our orientation. Let's make sure
everything is perfect. Now, it's the time
for rendering it. So before we click
on the Render Image, Let's increase or decrease the sampling under
Render properties. If you notice there
is a render tab here, you can notice max samples. I'm going to keep
it five-twelfths. Now, let's go inside our render. Render Image. Religious getting rendered. So in this way, we have come to the end of
this lesson that we have extracted 3D icon from a
simple SVG file using Blender. And also we have
rendered it right now.
32. Best Practices for Importing svg Files into Blender: In this video, let's
discuss how we can prepare our SVG file for
importing into Blender. For now, if you notice here, I have opened the icon dot
SVG file using Inkscape. So this is the file that right? No, we've worked with in Blender for making this into a 3D icon. I'm going to select this. And then if I fill
this using any color, so this is the file that we
will be getting in Blender. The circle on the
end of this banner doesn't have any color. So this is the same value that we can expect in the
blender file as well. So now next we will try the rounded square
with a circle cutout. So if I select that and this is the full value will be getting inside
Blender as well. So we have to keep two things in mind while we prepare
the SVG file. First thing is, when we
fill these any shape, it should be closed. That is, when you fill this rounded square
with a circle inside, we can exactly see
where is the area. So if you notice here, the red color is
wanting the rounded squared and it is not
inside the circle, so it should be in one shape. So the same shape is going to get filled in the
blender as well. So while we design or while
we meet the SVG file, the fill exactly the fill layer, we have to define it inside any 2D program that you
are working with, right? Next thing to keep in mind is to give one Liddy outlined
while you save the SVG file. That is, I'm going to
close this fill value. That is sin, removed it. Before. I'll save this into the file that we're going to
import in Blender. To practice this. In Blender. That is, we have provided
an exercise file with the different icons in an SVG file that you can use and feel free to work with
it and extrude and C. And you can use a
different extrusion value. And the value as you require
an experiment with it.
33. Creating 3D Texts: In this lesson, Let's go
ahead and look at how we can create texts and make them 3D
and assign a camera to it, and how we can render texts. Alright, so let's get started. So to create text, first of all, we need the font of her choice. The font which we
are going to use. For that, Let's get into
creating a text object. We can get inside our ad and get inside the text here we have
got something called a sixt. So I click on Text. You can see that we have
got a text object here. And you can also see the outliner showing that text
is being created in here, create some text here. We can get inside
our edit mode of this text and we can go
ahead and edit the text. So let's get inside the
object mode to edit mode, and you can see a cursor
that's appearing over here. So let's get backspace and
you can type it in here. Since that we're going to
create a home servicing app. I'm going to create
some texts, which is, which has some contexts
over home servicing. So for that, I'm going to
create something called as metropolitan home needs. Right? So let's go ahead
and enter that. So first I'll enter home. Let's get to object mode. Now let's create three
different texts for this, which is the metropolitan
and home and needs. So to do that, we can go ahead and create another
text object and do it. But first, I want
to freeze our font so that I can see how
this is going to look. So I click on the text. You can see here that we have caught the properties
panel here. And if you look at the
left-hand side of this, you can see an alphabet
that's appearing here, which is the text properties. So when I click that, you can get inside
of which you can see the resolution preview,
which is set to 12. And I recommend this
being 24, at least. Let's add a granite foot. So this is just going to increase the quality
of your texts. Well, it's rendering.
And here you can see a thing called as font. Let's open the font. And here you can see bold, regular italic and bold
and like so let's go ahead and link the
font for this file. So I'll go ahead and
open this folder. So we need to select
the font which we have. So it's going to source my
fonts from Windows fonts. Now if you have got your fonts
installed somewhere else, you can call the same
from that place. So for example, I've got my
fonts in my Exercise Files, which is the resources, navigate to my desktop. And inside our resources we can see the folder called Fonts. I've included an
open source font called as the urbanist black. So let's go ahead and select
it and say Open Font. You can see that the
home immediately changes the look of
all aspect the font. So now we have got the farm, but you can see that it still looks flat and it does
not have a dimensions. So to do that, let's go ahead and open the
geometry panel here, which stands for the geometric
properties of our font. Here you can see the
geometry offset and extrude. And then we have got some
beveling options here. We can go ahead and extrude
this to somewhat like that. Let's go ahead and
rotate this so that the font is facing
us, not the top. Let's open our Rotate
tool and color rotation like that and enter 90 degrees here so
that it's constrained. And we have got home there. Now I wish to move this up because I want to
create a needs here. And then some metropolitan text is going to come on the top. Now, we can go ahead and
call another text object, or we can go ahead and duplicate this text and edit that later. Alright, so let's
first of all give this some beveling because it looks really sharp
and crisp right now. And I was to increase
the beveling here. So for that, we have under
the bubble property, you have the round and you
have the depth in here. So let's just increase
the depth to 0.01 meters. And it looks pretty nice. 0.02. And you can see
the more bevel you give, the text starts to
crumble because the beveling are overlapping
on top of each other. So be sure that you give
babble which also has around and which is not overlapping
on the nearest edges. So let's go ahead and 0.01. And we have got that
bevel happening there. And you can see some of the intersection that's
happening on the E. Now, when I put this to 0, you can see that the
E is not touching. But when I put the sum bevel, you can see that that's
happening because the bevel is actually happening on
the outside of the text. And that's why we are getting
the extra space over here. All the extra volume
is being created. How do we reduce that is by, we can see that we have
got an offset here. Now, when we offset this offset, this text, you can see that
E is coming back into shape. So let's just go ahead
and reduce that offset. Now be careful that this will also sometimes
crumble your texts, so just make it a little
bit of a negative value. For example, here it's
minus 0.007 meters. So whatever, maybe your value, you just have to play
around with that. Now, you can see that
there are some sliders here which will give
the value like that. Or you can hold Shift and just drag on these sliders
to give our value. So I'll undo. Yeah, So we have
got the home texts there and the texts
looks rounded and nice. Let's go ahead and duplicate
this text so that we can create another
one is going to hold Shift D or you can get inside objects and
duplicate objects. And we have got
that duplicate it. And you can see that there are
two texts in our outliner. And I'll just bring
this down here. And let's get to our edit mode. And now I can just
erase and write and needs and E. And this, I wanted to keep it as caps
so I'll hold Shift and needs. Yeah. So that's our home needs texts. And now let's create
another text here. Now, you can see
that the needs has copied all the information
from the home because the same object was
duplicated and we just went inside the edit mode and we wrote off the texts
from scratch. Now, imagine that you have
to create a text again. Then you have to basically copy all these values into this text again so that you get
the similar look. And you also might
have to rotate the text, like what we did, the home needs to escape
this or to bypass this. We simply just duplicated
the home texts and we went inside the edit mode and we just wrote off the
text from scratch. Thereby, the texts has copied all the properties and we don't need any kind
of tweaking here. Okay, So let's
create another text. And this time I'm going
to create a new text because I wish to keep that text a little
smaller than home needs. So let's enter another text. Let's get inside of
that and say text. Call this as metropolitan. Okay? So as you can see, this
text is really large, so let's go ahead
and put the font, select the text and get
inside our regular. And this time since
we have already loaded the font
inside of blender, you can click on this drop-down. And you can see
that the big font, regular and the urbanist black
has come inside of planet. So I'll just select that. And you can see that this text has got the same
font as in here. So let's rotate this. And let's move this off here. And we can scale this down
by getting inside the scale. And scale that down and move it till we have come to live and we can
position it like that. Scaled it up just a little
bit. Something like that. Okay, so now let's give this some extrusion so that we
have some 3D look happening. So while again get inside our extrude here and just
extrude this slightly. And let's give it
some rounding again. Increase the rounding like that. And let's reduce the offset. So I'm just holding Shift
and dragging the slider so that I'm able to do really
small values in here. Instead of having a really
wild values like that, this need to hold
Shift and we can get the precise value
of what we need. Okay, so right now this
looks good to me and we have got metropolitan
home needs happening. So that's great. We have created a text object using the
text create function. And then we saw how we can
scale texts up and down. And we also saw how we can position texts
together like that. So in the next video, let's see how this text can
be further detail to add a simple effect which will catch the
eye a little more.
34. Adding Details to a 3D Text: We have created the
home needs texts. Now I wish to create this
a little more emphasis for the needs text in terms of design so that it
catches a little more I, for the needs texts. So how do we separate that? So one way is to give it
more catchy materials, but that we'll look
at in a later stage. Right now, I wish
to offset this text and create a kind of an outline, a 3D outline so that, that stands out a little more. So let's see how that's done. So to create an outline, I need a little
more space, right? So for that, I'm just
going to select the home and metropolitan and
use the Move tool. And by the way, I'm using
Shift to select these two together and then just move it off a little
more to the top. And now we have got
the needs here. And we just saw how we
can offset text, right? So we solved that offset tool to counter the rounding effect so that we get the text cleaner. In this case, we're going
to use the offset to actually offset the
text and given effect. Alright, so to do that, let's go ahead and
select the needs. And I'm going to duplicate this. I getting inside the
object and duplicate objects and make sure that
you don't move that object. So it just needs to overlap
one on top of the other. I'll do it one more time because they accidentally
move my object. Let's get inside objects and duplicate and click that once. We have got now two
different texts. Now to avoid confusion, let's go ahead and rename
it in the outliner. So let's double-click
on the text and call this as home needs. Let's create needs underscore
one because we have got two needs which is overlapping on one on top of the yellow. So let's call this as Metro. And this will be our
needs underscore two. Okay, So make sure you select
the needs underscore two, or they need to underscore one, whichever way you
just need to select the text and extrude, we can see the offset. And now I'm just going to offset this a little outside like that. Hold shift and offset that. And now I do not want
the rounding here, so let's go ahead and put 0. And immediately you can see that we have got some
offset happening. To emphasize the outlines. Let's go ahead and reduce the extrusion of
this text so that our inner text looks
like it's jutting out of our of our outline. So let's go ahead and reduce
our extrusion like that. So you have something reduced. And I was to increase
the offset a little more by just
increasing this value. And you can see how our
text is getting upset. And now you have more
catchy texts which is the needs and just increase the offset and a
little more like that. And you can also give this a little rounding if needed.
So let's try that. Get inside depth and just increase a little
bit of rounding. And yeah, that looks sweet. So we have just added another level of
detail to our text. Now, while I'm giving materials, I can simply give
another material to the outline and the separate
material to the inside. And that way this text
will stand out a lot.
35. Composing the 3D Text: Okay, So we have
detailed or text now. Now let's go ahead and create a camera so that we
will be able to compose this text and we'll
be able to give us some perspective for the
viewer to look at the text. Okay, so to do that, let's create a camera
here and get inside. Add. And you can find camera
and click on the camera. And we have got the camera here. Okay, So let's get
inside the camera view. By getting inside view and seeing cameras and active camera. And
we have got that. Right now. The camera is looking innovate and let's go ahead
and push this camera. So I open up the
sidebar and in here, Let's open our view and
say lock camera to view. This here. Camera view and just
use my scroll to scroll out and pushing my
camera the way I want. So let's put it
somewhere like that. Now, once I'm happy with
the composition here, I can see that the
text is nicely. We can see the
depth in the texts because of extrusion
that we have given. And I think this will come
out well for this view. So let's go ahead and turn off the camera to view so that
we can exit this camera. And you can see
how that camera is positioned in the 3D view. With this, we come to
the end of creating the text in the final project, Let's go ahead and
give this text some materials along with
some other 3D elements. And then we can light and
render out the scene.
36. 3D Modelling Tools Part 1: Hey, I hope you're
enjoying the class till here in the
upcoming set of lessons, Let's look at a very important and fun topic
which is 3D modelling. So we're going to learn about
3D models in a fun way by following a learned
while you do approach for which we have provided
you some worksheets. So let's go ahead and open that. So Horwitz, I'm just going
to get inside File and Open. And I'm going to
navigate inside. Exercise files are
the resources folder inside of which I
can find worksheets. And I'm just going to call the modelling underscore
worksheet dark blend. So mine, I have
already got mine open, so I'm not going to open this. I'll hit cancel. So this is the worksheet
which you're going to see. This is just like a
normal worksheet, but just it's in 3D form. Now just following
this worksheet and doing the exercises will get you comfortable on how
3D models generally work, and how you can manipulate them. What our faces,
vertices and edges, and how you can
change them to get the desired form or the
shape that you want. Okay, so let's get started. Let me go ahead and tell you how this worksheet works and
what you have to do in here. When I zoom in here to
take a closer look, you can see that this is just a table with some
rows and columns. And if you take a closer look
at the first row over here, this will tell you the function, and these are all these common modelling
functions in Blender. And on the right, the next column here you can see the form which needs to be done on the last final column is the form which is incomplete. We just have to
mimic the left form by using the modelling techniques
which is shown in here. So that's how this
worksheet works. So the first command right
here is the vertex move. And any 3D objects in general has like three different
elements to it, or sub objects
inside of 3D model. Let me explain. So I've just put one
2D surface here. I know that this is not a 3D because I wanted to
illustrate the similarities between a 3D and a traditional
vector to the pipeline. Okay, so if you recall, how is a 2D shape done in a
vector tool of your choice? It may be Illustrator or
Inkscape or whatever. If you recall that it will have some Bezier curves
or it will have some points are the
segments using which you can define a
2D surface, right? For example, a square may have like four different
points on the corners. So you get the
square and a circle maybe done through some curves. And whenever you
want a curvy shape, we will use Bezier
curves, right? So similarly, if you take 3D, we have three different
elements to it, which is the vertex and
the edges and office. So let's go ahead and take a
closer look now you will be able to understand the first
one is the vertex move. For example, this
shape is actually defined by four different
points like that. To get the kite shape, there are four different
corners to it. So each corner can be
represented by a point, what we call in 3D as vertex. Okay, so how do we see this? So if you recall that
in your vector program, most of what we just
double-click a shape to get inside and to see to reveal the points
of the shape, right? So similarly in Blender we
have got two different modes, being the edit mode
and the object mode. Now, let me explain. The object mode is what you see. It's like just the
objects as a whole. And it won't display
the contents of the object or the sub objects
inside of the object. To reveal the sub
objects of an object, you have to get
inside edit mode. So let's go ahead and take
a look how that's done. So I'm just going to
click the first shape. And now let's just
go to the top. If you notice here that
it says object mode, just open that
drop-down and then it says something
called as an edit mode. So when I click
that, immediately, I am having some more
tools to my left. If you see. Now, I can just go ahead
and drag to show them. And now you can see that we have got a lot more tools going on. These are all the
tools which are specific to edit mode
and it doesn't appear on object mode because
these tools are all something that
can define a shape and it can manipulate
your edges or faces are your vertices thereby, you can get a form of your wish. Okay? So right now, when I zoom
in closer to take a look, you can see that blender shows four different
corner points here. Now let's zoom in to
take a closer look here. So when I click each point, so that's a vertex, vertex or just
corners or points. When I just click that, I can get to the move tool and I can change the form of debt. So let's undo and let's
get back to object mode. Now, let's just mimic the
shape to get this here. So let's just click that and
get inside the edit mode. And on the top you can see
the first one being selected. This is the vertex select, all the points select, and then you have the Add select and you have the face select. So I'm just going to
click on the vertex, and I'm just going to click this point which is in the mid. And make sure you have the Move Tool and you
just have to move this down this axis to get
the shape which we want. You saw that, so that's
how you manipulate. Shape inside of Blender, one way is to use the
vertices and move, or you can move this in any
access to move the shape. But we are this
mimicking this warm, so I'm just going to undo that. So that's it. So we have completed
the vertex move. So this is how our
text can be moot. Okay, so let's get back
inside our object mode. Now, if you are inside
of an edit mode, you cannot select any
of the other objects. You can only select
the elements of the object in that, in that way, if you wish to select any
other object, for example, I want to go to
the next exercise, which is the edge mode. I won't be able to select this object because
we are inside the edit mode of this
particular object. Let's get back to the
object mode by getting inside the edit mode and
selecting the object here. Okay, so let's select
the edge mode. And here if you see that the
single point is not moving, but the entire edge is like larger than what
we have in here. So we can select an
edge, which is this. And we can just simply move
it to get this shape in here. So let's go ahead and do that. I'll select this and get
inside our edit mode. And now this time
instead of vertex, let's select the edge, which is the second option.
So I'll just click that. And let's select an edge here and make sure you are
in the move tool and just move it to get some similar shape of
what we have in here. So we saw that we can manipulate vertices and we saw we
can manipulate edges. Okay, so now let's
go to the next one. I'll go to the object mode
again to select the next. So in here you can see something
called as vertex Merge. Yes, this is very
self-explanatory. It's just going to merge
two points to one so that you can get forms like an arrow or
something like that. So let's get inside
our edit mode and get inside our vertex
because this vertex command, so I'm just going to
select the vertex. Let's just select
one vertex here. And this mood closer. Let's select this vertex here
and moved closer like that. Now, we wish to merge these inside the exact center, right? So how do we do that? Is we just have to select both the vertices like
that on the top menu. You can see that once we
are in the edit mode, we have got a lot more menus
displaying than it used to. And we can see that
there is a vertex, edge phase and UV and mesh. So let's just get
inside our mesh here and you can see
something called as merge. And this has also
got a shortcut M. So if you don't usually
remember to get inside Mesh and then
merge, it's very simple. We just have to hit M on the keyboard to have
this display here. So let's get inside merge
and say add center, that emerges in the
center like that. Okay, That's great. So we have just merged
two vertices like that. And then let's go to
the next exercise, which is the edit mode scale. So I'll get back to object
mode and select here. You can see this is like 3D form, which we
are going to edit. So you can see that it's,
it's like a dumbbell. So, but our exercise here has got one number being the small and one being a
little bit lunch. Okay, so now let's go
ahead and scale this up. So how we'll do
that is I'll select this right side of dumbbell, get inside our edit mode. And right now we have to scale this up to match
this shape, right? So to do that, let's go ahead
and select everything by. You can be in any of
the mode you want. You can be in vertex, edge or phase, whatever. So I'll just click on vertex because we're going to select all these objects of this object and we're simply
going to scale it up. So the way we do
that is get inside, select and say all this,
selects everything. And you can see you have got a nice orange highlight on it, meaning that this has selected
every sub object in that. And now we just have
to use our scale tool, the Select All, and just use this outer ring to scale
that up like that. Let's go to the top view
to see how we're scaling, scaling up like that. Alright, so we have
scaled that up and you know right
now that you can also scale your sub objects to grow your objects are larger. And this time we have selected everything and we have skilled. Okay, so let's go to the
next one which is going to be dealing with a face or
insert of an edge or a vertex. So I'll get back inside of object mode and I'll
select this plane here. Now this is simply just
a plane we have created, and now we have to
have this shape. So how do we do that? Let's get inside edit mode. And you can see that
we will not be able to create this frame without doing a command
called as an inset, which what it will
do is it will just add a frame like
a structure here, and then we can delete
off the inside face. So let's do it. Now. I'll get back inside of move. And now let's insert this
by getting inside our face, since it's a face command, and get inside of inset faces. So I click that once and I can just move my mouse
till I get a frame. And we have got a frame there. And immediately you can see our one faced plane has now
got more faces than one. So it is right now got 51234. Fifth phase is in the middle. We've got five phases
now we can just select that face and we can get
rid of this face like that. So how do we do that is just right-click and
say delete faces, and that will get rid of it. So in this way, we
have basically created a frame like shape
from our simple plane. So now we just saw the basics of the three different
sub objects, which is the vertex, the edge, and face. We saw how we can make use
of them and do some things. Now, in the next video, Let's go ahead and take a
look at how we can push this further and let's learn
the tools such as Extrude and loop cuts, etc.
37. 3D Modelling Tools Part 2: In this video, Let's go ahead and continue our worksheet and let's see how we can
turn the story into 3D. The most important one, which is called as the extrude, which basically converts
your 2D shapes into 3D and it gives an extra
depth to our object. So let's go ahead and
take a look at that. So this is the face
Extrude command. So if I just stumbled around, you can see that this frame
shape has got some thickness and it is a 3D object and
it's no longer 2D shape. Okay, so let's go ahead and take a look at
how that's done. We just have to get
inside our edit mode. And we are inside our edit. And you can go to the face. And you can just select
all the faces like that. And we're just going to extrude that to give us some depth. So let's get inside face and you can see
something in the first, which is the extrude
faces command. So I'll just drag like
that and we have got an extrusion then even after
you make that operation, you can still go
ahead and control that extrusion by here, which says, which has just come after we
made that extrusion, it was absent before. And this shows that
extrude region and move. And here you can see the z being the zero-point for now
we can just go ahead and move this up or down to control the extrusion after you
have done extruding that. So I'll just put it something
like that so that it looks a little bit similar
to my shape on here, right? We just saw what is an extrude. Now with this, we can do a
lot more complex shapes. So let's see how we
can make a shape like a flower pot or a bucket or like that,
which you can see it here. So let's get to on object mode, and let's select a face here. So this is just a 2D form with
the help of an extrusion. We are going to make
this shape like that. And we will also use some scaling so that
you can scale that up. And let's see how that's done. So I'll select the shape
and get into art edit mode. And now we'll select
this face like that. Then let's just perform
an extrude by getting inside face and extrude faces and just pull
that up like that. Now to see the height, we can put it somewhere there and let's move it a little
bit down like that. Okay, so now we can see that our shape is
flaring out on the top, but we have just made
an extrude, right? So we need to flare this out by how we can do that
is by using the scale. So let's just select
the scale and drag this up so that now
you can see the phase is basically scaling
up like that and it's flaring out to
the shape that we want. Okay, So now we'll, we will also combine a
tool which we just saw, which is the inset to create
that thickness there. So how we can do that is by again getting
inside face and say inset faces and just
make an inset like that. Then we can perform another extrude if you
have guessed it right. So let's get inside face and extrude faces and
just pull this down. You can see that
when I pull it down, the phases are coming out because of the flattening shape. This is happening.
So this also we need to scale this down
and this point. So make sure in the
Scale tool and scale the inside faces like that. And you just saw how easy it was to just transform
a 2D shape into a completely 3D form by simply using extrude
an inset features. So let's go ahead and take
a look at next example. Get back to object mode. And here you can see
it's like a window. We just saw an example
on how you can make one, but here it's three. So how will we do that
by using just a plain? Now if you get into edit mode, you can see this
Scott, just one phase. You need more phases to have
this kind of look, right? So if you notice that we need something called
as a loop cut, so that you'll be able
to divide this space into like the number of
cuts as much as you want. So I'll show you
how that's done. So to do that, we need
a function called as a loop cut and generally
look at is an edge feature. So you can find that
under the edges. So I select all my, you can be in any mode here. You can even be in edges, but as long as you select
everything like that. Okay, so now let's just
get inside our edge and get inside a
loop cut and slide. And now I'll be able to
put a cut there like that. And I'll just click once. And after I click it there, you can see the number of
cuts being shown here. So let's just increase the
number of cuts to two. And you can see that blender divides this phase
into like now three. And we have got three
phases divided them. So that's what we want. Now you can also change
the factor here. So this will simply just offset that cut of
where you want. Now, I'm not going
to do this in here, so I'll just put
it to 0 so that, that lies exactly in the center. I just wanted to show you that there is something
called as the factor, which will offset that slide. Okay, so now once
we have done that, the next part is pretty simple. If you get into object mode and let's
just take a look at the first example. Let's get into edit mode
and you can see that all these are simple insets
and then extrusion. So just like how we
did the initial frame, we just have to insert
this one and then x. So let's do that. Get back to object mode, and now get into edit. And now let's select all
the faces like that. And let's get inside our face. And then say insert
phase and click. Now you can see that our faces are all
inserting like that. And this is like a
frame or a border for the entire rectangle
and we're not getting the frame which
we want like this. So how do we get that
is by just clicking the individual of checkbox
here and I click that, you can see how
that's happening. And I take it off, all the phases are
extruding as one. And when I just click
that, check that it's, the phases are getting
inserted as an individual. So that's how we do it. And still you can go ahead and define the
thickness if you want a thicker or thinner
frame like that. Okay, So let's put it something that now let's go ahead and get rid of the faces because
these are all holds. So I'll just go ahead and
right-click and delete faces. And we have got that off. Now, all we have to do is select all the face and simply extruded given same phase and extrude faces and get back
to object mode. And we have got the shape
which we want in here. Okay, so let's look
at the next example, which is what we already did. But this has also got another loop cut and a
feature of the loop. So when I zoom in here you
can see that this part or this flaring shape
or frustum has got an edge or a lip on rounded. So how do we do that is by
first adding a loop cut, then extruding that look
good to have that lipid. So how we can do that is by
getting inside our edit mode. And this time let's
add a look at. So let's get inside edge and say look at and slide and
click once and click again. And now you'll be able to
slide it off wherever we want. So I'll position this somewhere
there and click one time. And now we have basically
performed that cut in there, thereby dividing our
faces like that. And now let's select our face. And we just have to select
all the faces on all around. Now, you can go ahead and hold Shift and select these
faces like that. Or just hold Alt and just hold Alt and double-click
on the on one of the edge. I'll repeat, do
it one more time. I'm just holding Alt
on the keyboard and I'm just double-clicking
on the edge like that. Make sure you have got the face selected and you'll
do that by this. We can select this ring
like a selection there. Now once we have got that, this is really simple. We just have to
extrude this time. If you notice that this shows that it is
extrude along normals, it's not a simple extrusion. Now, I'll show you what happens if we simply
extrude this. So let's get inside our
face and say extrude faces. Now you can see that
we're not able to extrude it along its normals, but we're extruding along
Something like that, which we do not want. So I'll undo. This time. I'll introduce a new
command which is face and say extrude
along normals. And by doing this,
you can see that we are able to extrude
along the lip, the normal, and it
gives us something like under which we want. So
I'll put it like that. And you can see we
have got that lip. So let's get into
our object mode and we have got what
we want like this. Alright, so let's talk
about the next feature, which is the edge bevel. And this will give you
rounding on all your shapes. So this is just like a bevel. So you can see that we have got a nice rounded triangle
on top like that. So let's go ahead and
create the same here. And this is sharp over here
because you can see the edge. And let's get inside our edges. And I will select the move. And you can see this
is just one edge. But when I get inside our object mode and
select the first one, get inside the edit mode. You can see we have
got a number of edges versus one edge here. So how do we do this is by introducing a tool called Edge. So let's go ahead and do it. Let's get into object and zoom in and get
inside edit mode. And select your edge and select one of your
edge there on top. And just get inside edge
and say bevel edges. The second option. And you can see
that this is making my shape a little weird. Now you can see this is
forming a wedge like shape. I'll just click somewhere there. And you can see that we have got segments and the width here. So this is width controls
the width of the bevel. How much we want this
bevel to happen? Let's keep it somewhere there. And as soon as I
increase the segments, you are able to get that rounded form back again
instead of that wedge. So we have almost
accomplish this. We can go ahead and still control the width of it,
like how much we want. I'm happy to
somewhere over there. Now you can also control these segments to
get it more rounded. So I'll keep it around five. Let's get back to object mode. And you have got a nice rounded
shape going on in there. We have come to the end of understanding the
common modeling tools. Now, I think that was fun. You just have to go
ahead and do this to understand how a basic 3D model works and how you
can manipulate this. But 3D modeling is really
fast than what is shown here. But this will
definitely help you get your feet wet and understand
3D models and ginger. Alright, so with
this, we conclude this exercise in the
next set of lessons, Let's see how we can
model using modifiers, which is a non-destructive
way to 3D modeling.
38. Understanding Modifiers: In this lesson, let's look
at understanding modifiers, which is a non-destructive
approach towards 3D modeling. Now, whatever we saw before, the traditional
approach where you manipulate something and
you cannot go back in time. But modifiers is like a
non-destructive approach where you can simply get rid of that modifier to get back
your original shape. So let's take a look
at how these are done. In here you can see
the understanding more understanding
modifiers sheet. And the first one
is what is called as a subdivision
surface modifier. Now this is a really
essential modifier. It's being used almost what
every type of modelling. So let's take a look at that. And you can see that we
have got a pot like shape. And the first shape is much more smoother than the
second shape in here. And this shape is like faceted. And the similar way how we
did the initial worksheets, we just have to mimic
the form in here. So the difference
between these two is like when I get
inside our edit mode, this has also got
the same number of phases and vertices
and the sub objects. And the other
object has also got the similar number of
phases and sub objects. So how is it that these both shapes have
so much of difference? That's because we have added a subdivision surface
modifier to the first shape, to the first form here. So when I click this form, you can get inside
our properties here and you can find a wrench
icon or a spanner, which is called as the
modifier properties. So when I click
that, you can see that this is showing
some modifiers here, some data here, which is
like the subdivisions. Now when I hit the
second part here, this modifier column is empty. It just shows add modifier and there's nothing beneath it, which is the major
difference of what you see. Now let's go ahead and add the same subdivision
surface modifier. Let's add the add modifier. You can see that
there's a whole, whole lot of areas of
modifiers to choose from. So we just have to select the subdivision surface
under the Generate. So you can see that the
modifiers are actually divided as per their
categories into four, which is the modify, generate, and deform, and physics. So these are just basic
categories so that you can find your
modifiers with ease. Let's just select a
subdivision surface. And immediately you can
see that our shape is being a little bit deformed and you can see it's
getting smoother. But this is a little more
smoother than our shape here, which is just because we can see the levels which is set to one. And I just go ahead and increase that. Now that I've put 22. And you can see this moving increase when I increase that. Now, you can not give a random arbitrary
number here because B, be aware that modifiers like these subdivisions
are heavy on the RAM, so you cannot go ahead and put some value like 78 or nine. So that becomes very high
resolution for your computer to calculate because that
adds a lot more geometry. Now if you zoom in close, you can see what the
subdivision surface modifier basically does is
it makes calls. It just subdivides a face. When a face is like, you will have one phase, it's simply goes
and subdivides it. And it divides the face
into a number of new faces, thereby giving you much more
resolution for your shape. And that's how your quality
of model is increased. And you see the
mounting in here. Now both the shapes are
now almost identical. So this has got
two subdivisions, and this has also got
two subdivisions. Now, the point of modifiers is that if you do not want this, you can simply go
ahead and delete this subdivision and
you get the same shape, which was before
adding the modifiers. Now, I think you must, you might understand
what it means to model in a
non-destructive way. So let's go ahead and undo. Okay, let's take a look at the next modifier,
which is the solid. If I, now, if I select this and let's get inside
our edit mode. And you can see that
we can only see the edges of the outer
lookings cylinder and not the inner bit because
this new geometry or the thickness is added by
a modifier called as solid. If it's a non-destructive
modifier. Just like that, when I select our object mode and I select it, you can see under the modifiers, you can see something called as a solidify modifier
being added to this. When I go ahead and close this, this becomes the
same as the other. So I'll undo. To get this back, you
can see that this is showing some
thickness of 0.39. When I go ahead and
dial that thickness up, you can see how that cylinder gains thickness or a
solid like appearance, thereby its name
called as solidifies. So I can increase the
thickness like that. And now let's go ahead and add the same modifier to
this, the other cylinder. To mimic this form, I'll select that cylinder, I'll add a modifier. And this time under
degenerate you can see something called
as solid if I. And now we just have to increase the thickness by giving it
a solid if I like feature. Now this has also, you can go and remove this
whenever you do, do not want. I'll undo and in modifier
so you can also keep them, but just hide its effect, which is the height effect here. And in the viewport,
when I put this off, you can see that the
modifier is still present, but it just won't show
in your 3D view port. So this is a way to hide your modifiers in the
view port if you need. Sometimes. I'll go ahead and unhide. Let's take a look at
the other modifier, which is the mirror. The mirror is, as
the name suggests, it just reflects the shape of whatever is on
the other side. This enables you to
just model one side and we'll get the other
side in an exact symmetry. So this allows us to model any shapes that
has true symmetry on. So let's go ahead and
take a look at this. So I will select
this shape here, and let's add a modifier
and get inside mirror. And you can see we have got immediately a reflection
happening on the other side. Now whenever you have
the mirror turned on, you can always go ahead and enable this clipping
for best practices. This allows you to
get past most of the small errors which is
caused by the mirror modifier. Let's look at the next modifier, which is the bevel. So I'll select that. And you can see that this is a cube which is
nicely rounded. Now if you recall, we just
looked at an example of bevel. We made a rounded
triangle a little before. That was made by the bevel
edges feature, right? So, but this is a modifier which allows you to do it
in a non-destructive way, which allows you to change
that bible anytime you want. So when I select that cube, you can see we have got a
bevel modifier applied. And you can see the amount
here when I just drag that, that shape becomes a little more rounded and ultimately it
ends up like a sphere. So we can just go
ahead and reduce it. And you can have sharper or
a rounded cube like that. Let's go ahead and
create that bevel here. I'll select that
cube and let's add a modifier and say bevel. And you have got
some babbling here, and you can just go ahead
and increase that amount. And if you recall that this, the same wedge shape is
happening where there are edges, you can just go ahead and
increase the subdivisions so that you can see some nice
rounding going on in there. And still anytime
you can go ahead and close off this pebble to
get your initial shape back, or you can go ahead and
change the values in here. If you recall that, you
will not be able to change the value which we did in
the edge bevel earlier. Because when I get
inside our edit mode, you can see that these edges are baked or they're
frozen here, and there's no way to get back the sharp result without
getting to multiple steps. So this is what is the
power of modifiers. So, but here, when I get
inside our edit mode, you can still see
that we have got that same set of edges and
faces which we saw earlier. But still we are able to get the effect of that
bevel happening. So we saw the power of modifiers, the
non-destructive approach, and the ability to
customize called change the models
anytime in the future. Now, let's see that we can
also combine modifiers to increase the effect
or to build on the effect will we get
the desired outcome? So I'll show you
how that's done. So here you can see
that we have combined that mirror plus subdued
model as the name calls. This is understanding
a modifier stack. So as the name suggests, you can stack up
modifiers to increase the effect or
connect the effects together to create a new effect. And it's also got a correct order to get you the right results,
what you want. So let's see how that's done. If you select the
first option which says the mirror plus
subdivision modifier, you can see when I
switch off the middle, you can see that I've
just modeled 1.5 of my pot and the other half is simply done by the
mirror modifier. And then we can turn
off the subdivisions to get back our original
form like that. So now when I hit
the middle off, you can see the original
shape which I have here. And the rest of the
things are just stacked. And you can see the
effect building up first, this is being mirrored and
then this is being subdivided. Okay? But on the other hand, if you compare the
next form here, you can see that the modifier
stack is already there. You can see that the
order of modifier is a little bit different
than the initial one. Now let's take a look at, again, just note this carefully and pay attention to the modifier stack. So when I click that, you
can see the mirror modifier exists first and then the
subdivision comes next. But here you can see
that the subdivision exists first and then
the middle comes next. So what's basically
happening is that even though you have got
the same set of modifiers, since they are combination order is a little bit different, you get a different effect here. Now you can see that This is not closed properly and it
is having a seam in between because this is being subdivided first and that's why when I switch
off the mirror, you can see that we're getting the curve as in any subdivision, we get a smoother form, right? So first, since it's
being smooth and you're losing that
sharp edges there. And then it's being mirrored so that places getting apps and thereby you are having
that same over there. So how do we correct this is, you can see that there
is some dots here which will just allow you to move
these modifiers up or down. So and I just move the mirror
modifier up immediately. You can see that as being gone. When combining modifiers, the order of modifier
needs to be logical. To get this right,
you just need to think in your head that
how this would work. And if you analyze logically, you will understand
modifiers a lot better. Okay, so let's look
at another example, which is solid if I
plus bevel modifier. So when I see the first example, you can see that it is
simply just a plane. When I switch off
all the modifiers, you can see it's just a plain, but it's just adding
a thickness first, thereby you're getting like a queue and then this thickness
is been beveled next. And thereby you're giving, getting a rounded like a cube. But you're still having just
a plain in your edit mode. So how this is done is by
just to modify its right. But here in the next case, the same modifiers
are already put where the bevel is there and
then this one device there. But why aren't we getting
the same result like this is because the order is
again in a different form. So let's go ahead
and arrange that. So if you look at this order, first of all, it's
being solidified. It has got two MM thick. It has got two meters thick. The first is this being
solidified and beveled. While in the next example, first it's being beveled
and then solidified weight. Here's the catch. If you do not have
the edge to bevel, then how will you
Bevan and right, when I switch off
the solid, if I, you can see the
bevel only exists on top since there are
no edges to bevel. Blender doesn't know
which edge to bevel, then we're solidifying it. So we're not getting
this effect here. But when I just
changed the order, I'll just move this up. Now, Blender has got the edges because we haven't got
the solidify modifier. And then we are
getting the bevel. Thereby our software
knows which are the answers to bevel and we
get a nice beveled here. Still, you can go ahead and change this and you can increase the thickness and the modifiers that works like a charm here. Now, in the initial phase, these modifies might be a little strange or confusing
to understand, but it's not magic at all. It's just pure logic. If you just think in a logical form and
approach the modifiers, it'll be really easy for
you to grasp and get ahead with non-destructive
way to modelling. So through these worksheets, we looked at various
types of modeling and the different kinds of modeling tools
available in Blender. And I advise you to go through this exercise a
couple of times so that you will get
understanding and hang of the tools
what is present. So we saw the basics of
objects, of 3D objects. What makes a 3D object is
the vertex, edges, and face. So from our understanding, we can go and
manipulate all these three to get the form
which we desire. And we also saw some of
the tools like insert, phase and merge and
some other tools. And we also saw about the non-destructive ways to
model something in Blender. So just go through
this modeling sheet a couple of times to understand the tools and tricks in a better way in
the upcoming lessons, Let's apply these tricks and let's try to model
some simple forms.
39. Tip for Creating Quick UI 3D Panels: In this video, let's see
how we can create panels or Windows using planes combined
with some modifiers. So to do this, I'll
just get inside, add and say Mesh and get a plane there and simply add a modifier. This time we will add a bevel and hit on vertices
and just increase the amount to have that
rounding which you want and increase the segments to have a much
more rounded look. Let's go to the top view
to get a better view. Fixed. And then let's simply add a solidified and just increase
the thickness here, but visually desired amount. And let's increase the segments even more to get
a smoother look. Yeah, So now we can just
get inside our edit mode. And now this simply move your vertices to change the
dimensions of your panels. I'll just go ahead and duplicate this object and duplicate and move that up side and
reduce its scale. I getting inside
our edit mode and selecting these two and
just moving that like that. And moved here the way we want and just
position it somewhere, which you like,
something like that. So this way you can
create multiple panels of your choice by just
using these modifiers. And they are completely
interactive and can be changed
anytime as you wish.
40. Modelling a Map Icon: So in the previous videos, we saw how modeling works. And in this video, let's apply some of the tools
which we learned and create some basic 3D models for which
I want you to open a file. So let's get inside
fight and get to open and just open the file creating underscore
3D model started blend. And I have got my
opened already. So let's see that we can find
a map like a 3D icon here. This has got a map
and it has also got a geo-location icon there. So let's go ahead
and recreate this. So first of all, I wish to get this out of the way
because this is an example of what
we're going to do for I've just put it there
for your understanding. Let's go ahead and pull
that out somewhere out of the way so that our center is
available for us to model. So let's get back to modeling. I'll click outside.
Now first of all, if you notice that this
is like a Jaggard plane, if you notice, we can
get a plane and we can sub-divide it to get
this shape like that. So this will help you get an understanding of how
3D models are done. And it will also give you a little bit in understanding
of the approach of how you can change shape
to get the desired form. So let's create a plane now. I'll just get insight
on Add and mesh. And you can see a plane there. And we have got a plane. I've just created a plane. And now you can find
that this plane is really small than
what we've got there. So we have to scale
this upright so we can go ahead and use this
scale to scale this up. But there is a
unwritten rule or it's a tip in modelling that whenever you're getting
inside 3D modelling, whenever you're scaling
things like that, you can. The best practice is to
scale that in the Edit mode. Let's get inside
our edit mode and select all of our
vertices there. Let's get inside our scale tool. And just scale
that up like that. Let's go to the top view
to see how that's looking. So let's scale it up till here. And you can see
that this plane is little longer than
what we've worked. So I'll select that
and say scale cage. And just pull this
out a little longer so that we get a kind
of a map like shape. Increase that like that. Someone like drill there. And now let's go ahead
and divide this into sections so that will be able to manipulate this like a mat. Let's get inside,
inside our edit mode. Let's go to the move, and we don't need
this scale anymore. Now let's go ahead
and select the edge. And let's use our loop cut
and slide to add the cuts. They get inside edge and say loop cut and slide
here, and click there. Once we have got a loop there, and click one more time. And let's open this
loop, cut and slide. And let's just
increase that to three so that we have got
cuts like that. So immediately now
you'll be able to understand that how
we're approaching this. I'm just going to select
the first edge and the last edge like that
and use my move tool. And just grab this
and move this up to get like that Jaggard
kind of an effect. So now you can see
that how we can manipulate a plane into a map like shape by just following a very simple
commands in Blender. Okay, So let's get back
inside of object mode and we have got that map shape done. Now the next shape is that
we need something like this. Now let's see how this is done in the first place so
that we can copy that. And let's give that approach, get inside our edit mode. Now whenever you want to
see how a model is done, you can always get
inside your edit mode to inspect closer on what's
there and how it's been done. Doesn't have modifiers
or anything like that. Here you can see that
this is just a queue, but it's just squished
in the bottom, or it's a scaled
down the button. And then if you click
on the modifier, it's just added a
subdivision modifier. When I turn that off, you
can see how that's done. So it's just a cube that's
shrinked in the bottom. And then on top of
subdivision modifier, you can see that we're getting like a geo-location
kind of an icon. So that's very simple, right? So let's get into our
object mode and mimic that. Let's now create an add mesh. And let's add a cube. We have got that cube there, and you can put it
somewhere there. And now this is small. Again, let's get to scale and
let's follow the same rule. Now we're modelling,
so we are going inside our edit mode to
scale things up. Let's get into edit mode
and make sure everything is selected by just getting side
select and selecting all. And now this scale, this
up using our scale tool. I'll use my Scale tool and
scale that up like that. Let's go to the front view
to see how big it is. So we can keep it
something like that. And now we will need a scale gauge because
we want to like, pull this out like that. So let's get inside scale
cage and just select all and just pull this point down to scale
this up like that. So we have got it,
Something like that. Okay, so let's get
inside our face mode and select this face and
just scale this down. And this time we need scale. So let's get into
scale and this, scale, this out down to
something like that. And we have got that
box kind of a shape. But this is also
squishing on the bottom. So let's go ahead and give it a subdivision to see
how that's looking good inside add modifier and say subdivision surface and
increase the levels. We'll put 22. And you can see that
we have got it here. And now you can also go ahead
and manipulate little more. I'll get inside
our edit mode and select the top face
and scale that up a little more so that I get that prominent kind
of a shape there. Let's get back to object. But you can see that the first shape is
smoother than the shape, even though it has got the same subdivisions
and everything. So why aren't we
seeing those facets is because blender allows us to different kinds
of shading mode, which is flat shaded
and smooth shaded. So when I click the
first shape and right-click and say shade flat, you can see that this
is a flat shading, but this has got
three divisions, even though you got to, this will still show
you the spaces there. So I'll go over and
say straight smooth. And now we have got that
smooth shading enabled. So let's create the same, select the shape and right-click
and say Shade Smooth, and you have got that
smooth shading there. Now, even though you have
this smooth shaded still this outline will show
you that facet that look. So to increase that, to improve the quality of it, Let's just dial up the levels viewport little more so that now you have a
more smoother kind of an outline on the outset. So let's do it here as well. We have got that
geo-location icon there. Now, anytime you can
get inside our edit, just manipulate
the shape and get inside move and just pull
it down a little more. Scale it up and
scale this down a little more so that I have a little more
prominent icon there. Alright, so we just saw
how simple map can be made by using some simple tools like a loop cut and slide, and just moving those edges
to get the map shape. And we also used a
modifier called a subdivision surface
to get a nice, rounded and smooth GO icon. In the next example, Let's look a little
more complicated form, which is like a bell icon, but it can also be
done by simpler tools. So let's take a look at how we can create a bell
in the next video.
41. Modelling a Bell Icon: In this video, let's take a look at how we can model a bell. And I'm still in the same file, but you can see that we
have got the collections. Now let's go ahead and
drill down the map, which we no longer need. I'll put this off. And you can see that the map which we have created
is still here. Or we can just go
ahead and move this aside so that we can have
some space for our bill. I was just like that. Now, we can just go
ahead and turn on the bell here and you can see that there's
a bell I can do. Now, I wish to move this off a little on the top so
we have some space. Do that. Now, if you notice this bell, Let's go ahead and get
inside our edit mode. You can see what's
happening on that. And this is just a
simple cylinder, but it has got the
loops so that you will be able to transform
it and modify its shape. Thus giving you like a
bell, like a structure. So if you just click the edges, you can see that this is an edge which is
going like that. And this edge is defining the flaring out of how
much it's flares out. If you remember the example where we did a port
like a structure, we just scaled up the edges
of a cylinder, right? We just extrude it a plane
and we just scaled up. The same technique is, what is it we are
going to use here? So first of all, let's go
ahead and create a cylinder. So let's get into object mode. And let's get inside, add and Mesh and say cylinder. And we have got a
cylinder there. And now I want you to pay attention to the Add
Cylinder property here. And you can see the
number of vertices. Now this is just
like a polygon tool, like where you input three
and you get like a triangle. And when you just improve
the number of points, you just get a more rounded
like a polygon, right? The same way here also, you can adjust this
when I put three, you can see that we are
getting a triangle and 456. So this just adds up with
a solution to shape there. So now let's just put
this to around 12. Now I know this looks faceted, but we're going to use the subdivision surface modifier to have a nice rounding there. So whenever I'm working with cylindrical forms
and circular forms, I usually go with 12 or 244
simpler forms like this. So only structures that are
much more complicated need something like 32 or 64 or not. But as a beginner, or if you want to model
something really simple, then I would always
recommend you to keep something around 12 or 24 and then use the subdivision
surface modifier to have that nice
rounded effect. Okay, So we have got this to 12. Let's go ahead and
manipulate this. I'll get inside our edit mode. First. What I want to do is to scale the top surface down. So let's go to the faces
and select that and use the scale tool and just
scale this down like that. Okay, so now we have got something that flares
out like that. Okay, so now let's get inside our object mode and
move this up like that. Now you can see
in comparison how our existing shape
is and how how are, how they shape which
we want Looks, okay, so I just wanted to add some more loops in here so that we can go ahead
and scale it up. So let's get inside our edit and get inside our edge and say, look at slide and add
a loop cut over there, and then slide it
down like that. And then just scale this up so that you
have a shape like that. Now I think you guys are getting an idea of how the
shape is done. So let's repeat
it one more time. It's good insight, edit and look at and slide and
create a loop cut over there and just put
it there and use the scale tool and just scale
that up to get that effect. Now, I want to scale this
down just a little bit, so I'll hold Alt. And if you remember how we
selected faces on round, the similar way when we hold Alt and have the edges
and double-click, we can select the loop or we can select a
ring of faces there. And let's just scale
that down like that. And let's scale the last phase. I'm holding Alt
and clicking that and just scaling
that up like that. And this time I want
to move this up, use the Move tool and
just move that up there. And now we are not having enough geometry
to do this, right? So now we can extrude this
to get more geometry, makes sure you're in
the face and just come to the front view and
perform an extrusion here, Let's get into phase
and extrude face and just drag that
down like that. And you have got
a nice flat out. It's kind of getting
there, right? So to make this form
even more smoother, we just have to add
some more loops here. So let's do that. Get inside our edges, edge and say look at and
slide and add an edge there. And just use the scale tool. And then scale that
up even like that. I wish to do one more. So again, I'll get inside edge, loop, cut and slide,
and put an edge there. And just scale
that up like that. So now we have got a
nice bell-like shape. Let's go ahead and give it a subdivisions to see
how this is looking. Let's go inside the
object mode and add a subdivision surface. And you can see that this
is what we get over here. Now, you can see after we
added our subdivisions, we are losing some volume. And again, we need to get
inside our edit mode to now tweak this Till
we match our shape. Now, blender offers
us different modes, right, to see our model. Now, we can get
inside our wireframe so that we can see how
this model is looking. You can see through the
model so that you can see all the faces on
the back as well. And you have these solid view which doesn't show you
what's lying on the back. And then you have
the rendered view, which will show you the
view with the lighting. Okay, so let's get
inside our wireframe. The reason why we're getting
inside our wireframe is because we want to select the
edges on the back as well. Now selecting the edges on
the back is only possible in wireframe mode when you're
using the marquee selection. Now you will understand
that I'm just going to select all these edges like
that in the wireframe. And this selects everything
on the back as well. Now when I'm in this solid, I'll deselect and now
I'll draw a marquee. And now if you see that we
are only able to select the edges on the front
and not on the back. But of course you can
use shift to again select this and go like that. Or there are alternative
ways you can hold Alt and then double-click and
hold Shift and select that. But using the
wireframe is much more easier as it allows you to
do it in just one shot. So let's do it
again on Wireframe. And it's good insight on
selection and just select all our edges there and
get inside the front. And now let's go to
this solid and you can see how that's comparing
to the initial form. Now let's use the scale
tool and just scale that up a little bit like
that till we get alpha. Okay, So now we have got the
form little more defined. Let us add some
more loops in here. So that'll get inside edge, loop cut and slide. And then when I slide
this edge closer, notice that when two
edges are closer, we are getting a sharper look than when we are having
two edges far apart. That's how the
subdivisions work. So when I move this really close there and when I add
one more loop here, I get the edge loop cut and
slide, and click there. And as you can see that we are getting a sharper result
than a softer one. Now let's go to the shade
smooth to see it clearly here. So that's how you
get sharp edges, is by just adding close
edges next to each other. So let's undo that. Let's get inside out front. So by using this, we can define our
form little more. I'll add an edge loop, cut and slide, and put an
edge over there, till there. And then let's add
one more over here. The bottom again inside edge, loop, cut and slide. Now if you notice that
we have a shortcut called as control R
that is shown here. So let's go ahead and
try that shortcut out. So I'm just going to press
Control R on my keyboard. And this shows up my loop cut. And I'm going to create
a loop cut somewhere. Okay, so now let's
define the bottom part. So here you can see
that our bottom is a little more hollow
than what we have here. So let's go ahead and do that. Now if you recall,
let's use our inset and then extrude to give
that depth in the bottom. So let's select our face
and select this face. And let's get inside faces
and inset little like that. And then get inside face and extrude faces to move
that up like that. Now if you wish,
you can scale that down like that to
get a nice shape. Now, let's see how this is
looking in the smooth shading. So let's get Shade Smooth. And yes, we have got a
nice bell like form. Okay? So if you want this
to be sharper, all you have to do is
just get inside up, edit and add some
loop cuts here. I'll add control that
is getting sharp there. And I'll add a loop got there. And we can also add loop
cuts to the bottom so that we get a nice sharp
or form over there. Okay, so that's
how we got a bell. Cool. So we have got this shape. Now, we can just add some
more elements are somewhat basic primitives so that we
can define our belt better. As you can see that we have got a spear on top and then we have also got a spear on the bottom to give
that a bill like look. So let's go ahead and do that. We'll just add a sphere. Let's get into sign, Add
and mesh and see UV sphere. And we have got a sphere there. Now let's give it a modifier, which is the
subdivision surface. And say Shade Smooth and
just bring this on top. This is a large spear, right? So we just need to
scale this down. Let's get inside edit
mode and make sure everything is selected by
getting inside select all. And then use the scale tool to just scale that down like that. And get back to
object mode and move this to where it has to
be, something like that. And let's just copy this or
duplicate the spear down and scale that up to get
the ringer or that. So let's just hold this. I'll select this and get inside our object and say
duplicate objects. And just move this down. Let's go to the side view so that we will see how
this is looking. We need to scale this up. So let's again get to
edit and make sure everything is selected by
getting inside Select All. And just scale this up to
find the satisfactory. I'll move this up
little bit to the top. And let's see how that's
comparing to perform. Yeah, great. Then we have finally
made a bell icon. Now you can see that we have got three
different objects here. And in the outliner,
it's a cylinder, and then spear and then SPL. So we can go ahead and
combine all these three together so that we will be able to move it as one object. So how we do that is by just
selecting everything or just select 12 and the final object which you want to combine with. Now in this case, there are orders in which you
can combine, right? You can use the primary
object, which is the bell. This is what I'm going to
use to move this object. So I wish when I move this bell, all the others needs
to move along. So in this case, what we
can do is first we can select the top part or the
bottom part, whatever. So let's select this spear and then the next
peer, and finally, our main belt
objects so that you can see blenders shows a
slight difference in color. The last selected
object is an orange, and the objects which were selected previously are
in more reddish tone. Thereby, it is showing you that the last selected
object is this. So when we select that, I'm just going to say
object and say join here. This has also got a
shortcut called Control J. When I select that, all
these objects are now one. So I can just select
this and move it. And I can move this along that. You can also see here that
we have got a cylinder and now we no longer see
the other objects in here. Now when we get
inside our edit mode, all the objects are
there and there is one cylinder and
then this peers. But in our object mode, this appears to be one object. With simple tools
like extrusion, insert, and a loop cut. We have created an
object like a bell. So all the objects, all the 3D objects
with UC is all just created by this
very simple tools. They're just done
in that combination to result what we need. So you can go ahead and
have your own experiments. You can try to recreate some objects that are lying around at your
house or at your table. Just use simple tools like extrude an inset and loop cuts, scaling and moving
things around. And you also saw how it is
easy to add up to an object, like just adding a spear to our bell has created
a nice look. So that's really simple. You just have to
add primitives to your existing object to
add more details to it. Try using the subdivision
surface modifier to get really nice, smooth curves and
nice model results. So with this, we come to an end of our simple
modeling exercises. Now, if you're really
interested in modeling, I highly recommend you to check out my other classes
that are completely dedicated on
modelling so that you can explore this tool
even more further.
42. Understanding Character Design: In this video, let's learn
how to model a cute little, adorable character
using blender. To get started with it, Let's open character underscore reference dot blend file
from the resources. So now I have opened it. First. Let's discuss the design and the parts of the character that we are going
to model today. So if you notice here, this is a character
inspired from a small bird, which has wings, legs, and some head detail. To model any simple
character using Blender, we have to do two things. First, we have to list out all the paths that
the character has. And the second step
is to analyze from what a basic geometry that we can start
blocking out the model, the head detail I haven't
written, it's pure. So we will start with this
pure to placode ahead detail. In this similar keys, it is a very
approximate, rough idea, each part which basic
geometry that we can use. So this is a 3D model as a
reference that we have ****. But this can be a drawing
or it can be anything. So let's get started
with the first part. That is here. We are going to
start with the body first. So that will be our
primary details. And then let's create
ice beak head detail. That will be our
secondary deviance. Finally, we will attach wings and the bottom
part and the legs.
43. Blocking the Base Form with Proportional Editing: So first, let's add as pure
and then mesh UV spiel, let's use Move tool now. And then move it and then
scale it a little bit. So I'm going to go
and say Edit mode and then select all by
pressing Select. And then slightly
scaled it this way. So now we're going to
use a new tool called proportional editing
for enabling that. We have to go on the top, there is a ring with a
circular dot inside it. So we have to click on that. So I'm going to click
on that to enable it. If it is enabled, it will
show as a blue color. Let's go inside the edit
mode of this pier and then use Move tool
to match the shape. So if you notice
when I'll use them, when I'll click on the
Move Tool and drag on top, you can notice a
circular ring that is the radius of the proportional
editing that we're using. So we can use the scroll wheel
and increase or decrease the radius to shape out our
peers to our existing prints. So if you notice, you can see how we have
changed pure shape using proportional editing
tool to smooth out this, we can right-click,
click on Shade smooth. We can name it. So I'm going to
name this as body. So in this way, this allows us to edit anything in
organic methods.
44. Creating the Eyes for our Character: We can start adding
the ice adults pure, add mesh and spear. So if you see the scale of
the eyeball is really small. So I'm going to go inside the edit mode and
then select all. I'm going to press
on the scale icon. And then you sit
nicely like this. Let's go to the
grant orthographic and then go inside wireframe, move this using Move tool. And then exactly place
it where you want. And then I'm going
to use scale tool and exactly match it like this. Now if you notice, we have to move this forward. So we have successfully added, want to add one
more either side, we can use mirror modifier. For that. I'm going to go inside the
object mode and go inside the modified properties
by selecting that object and add
mirror modifier. Now you can notice we have
added the eye well nicely. Now let's add these smaller
details inside that I have one most pure.
So let's add that. I'm going to press on object, duplicate objects
and click outside. Now, let's go inside the edit mode and then
reduce the scale over there. And then let's move it forward. Now we can notice we have
added that detail over here.
45. Creating the Head Detail: So the next is we're going
to add the head detail. So asset, as mentioned here, I'm going to start with
this pure add mesh and UVs, pure, right-click Shade Smooth. I'm going to go inside the
edit mode and reduce C-scale. We're going to use
the scale tool and then reduce it like this. So let's position it there. So anyway, we have to
work on to head detail. So let's duplicate right now
the stage and keep it here. Later on we can change
the shape of it. So I'm going to
go inside object, duplicate objects, and
then place it here. So now let's again turn on the proportional
editing to enable it. Go inside edit mode and
select one vertex on the top, make sure that proportional
editing is turned on and we can reduce the scale of the radius and then slightly move according to
wherever you want. This. So in this way, we
can just simply edit. I'm just holding one vertex on different positions
and I'm using Move tool. Now let's go and work on the second head
detail edit mode. And then I'm going to select
on one vertex, pull it down. Once this is done, let's go ahead and
say our object mode and use Rotate to
position it that way. So let's rotate it
on the y-direction. By going inside the edit mode, we can edit using
proportional editing. So I'm going to hold it on top and then I'm
just matching it. So it can be very random. It's a very organic shape. Let's just hold it and match
the drawing on the backside. Now, let's go inside the front orthographic view and checkout our eye and
the head detail. What's this is done? Let's rename it here. So I'm going to select it
like this type pad detail. One. The second one would
be head detail too. Now let's select all the
elements in our character. Add new collection. I'm going to give a
name as new character. Now we saw how we can
add head detail, ice, and base shape of the
character in the next video, Let's add furthermore
detail for this character.
46. Creating the Beak: Let's see how we
can add the detail. Let's add a cube, add mesh cube. Let's go inside the edit mode of this and reduce the scale. I'm going to use the scale gauge and then
scale it on the Y-direction. A bit like going inside
the object mode. Let's move it. Make sure that proportional
editing and stand-off, otherwise it will
move other elements. Also, I'm going to move the
B can position it like this. I'm going to go inside, coincide face and select the
front phase and scale it. And then we can use the
scale To like this. And scale are no overall top. So it will be like a beak size. I'm going to go inside
modified pen and then add a subdivision surface and
give the levels is too. Let's go inside object mode
and right-click Shade Smooth. Now we have a beco
here like this.
47. Creating the Wings: Next let's add the
wing on this side. So I'm going to add mesh cube. Again, the scale of
the cube is very big. So let's go inside
the edit mode and then decrease the scale,
something like this. And let's use scale gauge
ado sit in the x-direction, and then increase it in
the z direction like this. It's like a very thin
surface and use Move tool. And let's position
it on this side. Have to add mirror modifier
because we have two wings. So I'm going to first
add the murderer. Now we have two wings. Then let's add a
subdivision surface and then increase the
levels on viewport to two. I'm going to go inside the edit mode and select
on the face mode, and select on the top
face and go inside scale and increase it like this. Perfect. Now let's go inside object
mode and right-click it and say **** mood so that
we'll get a smooth surface. We can still edit the
bottom part of the wing. So I'm going to go inside the edit mode and then
select on the bottom face, and then click on Scale
and reduce it like this. So now we have got that shape.
48. Adding Extra Details for our Character: I'm going to select
the shape and then go inside the wireframe and
go inside edit mode. And let's select the vertex. So let's select the parts here so that we can
extract that shape. Now once you select
the required vertices, let's go inside
Mesh and Duplicate. Click on nodes height before
clicking on any other thing. Let's go inside the mesh and
click on separate selection. So in this way we have
duplicated our bottom part. That is, we have extracted
our bottom part by duplicating from the base
mesh that we have already. So this is the bottom part
that we have created just now. Let's go ahead and add
some modified to this. So I'm going to add solid if I modify it so that we can create a separation from the base part because it's the exactly
same shell or add modifier, liquids solid if I add a
little bit thickness to it. So the next step is, we're going to give this
Jaggard effect here. We're going to go
inside the edit mode and select the
alternative points. It can be a very random
selection all around the shape. Let's go inside
the wireframe and check whether we have
selected only those points. Now if you notice we have selected the bottom points
that we don't want to edit. I'm going to de-select it by holding Control and
selecting on that point. Now if you notice
we have selected only the top points to grab
those alternative points, then we're going
to move like this. Again, lose some random edits and selecting very few things. And we can give our own heights so that we'll get much
more irregular field. The next video, let's see how we can create
the leg detail.
49. Creating the Legs with Skin Modifier: Now let's get started
with the leg. I'm going to go inside, add mesh plane, go
inside the edit mode. I'm going to select
all the points and then hit on M and center. It means we have just
merged everything. Now let's go ahead
and work on this. What takes point. So I'm going to move
this snake this side. I'm going to extrude it. So for extruding,
I'm going to use a shortcut that is
E on your keyboard. I'm going to press E and press Z to lock my extrusion
in the z-direction. Then extra detail here. We'll go inside left
orthographic view. You can notice how
we can position it. So I'm going to give
a bend over here. And then again extruded
in the z direction. And since we use extrude a lot, so it is always better to use the shortcut key E for
extruding anything. Now, let's extrude the fingers. So I'm going to
again use the key, extrude in the y-direction. Again, I'm going to select the same boy and extrude
it in the y-direction. And then let's move it the x
direction and position it. So we wanted like a
three fingers from 1. So I'm going to again extrude
it in the y direction. And then once it is done, let's use the Move
tool and then move it towards the x direction
and position it like this. So now let's add skin
modifier to this. I'm going to select on Add Modifier you
skin under Generate. Now, if you notice here, you cannot see anything other
than this cuboid shape. So I'm going to again use the shortcut Control
a to access this. That is to reduce the size of the thickness of the skin
and then make it nice. Now, let's select all
the vertex inside, select and press Control a, and we can adjust the thickness
of the skin modifier. I'm going to keep it
somewhere like this. If you notice the reference, it is very smooth and rounded. So let's add a
subdivision surface. So that will get rounded effect. So I'm going to increase the
levels viewport into two. Let's select all
these three points and move it like this. The y direction to increase
the length of the fingers, we have created one leg. So let's go ahead and
create one mode. For that. We can use mirror modifier or we can simply duplicate
this and keep it. So I'm going to use mirror
modifier and make sure we'll add the mirror modifier on
top of the Modify stats. Go ahead and select all points. And then let's
move it like this. Perfect. Now we have got our legs.
50. Rendering the Character: Now let's quickly
create a background. So I'm going to
click on Add mesh, cube and then edit mode. And let's scale it nicely
so that we can use this as a background and move
it towards the grid, go inside our edit mode
and select on phase and delete all the four faces
and keep only this, these two, this is the
friend and the bottom. And delete other things by right-clicking on it
and delete faces. Now, if you notice we
have our background. So let's go ahead and
give a bevel to it. I'm going to select
on the edge here and then click on
edge, beveled edges. And then let's add
Bevel like this. Go inside the object mode,
right-click Shade Smooth. So let's add a solid if I do it, so I'm going to select
it and add modifier, go inside modified properties
and then add solidify. So let's add a thickness to it. Now since we have added solid, if I modify, we have thickness. So I'm going to slightly
move it here in the bottom so that our legs
of the characters visible. Now, let's go ahead
and add camera to see. So I'm going to go to the front orthographic
view by clicking on this minus way to add camera. Let's check this lock
camera to View and then go inside view camera,
active camera. So now we can rotate it and
then compose our scene. Hello, want like this. So I wanted something like this. Now I'm going to uncheck this law camera
two views so that we can retain our composition that the frame
that we have done. Now, if you notice
our background is we have little less
so we can edit it. Now. You can go and say Edit mode
and slightly make it big. So I'm going to select
these two points, the side points, and then
let's increase the size. Let's move it towards
the x-direction. So again, we can
check it by going inside view camera, two camera. Now, if you notice, we have everything covered so
our background is perfect. Slow, Let's go ahead
and exit edit mode. Perfect. Now the next
step is to add lights to this side I'm going to go
inside world properties, open sources, studio small. So I'm going to click on that. Let's open it and
strength to two. Now, if we go inside our
view and camera active, you can go inside
our render view. We can notice we have
lights and shadows here. The final step is to
add materials to this. So now we are not going
to add any new materials. We have already
materials building this file because we have already had a
reference character. So we're just going to call the materials relevant
materials to this. I'm going to call select
each and everything. And then just go inside
material properties and then just connect the
materials which is also named. So this is head details. So I'm going to give a
head detail so we can now exit from this
rendered view. So I'm going to solid
view and then just select on the materials with
the names on it. So let's just match
the materials. Now it's the beak. This is the bottom part, so I'm going to click
on the bottom parts. And this is c, body and made material. So this is the outer
and this is the INR, and this is the lake. Lakes, and the background
is the background material. Now let's check whether we have added all the materials to the elements so that we can go inside are rendered
view and then check. Now if you'll notice we have our head cures and then we
have a low colored body, and then we have the bottom
part and a blue shade, and also the leg. And we have orange color. So now it's perfect. Now let's go ahead and
click on the render. So now we have completed
taking a render. So let's wrap up
this class on how to build a character using
simple, basic shapes.
51. Creating a 3D Scene: Alright, so we have come to
the final part of our class, which is creating a 3D scene. So I want you to
open a file which is called as final UI project. So we are inside of the scene. I opened mine here. You can see that we have got
some elements of everything. So you can see there are some
3D models floating around. And we have got the text
which we had created earlier, which is the metropolitan
home needs text. And you can see that we have got different elements of 3D models. So we have got some
hammers, some sauce, and there are some
saloon elements, and we have got some
cleaning elements as well. So all this is just
conveying that they have different
services available. Whatever we are, the app
which we are creating. Alright, so we have imported
different models here. So let's talk about how we can call different 3D
models into our scene. Now the reason why we are
calling different 3D models is because even though we
have the ability to model, there are some times
that it is a lot more efficient to purchase or to
download our model online. In many cases, you
will have to download a stock 3D model online and
use it in your blend file. So let's talk about the different ways by
which you can import some 3D models into
your existing file. Okay, so to do that, there are three different
ways available. One way is to download your
file as a dot OBJ format. The other way is to copy and
paste from a blend file. And the other last way is
to append from blend file. So in these three ways, the last two ways, which I told about append and copying from
another blend file. Both these options require
you to download it as a blend file or to purchase
your model as a blend fight. And the first option is an OBJ option where you
can purchase any model. Almost all the models available online will have different
formats linked to it. And OBJ is being
dominant format. I'm sure you'll be able to get a model of your
choice in OBJ format. But if you could
download a model in blend file, then
nothing like that. That's the first option
which you should choose because blender is our
software of choice. And we can easily link
those materials and we can easily link those
objects into what blend. Alright, so without
further talking, let's go inside and
see how these done. So first of all, I'll show
you how you can import an OBJ because that's the dominant file format
which you will find online. So let's go ahead
and get inside file. Just like any software, you can import some files
into blend and you can see that as an import
and export menu. So let's get inside input. And we can find something
called as a dot OBJ file, which is right here,
which is the wavefront. Click that lender will
show us a window. I'm just inside the resources. I have linked and
OBJ file for you so that you can go
ahead and import that. And we have a hammer dot OBJ. Now this is just like I'm pretending
that I have purchased this model online or somewhere
through the OBJ format. So let's just click that
and say import OBJ. And immediately we have got some model here,
which is a hammer. And on the outliner you can see that hammer under
skewed, skewed dot 001. Yes. When you are importing or BJ's, oftentimes that you
will get weird name sometimes because this is being exported and then put
it back on so you can just go ahead and
rename that back to hammer. But since we already have
a hammer in our scene, I'm just going to rename
it to hammer 002, which means that
the second hammer, because I already
have one of them. Alright, so let's
see the materials. And you can see we have
got two materials in here. And since this hammer was exported as an OBJ from blender, you have got the materials
coming out, right? Let's see how this is
looking on the rendered. Yeah, so that's the render
loop which we are getting. This has got some
really big scale, so we just need to
scale this down. And then I'll just open
my scale in my toolbar, get inside scale and scale this down and use it wherever
I want in my scene. So this is one way to import
your model as an OBJ, but there may be some
issues in your model. For example, when I, when I import this, you can see that the materials
might not come well. There might be some
different materials, but all you have to do is
you just need to remove those materials
and you might have to assign those
materials back on, and thereby that
file will look fine. And also you might need to
change the name properly because since this is an
export from another software, there may be different or weird filenames or weird
materials here. So whenever you use OBJ is
make sure that you have got the right materials assigned and you have got the name check. Alright, so let's go
ahead and delete that. Since I already
have a hammer here. Let's take a look at
our second example, which is like copying
from another blend file. Now this is really simple. If you have got the source
file which you download, or sometimes you
have a model which you had done in the past and
you wish to call it now. And in this way, Let's see how we can copy
that from another blend file. We just have to get inside our window and say
new main window. And this opens a copy
of our initial blend. You can see that there is
a blender on the back. And we have got a new
blender open here. So we can just go
ahead and say Open. And I'm going to open recent because I had
opened it recently, but you can find your
file on our resources and then you can see
something called as 3D icon models underscore
final dot blends. So you just have to open that. Alright, so I have got
to Blender opened here. One is showing the file of my final icons and the other is showing my previous scene. This is one way of
opening another blender. The, another way which
is much more easier, one is you just
have to get inside the resources and this simply double-click on
another blend file. I will also open that file in a new blender file as long
as you are in windows. Alright, so let's
go ahead and see how we can copy and
paste this to there. And you can see that we have got the same hammer over here. And this hammer has got
some materials which is 62. Now all I'm just, I'm going to do is just click this hammer and press control C on my
keyboard to copy that. And once it's done this file, this object is being copied. Now I just have to click on our previous blend
file and press Control V to paste that hammer from that
file to this file. And you can see that we
have got the hammer and the materials too has come with it. So
I'll show you that. I'll click on the
hammer and you can open the materials and
you can see we have got both the materials
from that file. So this is another way to copy something from
another blender. So let's go ahead
and delete that. And let's take a look
at the final option, which is appending something
from another blend file. So to do that, I'm
just going to get inside file and say append. And blender allows you to
append different things such as appending materials
or appending lights, appending world, or you can append or even objects
from another blend file. So let's go ahead and
navigate into resources. And we can see something
called as 3D models final. And just click that
and double-click it. And inside of which you can see that blend file being opened into many different categories. And you can see that we can append cameras from
another blend. And there is a collection. So you can just import a whole lot collection from another blend file
into this if you wish. And then we can see that
we can append materials. So if you've got your materials
in another blend file, say for example, you
are just going to use maybe four or five major
material categories. All you have to do is
just create a file and create those five
materials in that. And you can always use those
materials in the future, thereby reducing
your time and using your existing resources so that way you can
append materials. Do you have something
called as an object? So I'll just double-click
inside of an object. And you can notice
that when I get back, you can notice all
these are like folders, which means that they contain those specific objects
of its category. For example, when I
get inside object, you can see all the
different objects from that blend file
being shown here. In that file. If you open that file, you
will be able to notice all these objects as 3D
objects in the world. And here they are
showing as files here. So I can just click
on the hammer and say append, append those hammer. But where is it here? We are not able to see
it because Blender will copy the same location and
rotation from that file. In that file, or a hammer
was not in the center. And it goes a little bit off. So let's go ahead
and zoom out and we can find our
hammer right here. So this is what is being
appended right now. So I'll go ahead and you
can position this as a normal generic 3D
element and you can rotate and scale to fit
in as per your need. So we just saw how we can call another 3D object
inside of Blender. One way was to append it. The other was to copy and
paste from another blend file. The one more option was to
use an OBJ file format. Now the key difference here
is that the OBJ file format works when the 3D model was created from
another software. Pipelines such as 3ds Max
or Maya or Cinema 4D. And when the objects or models
are created in Blender, the later two options, which was append or copy and paste from another blender,
works like a charm. We just imported
some 3D models and now it should make much
more sense for you. You can see that how, this is how I was able to call different 3D models
from another file. And I have given you all
these models for you. So you can go ahead
and try importing, copying and pasting
it into our blend. So you can see that we
have got different models here and each offered
has got some materials. I have kept a unified
color palette from which I have chosen different colors for
all these materials. To see that, let's go and
hit are rendered view. And you can see how
that's looking. And yes, I have used a different color palettes
and I have used some, a little bit of metallic
materials to show my design in a puppy
and attractive color. So let's get inside
our camera view to see how that's looking. And here you can see I have
got a ramp on the back. And then I have got one light. And then I have also
got a world where I have plugged in the same
HDR which I had provided. And then I have a
camera view here, and then I have one source of light on the back
because I wanted to show some Rim like lighting on the back and you can see it on
the camera view. So let's get inside our camera
view by hitting this icon. So we're inside of the view. And you can see that
how we have positioned elements are how
we have positioned our 3D models and we
have layered them. And we also have created
a camera to compose. And we have created a text object the way how
we discussed it before. And you can see how everything is coming
together in this picture. So all we have to do
now is to just go ahead and hit Render to
get our image rendered. So now it's your time to
create your own 3D scene. Or you can also use
the same scene and you can tweak around to get
the look which you want. You can say, feel free
to change the colors, change the camera angles, and seeing the
transformations of different objects
by using the move, scale and rotate tool. And feel free to experiment
with the lighting to see what kind of different looks you can achieve in the same scene. You can also go
ahead and download some 3D models online
and try to get it in them in here to
see what are all the different looks you can
achieve for your scene took. To wrap up this video, I'll go ahead and give you a summary of what we've learned. Now. We saw how we can create some simple icons
right in the beginning. And then we saw how it is
possible to create texts. And then we also saw how
it is possible to model or to import 3D models
from online sources. And finally, we just
bring everything here. And we also saw how
materials works. And we gave some
simple materials. And we set up a camera angle, and then we set up the lighting by using
the HDR technique, which was the simplest
among everything. And we also kept
one physical light to show some rim lighting here. So in this way, we can
utilize our skills to create a 3D scene of our choice.
52. Conclusion: Thank you for
joining this class. I hope you have
learned something new. A good class is
about discussions. So go ahead and
shoot your questions and queries in the
discussion section. I'll be really happy to receive your reviews
and feedbacks. So please feel free
to share what you thought about the
class in the reviews. I'll be really
interested in looking at what we have done on the
basis of this class. Please share your work
on the projects section. Thank you. Cheers.