Blender for Beginners: Create Your First Stylized 3D Scene | Skillademia Academy | Skillshare

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Blender for Beginners: Create Your First Stylized 3D Scene

teacher avatar Skillademia Academy, Creative Skills for the Future

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Welcome to the Course

      2:00

    • 2.

      Downloading Blender & First Look

      6:40

    • 3.

      Understanding Workspaces and Viewport Navigation

      13:34

    • 4.

      Understanding and Transforming Objects

      11:41

    • 5.

      Understanding Objects, Vertices, Edges & Faces

      14:03

    • 6.

      Texture Mapping & Basic Modeling Tools

      22:48

    • 7.

      Hard Surface Modeling: Lantern

      41:00

    • 8.

      Using Modifiers (Non-destructive Modeling)

      29:53

    • 9.

      Project Lesson: 3D Model

      0:41

    • 10.

      Creating the Cabin, Doors and Windows

      55:41

    • 11.

      Modeling the Roof (Curves and Array)

      23:54

    • 12.

      Environment and Scene Structure

      27:08

    • 13.

      Creating Simple Materials and Colors

      33:34

    • 14.

      Basic Lighting Setup

      25:41

    • 15.

      Camera Composition & Final Render

      15:12

    • 16.

      Project: Create Your Own Stylized 3D Scene

      1:00

    • 17.

      What's Next?

      0:31

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About This Class

Blender can feel overwhelming when you first open it. There are different workspaces, dozens of tools, unfamiliar terminology, and an entire 3D world to navigate.

This class is designed to make that first step much easier.

You'll learn Blender from the ground up while creating actual 3D models and gradually building toward a complete stylized fantasy cabin scene. Rather than covering tools in isolation, we'll focus on the Blender skills you'll actually need to start creating your own 3D artwork.

We'll begin with the absolute basics: downloading Blender, understanding its interface and workspaces, navigating the 3D viewport, and learning how to select, move, rotate, and scale objects confidently.

Next, we'll move into 3D modeling. You'll understand the relationship between objects, vertices, edges, and faces before working with essential modeling tools and texture mapping. You'll then put those skills into practice by creating a stylized hard-surface lantern.

You'll also learn how modifiers can speed up your workflow and allow you to make changes non-destructively. By this point, you'll have the foundations you need to start creating models of your own.

From there, we'll take on our main project: a stylized fantasy cabin. You'll model the cabin structure, doors, windows, and roof while learning how curves and arrays can make repetitive modeling much more efficient. We'll then expand the model into a complete environment and organize the scene properly.

Finally, you'll bring everything together with materials, colors, lighting, camera composition, and rendering. You'll learn how these elements transform a collection of 3D models into a finished scene with its own atmosphere and visual style.

By the end of this class, you'll have created multiple 3D models and a complete rendered environment while developing a solid foundation in Blender that you can build on in future projects.

What You'll Learn

  • Downloading and setting up Blender
  • Navigating Blender's interface and workspaces
  • Moving confidently around the 3D viewport
  • Selecting and transforming 3D objects
  • Understanding objects, vertices, edges, and faces
  • Working with essential Blender modeling tools
  • Understanding basic texture mapping
  • Creating a hard-surface 3D model
  • Modeling a stylized lantern
  • Using modifiers for non-destructive modeling
  • Creating a stylized fantasy cabin
  • Modeling doors and windows
  • Using curves and arrays to build a roof
  • Creating and organizing a 3D environment
  • Applying simple materials and colors
  • Setting up lighting for a 3D scene
  • Positioning a camera and composing your shot
  • Rendering a finished Blender scene
  • Developing your own stylized 3D environment

Requirements

  • No previous Blender experience required
  • Blender installed on your computer
  • A computer capable of running Blender
  • A mouse is recommended for easier 3D navigation
  • A willingness to practice and experiment with 3D modeling

Who This Class Is For

  • Complete beginners who want to learn Blender
  • Aspiring 3D artists looking for a practical starting point
  • Designers and illustrators interested in learning 3D
  • Game artists interested in building foundational modeling skills
  • Creative professionals wanting to add Blender to their skill set
  • Anyone interested in creating stylized 3D artwork and environments

Meet Your Teacher

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Skillademia Academy

Creative Skills for the Future

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Level: Beginner

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Transcripts

1. Welcome to the Course: Welcome to the Blender course. If you ever wanted to create three D models and environments, but felt overwhelmed by Blender, this class is the perfect place to start. My name is Caroline Code, amateur D artist with seven years of experience, work with Blender for stylized environments, architecture visualization, and also T D game art. Over the years, I worked on everything from simple beginner projects and Blender to more advanced ones. In this class, I'm going to guide you through a Blender beginner friendly workflow. You can learn Blender by creating Tree D from start to finish. Blender is an amazing treat software with tons of features. It already helped me by map creating, logo animation, video editing, and of course, in numerous treaty scenes and environments. This course, you will build a complete fantasy cabin scene while learning the core fundamentals of Blender. We will start by getting to know the interface, the navigation, and how to transform your objects. Then we will get to know the fundamentals of TD Modeling, like vertex, edges, and faces. Also, it's modifiers and simple hard surface technique. As we progress, we will start to build the fantasy cabin itself, its structure, adding details, and organizing our scene properly. After that, we will bring our scene to life, adding materials, light, setting up the camera and render techniques to have an amazing polished image at the end. This project won't require any external assets, everything that will build all of the textures will be the default built in procedural textures inside Blender. By the end of this class, you will understand the core Blender workfw and feel confident to create your own tD models. Et's get started. 2. Downloading Blender & First Look: Welcome to the first lesson of Blenders beginners course. In this lesson, I'm going to download Blender and having a first look at the interface. I'm going to show you how you can manage your projects and what you need to get started. So here is Blender's website. Blender is an open source software company. So this means that it's free to download. So we can go here to the top part to download and click this button right here. Once you click Dwload you'll be redirected to the screen right here where you can contribute to Blender. Since it is open source company, you can donate monthly or one time if you want. So here on the top bar, if you go to Download and right here on the requirements, you can see all the settings that you need to run Blender smoothly on your computer. If you have these computers requirements, a keyboard with an Pad and a mouse with a mouse wheel, you are ready to get started. Also here under support, you can see Blender documentation. If you have any doubts, you can search right here. Okay, so now my download is finished. So to install Blender, it's pretty easy. Just follow here next, choose your directory, and click in Stop. So let's open Blender for the first time. The first thing you see will be a splash screen where we have an art and version that you're using. You can create a new file, or if you're already worked with Blender, you can open your recent files. So you can click anywhere to close this window. This is Blender's main interface, and it is divided by three areas. The first one is your file management. Is this here on top? Then you have your different workspaces, as you can see here. And the last one is the status bar. It's right here at the bottom, and it gives you tips and shortcuts about how you can move your sin. So the first thing that we are going to do is give this project a name. So you can see here right on the top bar that we have unsaved Blender 5.1. So you can go here to file, and let's go to save S. You can choose your folder and name your project. So Blender first project. Click Save. Now you can see that your project is named right here. Let's go to File again and see other options that we have. Here we have Link and append. These are both ways that you can bring objects from another Blender file to a current one. You also have Import and Export. Let's Import FBX, for example. Here, I have an asset library that I separated, and I have a flower FBS, so I can click here to open it. You can also drag and drop file. So let's remove this, and I'll go here to my browser and I can drag and drop on my viewport, and you can also import objects this way. So let's remove the cube. Okay, now I have a flower in my project. Let's go here to the shading workspace. You can see here that I have my model and I have some textures. If you can see right here, if I click Open Image, it directs me to the file where my texture is located. Now let's talk a little bit about file management. So if I saved this file and don't bring my textures to another computer, for example, and go to open my dot blend file, this flower will have missing textures. So let me show you an example. I have all my textures right here. So let's see if I move them, for example, in another folder. Now, I saved, and I'm going to close this project. As you can see here, the flower turned into a bright pink shader, which is signaling that you lost your textures. So you can go here to file external data and find missing files, go to Do direct folder. And click. Now, everything is reassigned automatically. Keep this in mind when you're working with textures in Blender. Now, there's one more thing that I want to show you about file management on Blender. Let's say that I have this flower here on this blend file and I want to use it in another file. Blender has a system of libraries, so you can go here on Edit and preference. You can see right here under file paths that we have asset libraries. Let's create a new one. I'm going to use this one. So here you can see that we have a library. You have an import method. You can pack, you can append, which means that you can bring from another Blender file and be able to modify this object, or you can link where you won't be able to modify it. Basically, that's it. I have an asset library. If I go here, I can go to Asset Browser or click Shift O. You can see that I have nothing here. Let's press T and go to our asset library. We already selected. So you can see there is nothing here. So what we need to do is to save a dot blend file on that folder. So the first thing I need to do is go here to my outliner, my flower and click at Mark as an asset. And let's do the same thing for the material. And mark as an acid. Now I will go to File, Save S, and save my fowl into the asset browser. I'm going to name it my flower. Okay, so now I'll open a brand new file on Blender. You can see unsaved. Perfect. Now let's go to the asset Browser. You can see that I have some defaults here, but if I go to my asset library, you can see that I can bring my object here. So this is one way that you can use your asset library. So that was a quick overview of how you can manage your projects and files inside Blender. In the next lesson, we're going to learn a little bit more about workspaces and how you can navigate your viewport. 3. Understanding Workspaces and Viewport Navigation: Welcome. In this lesson, we're going to learn more about Blender workspaces and how to navigate your three D viewport. So before we get started, I will go to edit and preferences. I want to increase the resolution scale of my screen so you can see better. So I can go here to Resolution Scale, and you can see that all of my texts are increasing in size. So I will leave it at 1.1. Here you can customize a lot of properties in Blender. Since the Blender is an open source, we have a lot of add ons. So you can add, for example, a different format exporter. For example, this one, GLTF. You have Rig addons, UV, a lot of options. I'm going to add the screencast keys. As you can see, my mouse showed up here at the bottom left, so everything that I click will be mirred. So let me activate it. There we go. Okay. So now let's get started looking at the different workspaces that we have on Blender. This is the first one layout. So it is composed by four different editor areas. You can see here. This is the first one is the three D viewport. On the top right side, you can see the outliner. The outliner is basically your scene collection. So you have a list of everything that you have on your main viewport. For example, we have a camera. We have our flower that we edit lesson and we have a light. You can see here. At the bottom, you have the properties, and I like to divide the properties in two sets. The first one, you have render settings, the output, some scene properties, and your world properties like the environment. The second one that is not showing right now is going to be your object selected. Let's go here to our flower and select and click right left mouse. You can see that right before the collection tap, all of these properties got dded. We have our object properties, our modifiers that were going and get into the next lesson. Articles, physics, everything related to your selected object. If we go here at the camera and select, you'll see that this property change. So keep in mind that this bottom part depends on what you have selected at the moment. Let's go to our final editor area right here below. Right now, I'm going to show you how you can move around these editor areas. When you go to this line here, you'll see that you have an era pointing both ways. You just click your left mouse and you can do this for each one of them. So let's do this with the timeline. This area is the timeline. Right now, we're going to hide it because we're not going to use it right now. So for you to see, go ahead and click Space bar and you can see that your timeline starts to run the starting frame and the end frame. We can use this to do animations. Now I'll go ahead and click Shift and the left arrow to go back and we are at number one frame. To close, you can personalize each and one of these workspaces. You can go here right at the bottom, the top Editor area, click and hold your left mouse and drag it down. You can see here that it shows join areas. What this is going to do is remove our less editor area, that is the timeline right now. Now we only have three. Let's select tar flower. Let's take a look at the different workspaces that we have. Right beside layout, we have modeling. That you can see when I switch from one to another, it already switched to the edit mode. But we are going to see how we can edit meshes in the next lesson. Let's go to Sculpting. You can see here all of your brushes that you have. Then we go to UV editing that we're going to take a look later. But basically, you can unwrap your mesh into a flat to the texture surface to paint like I have it here or edit different textures. Then we have texture paint. Like I said, you can paint your texture. You already see how this is working. Then we have the shading one. This is our material shader, and these are our textures. Then we have the animation with the timeline that we had on layout. Then we got rendering here, it's not showing anything because we need to press F 12 and you can see that another window open here, but you can also see right here. Et's go ahead and close. In composition, you can grab your rendered image and add, for example, glare, Bloom, vignette, you can edit here. Then we got geometry nodes, which is pretty exciting. It is a node based procedural modeling function. Right here, this is pretty exciting. Geometry nodes is procedural node based feature. Then we got even Pyton scripting. So as you can see, we have some advanced workspace and some more simple workspaces, but we're going to start right now with our layout. You can also add another workspace if you want. Let's go ahead, start boarding. So here we have our sequencer and the timeline. So this is pretty exciting and you can create on your own. So let's go back to our layout workspace. So this is our three D viewport. On the top right corner, you can see here that we have our gizmo. You have the X, xs, the Y, and the Z. The X and Y represents here your floor. As you can see here, we have positive X, negative and positive Y and negative. And your Z is the up Xs. In Unity, for example, you have the Z, it'll be the Y, for example, and your Y will be the Z. Keep in mind, the Blender is a right handed software. Let me do ContrZ just so we don't get confused. I'm going to go to the selection. Before we start moving our viewport camera around, I wanted to show you that you can go here to Gizmo and click your desired viewport. Here we have our front view, side view. And top view. And this you can control also with your num pD. So you can see here. If we press numPEt 31 and seven, we can alternate and this rotates accordingly even an under view, you can see we have negative Z. Let's go back to our nuptT. Now, before we learn how to orbit R view, I want you to explain what is our three D cursor. So you can see it right here on our 000. What this means zero X, zero Z and zero Y. We have our t d cursor. Here, let me show you. If you go here to cursor, you can see that we can move it around. If I press Shift S right now, you can see that I have the option to move this cursor to grid, selection to A, but I will do this cursor toward origin, and you can see that it moves exactly into the zero, zero, zero. This is the pivot point of our scene. I will not always be your pivot point of your object because if you move, let's go to select box because if we move our object here, your object origin be different than your world origin. So keep this in mind. You can see here by pressing N and going into item. You can see here that the location of a object changed. If we go to zero, now it's exactly as the world. But we will take a look at this next lesson. Let's go back to orbit. So we can orbit by pressing the middle mouse wheel and moving our mouse around. You can see that as I did this, our viewport was changed from orthographic to a perspective view. Let's do this again. This is controlled by pressing the five on your numpad. You can switch from perspective to orthographic view by pressing five. If we pressed one or three, it's automatically an orthographic view. You can see if I press one and five, it switches from orthographic to a perspective. You can also control this by going on your sidebar. Into view. You can control the focal length of your viewport camera. It's different than your outliner camera right here. It's just your viewport. Let's switch to perspective that we can see a little bit better. If we orbit, we can control of focal length, but usually it's best to leave it at 50 or 30. Right below it, we have our clip start and clip end. If I increase my clip, you can see that we have a clip cutting or object and we also have a clip end. If I reduce, you can see that it starts slipping from behind to the front. Keep this in mind. If sometimes you have an object too far away from your viewport camera, it can disappear. So let's continue our navigation. If you want to pen from side to side, you need to click Shift and your middle mouse button and you can pen up and down left to right. So we can combine in both of these, you can orbit, and you can pen. Of course, you can also zoom zoom in and zoom out with your mouse view. If you get excited and just start spinning around and you get lost. Oh, my God, where is my object? You can press home on your keyboard and it will frame all of your objects. Or if you have an object sled it, you can press coma in the numpad and it selects your object. For example, if I have my camera selected, we can press NuPAD and as you can see, we start to orbit around the selected object. Let's click on the other object, NuPaD if you forgot any commands, you can also check our status bar. You can see right here really small that we get some tips about how we can navigate. We have left mouse select, rotate view, and you can see right here. As I'm rotating, if I press right click of my mouse, it cancels and goes back to the way that it was before. We have our options here that we will take a look later in the next lesson. But yeah, if I press Shift, you can see here that it shows how I can pan my view and I can cancel. I can set my three D courser by pressing my right click. So yeah, right now you have an overview of how you can navigate your report and what are the different workspaces. In the next lesson, let's get into our object, and we will talk a little bit more how we can modify, transform them, scale, rotate, and also how they interact with each other. 4. Understanding and Transforming Objects: Welcome. In this lesson, we're going to be understanding and transforming our objects. Here we have our flower. This flower is considered one object in Blender. Let's select it. If you don't have your tool box showing here on the left side, you can press Right here, the first select box, if you long press your left click, you have a few options of how you can select your objects. For example, if we select Lasso, we can select a lot of objects at once. I like to use tweak because you can click anywhere on your object that it will select. If you have circle, that won't happen. It will only select if you pass your mouse through the origin of your object. As we mentioned before, all objects have an orange point. In this case, it's right here. What does this imply when we are transforming our objects in Blender? Let's go here. Let me just this is our cursor, as we said before. Now we have move, rotate, and scale. Let's start with Move. You can click here or you can press G on your keyboard. You can see that you can move your object. Usually, you don't want to move it like this. You can go in your Gizmo that it shows right here. You can press on this little arrow. I'll be locked on your Xs. But you can also just press G. After you press G, don't press anything and press Z to lock on Z or X and Y. This is the option that we tend to use most. This is how you can move your object. Let's go to rotate. You can press right here. Or you can press R on your keyboard. As I said, when we press R, it's freely rotated based on your viewport. But if we do like this, we can rotate on Z, we can rotate on Y and on X. As we did on move, if we press R, we can rotate it in Z X and Y. Let's go to scale, and it's the same thing. You can scale Z, X and Y. Let's leave it like this. Also you have a transform where you have all of them in one if you want, like this. But we don't use it that much. Now you can see that I transformed a lot, this object. Let's move it also. You can see what you did with this object by going here on the left side bar and if it's not showing, you can press N on your keyboard to open it up or click this little arrow here. But it's easier to press N. Let's go to item. As you can see here, you will have transform where it shows everything that we did on our object. You can see here that we move 3 meters from our Y. We rotated 700 degrees here and we scaled pretty messy. You need to keep track of what you do. Your object. If you want to go back the way that it was one, one, one scale, you just click and drag to the bottom and press one. You have one scale on X, Y, and Z. You can do this for all of them, so rotation and everything goes back to the way that it was. Let's say that just in case you want to scale this object on Z and you want it to stay like this for some reason, you can see here that our scale is one in X, Y, and Z, we have 1.8. So if you wanted to keep this way, you can press Control A, and here you can apply the transforms you did in this object. You have here apply location, rotation, scale or R. Let's go with scale. You can see that now our value for Z is one, and this is one. This might not seem too important right now. But when you start working with modifier, this will be crucial for you to not get any errors. But let's go back the way that it is. Okay. One other thing about transforming your object is what I said about the word origin. Here we have our word origin and our object origin here. You can see as we rotate, it follows this origin, as we rotate Z. If we go here to transform pivot point, you have various options of how you can transform this object. So here we have three D cursor. Let's select it. If I move, everything stays the same. But let's say we have our object right here and I try to rotate it. You can see that our pivot is still on our word origin. Keep this in mind when you are rotating, you also have individual origins if you're selecting more than one object, a median point or an active element. So let's duplicate our object. Before we start duplicating our object, I want to show you the difference between object and object data. Here we have one object right here on our property step, we can see this object right here and it's named flower. You can see here also in the outliner named flower. But if we go down here to data, you can see that we have another name. It's flower 0.002. This is the name of mesh data. You can have a lot of objects, different objects with the same mesh data, and that is called instances. Let's rename this by clicking and saying flower this is flower, let's duplicate this object. You can click Shift D. I'm going to hold middle mouse and drag it towards what x is I want to move. This is another way that you can lock your object. If I want, for example, in the X, hold a little bit your middle mouse and direct your mouse the direction you want to go. It's a pretty nice way to do this. I'm duplicating it. You can see right here that my mesh duplicated. We have flower 1.001. That is the way the Blender differentiates different names when you copy them. If I click my origin flower, can see. So these are two separate objects with two separate meshes. Let's go to our outliner. Here we have flour, here we have flour 0.001. We will get more into this in the next lesson, but let me show you what happens if I go to edit mode to edit this mesh and move this. Just this object is being changed. So now let's copy this object as an instance. Like I said, different objects, one mesh. To do this, instead of shift D, is. We click Add D. Let me move it right here. Now you can see we have another flower, a flower 0.002, but we have the same mesh here on data, we have our same mesh. If I want to make this mesh unique, I can go here and click to make a single user copy. You can see that I have another, but let's go back Control Z. We have flower one. If I go here to my origin flower and I go to Edit mode and I start to move things around, you can see that this is linked CIS one. So this is pretty useful. It's used in all game engines. You do this to reserve power to increase performance. And it's really important for you to notice that early on, not because you need to use instances for now, but just so you can differentiate between an object and a mesh data. Now, before we get into our last lesson, there's one last thing I wanted to show you. If we go here right below a top bar, we have a snap that we can snap basically anyway that we want our grid, on our vertex, on our edges, on faces, whatever you need at the moment. But let's start in a smddler grid. If we move here at the top right corner and click right here on overlays, you can see that we have guides, a grid, a floor, and our axis. If we select Z, you can see that our axis is showing, y, you also have your floor and you also have your scale. If I have this Nap activated, I select and I go G and move, you can see that it's locked in this grid. One by one. Even if I go freely, it's naps. Let's go here and let's reduce, for example, let's use 1.5. You can see that your grid also reduces. Let's take a look at the different views that you can have on your viewpoard. If we go on overlay to geometry, you can activate your frame. I like to leave this on. Then we have our X ray view. We have our iframe, our solid that it doesn't show any material. Then we have material preview and our render. Next lesson, we're going to get into objects and how you can edit them. We will see how materials work really briefly inside an object and see how we can start modeling. 5. Understanding Objects, Vertices, Edges & Faces: Welcome. In this lesson, we're going to learn about what constitutes an object. We're going to learn about vertexes, edges, and faces. This is where we stopped at last lesson. As much as I endure these flowers, let's remove by clicking and deleting. Just so we don't delist the last one, let's move it to another collection. Let's go here in our top right side, we have our outliner. We can see we have a scene collection and a collection inside it. If we go here and click with the right button on our mouse, a new collection, we'll have a separate collection. Let's double click and we can rename it or we can click F two on our keyboard. Let's name it Flower. Now we can select our flower on our outliner or on a viewport. Let's do it on viewport. We can click on our keyboard to move. Let's go here to flower and our object will be in this collection. Now we can control what happens with it. We can deabilitate the whole collection or hide in our viewport. Let's disable our entire collection. Now, our object is hidden. Let's start with a simple cube as all tutorials do. You can press Shift A, or you can go here right below our top bar, go to Ed, match and select our cube. Now we have a ue. This is our object. Let's move it to the correct folder. You can also go here on the outliner, press your left button on your mouse, move it to this collection. You can do let's hide our light and our camera for now. Now, before we start moving this box around and editing it, I want to add another area on my workspace. Let's move this to Modeling. You can see that when we move to Modeling, our mode already switches from object mode to edit mode. Just switch Audit mode, switch between edit mode and object mode. You simply just press Tab on your keyboard. Tab really simple. I want to add another area in this workspace. I'm going to edit on this side, so I'll click and drag to d another area. I'll go here on the top left side of every area. You can switch to any area that you want. Here we have three DVPortimage editor, shader. I'll change this one to spreadsheet. I will also open the sidebar here and let's select our cube. Why did I do this? Here on our spreadsheet, it shows all of the positions of our vertex, our edges, and our face. Let's start with vertex. Just like our object has an origin point that right now is 000, as we can see this. If we go to edit mode, pressing tab, you can see that now we have control over all of the vertex of our cube. Let's select our object and go to edit mode by pressing Tab. We can see here on our transfer that nothing is selected. Let's select this vertex here. Now we can see that this vertex on X is one on Y is minus one and one on Z. If we look at the views, this is correct. We have the position. Each vertex of our mesh has a origin on our world. Each point of our cube has an exact location on our object. We can see here that we have zero to seven all of the positions of our vertexes. If we go to edges, you can see that right now we are selecting vertex. If we press two on our keyboard, we switch to select our edges. As you can see, we have 12 of them. If we press three, we can select our faces. You can see that we have here six faces, all sharp face. When you are in edit mode, sometimes you want to select all of your object, so you can press A on your keyboard. It selects everything. We can select A and press one to select all vertex, two to select edges, and three to select all of our faces. There is another type of selection that we can do by pressing all I select edge loops, so we can see this constitutes a loop. As you can see, you need two vertex to form an edge and you need four edges. Or three to form a phase. Let's switch to ptographic view. All of your faces have a front face and a back face. The front face is the direction that your normal is facing. Let me show you the concept of normal. Let's go to mesh edit mode and we can go right here. It says normal. We have our vertex normal. Custom normal and our face. Let's select our face just so we can see and I will increase its sight. You can see here that we have this just visual lines indicating our normal the direction that our normal face is headed. This is our front face. If we go here, in overlays and select face orientation, you can see that nothing happened. But let's select all of our faces with A and press Alt N. You can see that now I got a normal step open and let's flip our faces. Here, we can see that this is a back face because it's represented in red as we did here on our orientation. This means that if we zone in on perspective mold inside our cube, you can see that the normal facing inward. So this is good to know early on so you don't get confused by all of the match editing that we're going to do later. Let's select all of them, in and flip again and disable all norms. Another thing that I want to show you on mesh edit mode is our edge length, edge angle, face area, phase angle. When you are working with exact measurements, meters or foot, you want to know the size of the edge of your object. If you select this, mine is on middle right now. It shows really small, if you can see here the length of each edge that we have here. This is very useful when you're editing. Keep in mind, if you go to object mode, it disappears. As you can see, this cube has flat faces. So the edge are pretty sharp. Let's add another object. Let's add UVsphere. I will move it. As you can see, these also have sharp faces, but this is not ideal. What you can do is click on the right button mouse and select Shades move. You can see that now, it looks like a ball. You can do the same thing on this cube. It's not going to look correct, but you can see how the light bounces in the cube. Then now you have a smooth edge, at least a fixed smooth edge. Let's go back to shade flat. And I'm just going to show you an example of a modifier. If we go here on Modifier tab and add modifier and search for Bevo. You can see that automatically the modifier grabs all of our edges here and offset them and we can control it right here, the size and the amount of bevel. As you can see, this is still shaded flat. But I want a mix of both of them. I want it to be flat in this area, but I also want to move depending on the angle like this ball. We can click and use shade all those move. You can see that right now we have an angle to control or smoothness. As we go, you can see the right around 50. I have an automatically smooth that is smooth on sides, but still keep this flatness. As you can see, if it starts changing these settings, we get a better result. Let's remove this ball. And let's just disable in real time in our viewport, both of these. Let's remove this one and shade. Flat. Okay. Let's go back to our Cubo. One last thing I want to do before our next lesson when we start actually editing our object, I want to add a texture to it because we haven't talked too much about textures. So right here, I'm going to change from solid view to material preview. You can see now that it's white. Right here on properties, let's go down to material. You can see that we don't have any material here. Let's click New. You can click here to name it. Let's name it cube. Now you can see here that we have a preview, it's white, and here we have a few of the properties. But this is hard to use right here. If we go to base color, we can actually click here and add an input, but it's a little bit hard. It's fine to use these first mall twix I want to change color. So let's move to our shading workspace right here at the top. Here you can see that we have our material output surface. We already have a physically based shader here plugged in, and we can click Base Color and drag to add an image texture. Right now, we don't have nothing in it. If you want, you can go open image and search on your browser. But I also have our file selected here, and I can go to Blender course. That's for my textures and this is going to be linked below. I'm going to click and drag to my editor here and go and click and I can delete this one. Nice. As you can see, this is not correct right now because of the UV of this cube. Let's go to the UV workspace. If we go here to UV Workspace, we see our flattened layout of our cube. If we go here to UVMPs, you can see that this is one UVMP we can add multiple if you want. But for now, I want each of these pass that is represented here. If we click phases, you can see that it matches the one in our UV layout. But I want this one to be the size of this texture here. What we can do is select with A and press U and we can add projection. Now each phase is all over to the borders here, map. Let's go back to shading note. This is a simple way that you can map out a simple object. Next lesson, when we start to model it, we will also see what happens with our textures when we start to change these spaces. I'll also show you another way that you can map into your model procedurally. 6. Texture Mapping & Basic Modeling Tools: Welcome. In the last lesson, we learned how to map our cube using UVs. In this lesson, I'm going to show you how you can do a procedural texture mapping and what is the difference between them. We are also going to be modeling two objects, a pathway and a lantern. So this is the cube that we mapped less lesson. Let's start editing it and see what happens to the texture. So let's select it. Press step to Entered Edit mode here on top and I already have phases selected here. To move, you can move your face exactly as you move your object. Just pressing G on your keyboard and moving your mouse. Same thing. If you want to log on Z, you can press Z. Here you can see that I have my snap activated here. That's why it's moving this way. So you can see that when we UV unwrap, this happens when you move your faces because your texture is stretching. So if I click here and I go to my UV workspace, let's just change this real quick. You can see that my UV doesn't change here. That's why it's stretching depending what I do with my textures, because it is connected to all of these edges. All of these bounds are these bonds here. So you can see what happens to your texture. So let's go back to the way that it was before. Now, I want you to see what happens when we strew this phase. So having your face selected, just press E on your keyboard. And go up. You can also see here that we lost the texture here on both sides because it's not on our UV, it's not mapped yet. This is some of the problems that you face when you are modeling and texturing at the same time. At first, we're not going to worry about this. Usually you model and then texture, but I wanted to show you a way that we can do this at the same time. Usually, when we are modeling, we do not worry about this and just texture later. But I wanted to show you this early on to see a way that you can model and also see your texture. Without having all these problems. It's really interesting to know early on. Let's go back to the way that it was again. Let's focus our attention here to the bottom editor area. Here, you can see that we have a node on our texture that is called vector. If we drag and just let go over your click and type UV map, this is the node that is default by the shader. You don't need to do this to use your first UV map. It's already automatically. But this means that we can use another type of Texturing. We can type mapping and on vector, we can go to texture coordinate. I'm going to select this first one that is generated. Now, this type of mapping is procedural. It doesn't depend on our UV map. You can see here that we only have the top. To change that, we can go here on our texture image where we have linear and flat here you can see, image is projected flat using the X and the Y coordinates of the texture vector. So let's change this to make it projectable into all of the directions, so X, Y, and Z. So we can go here and select box. So you can imagine this as a triplanar projection. Triplanar is a term that we use in unity and game software. So you can see it right here. It's projected on all of our axes from plus Z to minus Z, X minus X, and so forth. You can see that it's mapped on all directions because it's based on a texture space that is a bounding box. You can imagine a box and it's being mapped on all directions. What does this mean when we are modeling? Let's go to edit mode and just move our faces on Z. You can see that the texture is being repeated. Even if I true, if I go here, if I move this way, because it's considering the texture space of our object. Even if I move freely, you can see that the texture stays good. So if you are working with a white level box, for example, for a game or you're doing level art, this is pretty useful. You don't have to worry about losing your grid. So one last thing before we move to our modeling. Let's get this back to the way that it was before removing or mapping and flat. There's a way that we can avoid these distortions. It's on the top bar here, you can see options. We have our options here on transform that says correct phase attributes. If we activate this and then move our faces, we can automatically correct our UV map. You can see right here at the bottom, our UV map starts to expand depending what we do. We can see here that this image is being repeated here and here. Right here on image, you can see that this is saying repeat. Let's change this. If we go to extend or if you go to clip, it's not being repeated. Usually, use this first one. Now, let's copy to our box shape. And this is going to be our base shader for now. So let's go back. Let's go to our Modeling workspace. The first thing that we're going to do is model a couple Stone path object. So the first thing that I usually do is grab references. I have here a couple stone that I grabbed, so I'm going to click and drag to my viewport. This doesn't work if you are in edit mode, so let's press step and then click and drag. Okay, we can drag things as images. I'm just grabbing a hit for reference view, then I'm going to delete it. But you can see here on our outliner that we have an image here. It's just an image. So the first thing that I do after grabbing my reference is analyzing the overall shape. So here is simple shapes. We just have boxes here. There are aligned, some of them aren't. So you can see that it's pretty simple. Then after we do the simple shapes, then we can start adding details and then the texture. I always start by the simple approach. So I'm going to delete this for now, let's talk a little bit about units. So here we can see that we have our boxes. Here we are already activated our measurement, the edge length, and we can see that we have two by 2 meters size. So let's go to our front view, pressing one on the numpad. And let's grab our bottom vertices. To do that, you need to grab the front vertices and the back. So if you do just a box selection like this, selecting vertices. So there's a couple ways you can do that. You can go here on the top and activate Toggle X ray, or you can go in WiFi mode. I prefer to go here because we can still see our texture. So let's go ahead and press G. Right now, you can see that we have our SNAP activated and it's following the grid. Let's move it until I reach zero and select. Now if I press A, I can see that we have 1 meter high here under edge lane. Let's reduce that. I'll select the top one. Now we have 20 centimeters high, still a little bit high, so let's make it ten. Now, there's a couple ways that you can approach doing couple stones. I'm going to do my preferred one. This is basically our area delimitated two by two, that I want to make all of my little stones. What I'm going to do right now is go to Edit mode and create a loop. Let's go to our solid tag so you can see it better. To do a loop, we can do Control R, and you can see here that another set of vertex and edges are created just at the middle of my face. You can see that another loop of vertexes and its edges are created here on face. If I click and drag, I can choose the location. If I press ask, it stays right at the middle. You can see here that we have 1 meter and 1 meter. We can do this for both sides. Here we divide our cube into four different faces on top and on bottom and two on side. So this is called subdivision. So if you go here and select just this edge and you press right mouse and go to subdivide, you will subdivide this edge in two edges. You can see that we got a vertex here in the middle. So that goes for edges and faces. So let's go back. Okay. The next lesson, we're going to use modifiers to do this. But let's keep to manual Modeling for now. There's another concept that I want to talk with you is the quad Modeling. So every time that you're modeling, you always try to leave faces with four different edges. So like we have here. This is called. So if you want to know more about this right now, you can search for topology. So this is the term that we call it. Is the right? Perfect topology is when you have all quads in all of your modeling. Of course, this is pretty easy to do this right now, but when you work with pretty complex models, you will see how hard it is to keep up perfect topology. But we will work on that on our next lessons when we build a little cabin. So right now, let's select all of match, A, and click the right muscle. Let's do some quick subdivision. Let's press A, right click of the mouse and click subdivide. If we go here at the bottom left, you can see an arrow saying subdivide. Click here, and then we will open this little window. You can see here a number of codes. You can increase this and decrease. I'm going to add just one more. Yeah, I think this is good. You have a couple of options here. You can do it fractal, it creates a little bit of noise, but let's keep it straight for now. Now you can click outside. You can see that we got these extra loops here on the side. So let's remove them. Let's click two to select our edges, click Alt and Shift to select loops edge loops here and here. Now to delete, you can press X, and this little window will pop up. You can choose what you want to delete. Vertices, edges. Let's just click vertices just so you can see what happens. So when you delete vertices, you lose all of it. You edges and your faces. If you delete edges, you can see that these edges that I selected were deleted are faces, but we were left with these edges here. We have the option of faces, but that won't happen anything because we don't have face selected. Only edges and faces the same thing. And we have only phases that won't happen anything. We have these options here of dissolve vertices and dissolve edges. If you go to dissolve edges, you can see that we delete the edges that we had selected and everything else, it's perfect. There's a shortcut for that, so let's go back. You can press Control X, and we'll do that automatically. So that's how you can delete your vertices without messing your overall model. Okay, now let's go to viewport overlays and activate our wireframe. Here we can see what we just created. Right now, I want to use this as a base to create our other stones. So what I'm going to do is duplicate this not as an instance using just shift and D. If I use Shift N D and press ask, it's going to be duplicated at the same position as I have my original one. But you can see here that we have both of them. So I'll rename this by double clicking and saying this is just my grid. And for this one, I will say stops. Let's select our grid. Let's first hide our stones and select our grid. I'll press Tab. What I want to do here is select all the pass that have the same normal. I can do that by pressing Shift and G, and this window of select similar will pop up. You can select bisimilar by material, by area, and by normal. If I click here, all of the pass that have the same normal will be selected. So you can see it right here. So what I can do right now press X, and they will open this window, and we can select vertices. If you select vertices, it will automatically delete this edge and its face because it doesn't support if it doesn't have a vertices. So as you can see, our normals are flipped because we have here the face orientation activated. So let's select all of them, ON and flip. So now we have our grid. Let's unhide our stones. Now what I want to do is just scale this stone to organic size. Let's create a few variation of the stones. As we can see here on references, we have some long ones, some shorter ones, and different placement, but also following a grid. So I don't want to scale my object itself. I want to scale just the mesh. Let's go into edit mode, select all. I'll deactivate my edge length for now because we already have our base with our grid. Now, I want to scale the stones, not scaling Z. If we pass S and scale it down, we're going to lose the Z property and we are scaling in the medium point we are losing also this part right here. So let's go back and let's choose here on transform pivot, as we saw before, three D cursor. So let's scale without changing anything else. You can see here that now we scale the three directions right here at the bottom. But now our pivot point is right at zero, zero, zero, so we have more of a uniform scale without losing our height. But I want to scale just on X and one Z. What I can do is press S and press Y. Without clicking on anything else, we can go here, reside step and copy the same scale to X and press the Enter. Here we have an uniform scale, but keeping Z one. Now, there's one thing that got updated in Blender 5.1 is the Snap by face center. So if you go here or press Shift Deb to activate Snap, you can go here to face center. So one thing that got edited in Blender 5.1 is the Snap to face center. So let's select our object, Activate Snap and select Face Center. If you move, you can see that now we can snap to the face of our grid. But I want it to be snapped by the center of what I just created. So I can go here and snap base. I can select center. So now I can snap to all of these phases. Now, what I'm going to be doing is create various objects of the stones with different sizings using our grid. So what I'm going to do is also activate edge center and face center. So if I go here and click Shift, I can add multiple of snaps. I just want these two. So this is my first stone. Let's create it a little bit smaller. I'll click shifty and add another right here. Shifty, I'll add this to the center of my edge, and I'll leave it a little bit bigger. A I'm also going to add a vertex. So because I want to reach this middle point here. So now we have a lot of different stones and you can see here that as you scale and move your object, the proportion of quads of our polygons or faces changes. So keep in mind, ideally you want to keep the same length. For example, this one, we have 0.04 by 0.09. Idally you want to always have a square. But for what we are doing, you don't need to worry about this right now. Now what I want to do is join everything that we did into 1 stone, so we can do this. I think the easier way is to do by the outliner. Let's select the bottom one and pressing Shift. Let's go all the way up to the one. You can see now that we have a lot of objects selected. This one is our selected objects and the one that is a little bit lighter is our act object. If we join, all of these objects into one, it will join into stone 0.0 23, but I don't want that. I want to join this original stone here, I can click Control. And select stones. Now, if you want to join a lot of objects into the active one, you can press Control G, and that will automatically join into one object, so you can see here. Let's check our sidebar and you can see that our orange point changed because the stone was right here. Let's apply. My orange point is at 000. Let's go Control A and select location. Now our orange point in 000. Okay, so right now, this looks very boring. But in the next lesson, I'm going to show you how we can transform this by just using modifiers. Modifiers is a way that we can model our object in an undestructible way. So let's move on to our lantern. 7. Hard Surface Modeling: Lantern: In this lesson, we're going to learn more about hard surface modeling by modeling a lantern. Let's start by grabbing a reference. I have this one right here. I'm going to dragon drop on my viewport. So before I start modeling, I always try to think about the composition of what I'm building. So let's go here and disable grid. So just like drawing, you need to think about shapes of what you're doing. So we can see here that right at the bottom, you have a square base. And you have a square at the top. You see that it's tapered in. Don't judge me, I'm using my mouth to draw this. You can see that is basically a square tapered in. For this, start with a plane on the bottom and move up. Then you see that we tapered again here at the top, it seems like we have a round shape here. So maybe we have a square and then it starts going round. You need to think about how you will construct this. This will be one object, and this is another. You will move from square to sphere, which is something that we can do. Then you can see here that we have a round edge. Ignore these details for now. Let's think about overall shape. Then after we construct the overall shape, we'll start to think about how we can do different material here. We need to separate. We will do another object. Before you start modeling, always think about how you will manage this, this is a hard surface, if it's organic, if you're going to sculpt. For example, we have a vase. Let's think about this object right here. You can grab from the bottom up. That is the way that we're going to construct this letter. But let's just have this top part. You're going to extrude all the way up to this and adjusting the side. Maybe that's not the best approach. In the future, you will learn how to do profiles. You can do a profile and sweep this curve right here to do a vase. I like a sweep like this. You only have to model this curve. The things that you're going to learn over time. But always try to think about these things before going ahead and start moving your vertex around. I'm going to hide this and we'll start with model R lantern. Let's create a new collection. I'll add a plane. I will press F two to name it. Right now, I'm not going to worry about measurements, so I deactivated it. I would just worry about the right proportions. So let's activate again our grid. From Edit mode, select your face to leave one contention line here and extrude again. More or less like this, if you want to keep it at, you can always select and use this transform tab here on the side. It's pretty useful sometimes. Activating our raview I can select everything. Going to scale. More or less the proportion that we have. Right here. Let's forget about the glass part. Let's do this top part here. That it looks kind of like a head, maybe it's two separate pieces, but let's do everything as one object here. All vertex will be connected. So all strud again. You can also use when you're extruding if you are working with measurements or if you're not, while you're at this stage right here, you can go ahead and press the amount that you want to write. So I just wrote 0.2, and you can see that it rolls 20 centimeters and press Enter. So I use this a lot too. There's two ways that you can go about doing this, little detail. You can select this loop. You do this by pressing out. And clicking right here. You can select this loop right here. If I select here in the middle, it'll grab another selection. Let me deactivate this. We grab this here. If you want this loop, you can see this is a fun thing that you're going to use. After. This is a fun thing that will be using. After. Not right now because we have learned about scenes. But we learned about sharp let me show you something. If you click this edge here with edge, and we click right mouse, you have an option here to mark sharp. So if we mark sharp here, let's mark sharp here too, Mark Sharp. If you try to select your loop, with tree selected, click here, you can see that I'm selecting everything. Blender 5.1 implemented this where you have a phase loop constraint. So you can constraint by sin and by sharp. Here you can see that limits. When you have a big object, then you're doing big and you're doing a big topology and you have a lot of things. If you're doing Qaraor, this is extremely useful and it was very good to have this implementation. Okay, close Synode. Let's clear sharp and go back to selection. We can do this both ways. You can just press E and press as you have an strewed pace here and you can scale and limit this to one. But this seems like a lot of steps. Let's go back. Let me make sure that I go back into the loop. Let's select our loop, and we can click. We can go here on the top bar to face. Or we can do F and below, strewed faces. Strewed faces along normal. Do remember we have a normal pointing outwards. If we do this and we drag our mouths up and down, it strewed along each face normal. If you can see, we have everything right on our X ray. Now, while I have this selected, I will just drop down a bit and select this and let's see. It seems like a straight line upper, just a little bit, but way smaller, so can scale thinks about it. Okay. Now, this top part here, it seems like it goes from a straight square to around here. I'll do this first one as a square and then we'll move from square to a circle. Let's go here. So as we do this, it seems like everything is wrong. But if I strew it again and go outwards, top, it starts to recognize what I did. So let's go to X ray. You can see that we have this edge going down and then going up again. Let's select this edge. I just want to make it so it doesn't show that it's a joined object here. It seems like it's a little top part. Let's move this image here. As you can see, if I am in orthographic mode, this image, the way that I have it right here without embedded as a material in an object, it only shows when we are in orthographic mode. So don't panic if you lose it. So let's rotate it. In X, I want to see here as a float view. If you have a face or a vertex selected and you want to select more, you can press Control and the plus on your numpad. If you keep going, it'll start to select everything that's connected to it. So I'm doing like this, so I can adjust this. And if you want to go back, Control, less. I want to scale everything, so I'll scale this and just go adjusting. I'll adjust one more here and now comes the tricky part. I want to transform this square into a circle. We need to do this by adding more vertex so we can control. Let me go back to this view. And we need to add more vertex here. So what I'm going to do is add more edge loops. So if I press Control R and then use my mouse wheel to move up or down, I can control the amount of segments that I add. So I'll add just two for each side. Remember what I said about quads. The reason that I'm doing edge loops is that if I just create a subdivision on my top face where I want to modify and do a circle, I'm going to end up with polygons that have more than four vertex on the rest of my model. It's not optimal because when you go to grab another loop, for example, to do some alteration, you won't be able to do that. Your model will be wrong, the shading light won't be right. So as much as it seems better or or sometimes it will be easier. Always try to think about the model that you have, the mesh that you have as a whole. While I have this selected, I'll press ControPlus and extrude just one more time. Okay. Total transform this to a circle. You can go to select and select all of the borders. I'm pressing, selecting this border, and then shift to select all of the other borders. What I like to do is to press Shift O. Now if you move your mouse, you can see a value 0-1, you can create a sphere, a circle. Let's press one and you have your circle. I can just adjust here. Won't do anything, something like this. Now let's select this phase and let's scale it. Let's see it that we have it right here. I'll do the same thing as before. Pink What I want to do right here is to snap to this vertex right here. This is one of the reasons you can use Snap activate it. I have a lot of snaps here. Vertex is one of them. G, Z. Right now, I can press B. If I press B and I go to my vertex, I can press it, and now I'm controlling this vertex to snap so I can snap to any vertex that I want. G, Z, B, click on your vertex and the destinated vertex. And this G, C and this. I'm going to extrude and start making this little shape right here. Let's do it manually. And you can always adjust see different views if it makes sense. For example, pink. This will be shorter, a little bit bigger. Always keep aware if you're in what direction you're scaling. I can go past this point. You need to explain this. I think I already explained it. It's just an inspiration. You get the point. Now, I'll do this tapered part right here. So let's do this taper part here. What I like to do is to add my smaller diameter and go directly to my larger diameter, more or less like this. I do the simple shape first. Let's calculate this distance. For example, it's a little bit bigger, it goes more or less like this, and then I go to this part right here, right here. It's a little bit bigger than this lower part here. And then we go to a taper really small. And then it just more or less. So with this middle part here, I can increase a little bit more, and then I can do a bevo. I can divide my loop edge into two or more. I think I increase too much. Okay. I'll add one more separate loop here. I think that's good. I'm going to just increase a little bit more here. So right now, I'm going to use proportional editing. This is one of the cases that we could use that. Here, right after snap, I have this proportional editing here that is shortcut, it's O. You can click here or press O on your keyboard. As you can see here, every time you move a vertex, let me disable Snap, everything that is inside the circle here will get move accordingly. You have different ways that you can move. For example, you have smooth, you have in a sphere If you go with your mouse wheel and scroll up and down, this circle is going to grab more vertex around it. Let's leave it too smooth. What I want to do here is scale and scale just these vertex here they are closer, just a little bit. I have it right here, a little bit really small. That way, I don't need to go into each loop or each vertex to modify it. Small twigs like this. Let's do the same thing with this one. Way to lower this bit. Okay, so this is our overall shape of our lantern. You have only quads, you have going from square to a circle. And we mostly just used edge loops, extrude, extrude along normals and just a little bit of proportional editing. So you can see, let's disable my wireframe that we have all flat. So Blender, we can simple right click, as we saw before and go to shade Autos booth. Let's go here at our properties, and we can increase or decrease. Let's just increase a little bit. You can see that when we increase it from above 30, this top part here got smooth and didn't one didn't so let's go back to maybe. I want to go back to the part that this goods move it so 34. I'm going to leave it at 32, and I want to move this part, so I'll go back here, and I just going to do another small bevel here. And also right here. Okay, so we more or less have our object, but this is just the base. Let me show you the word frame. Okay, so now we need to add the glass part of our lantern. Let's go to the front view, pressing one, Edit mode, and let's add a few loops. Right here, you can click and drag. You can adjust by pressing G, and if you see it keeps, it's proportional. If you press G again, you can move on your bounded edges. Now, we also need to add loops here on the edges so we can create a constraint. This I want that the same measurement, this side will be at the other side. So here we can see at the bottom that we have a factor going 0-1. So if I click here, actually to minus one to one. Let's set, for example, that we will do 0.8 or -0.75. So if I go to add this loop here, I'll use 0.75. I will keep the same proportion this way. Okay, so this part right here is going to be the glass. So what we can do right now is do an inset. If you go ahead and click I, you can see that we create kind of in the same phase, you create a border. I'm going to do a tiny inset select. I want to do kind of a detail here so we can push this back. I think I'm going just scale. No, I'm going to push this back a little bit on the y axis just to do one small detail. And we have als move on. So I think I'm going to use shade flat so we can see better what we have. Don't worry about this right now. When we add modifiers, you will see how this model will change. I'll do this on all sides. You can do it at the same time, so I'm going to show you. I'm also going to add another loop here. Let's do it again so we can do exactly the same measurements. I have this tree selected. Let's select all sides and press I. Just a little bit point. Now to push in, I'm going to use scale because now we have our pivot in our median point between all of these faces. If I scale right now, it's going to push to center right here. I'm just going to scale a little bit, and we'll have this detail. Let me shade flat again. Because you use Control Z. It also affects your modifiers, your settings, everything, not only what you're modeling. So keep in mind that. Let me just adjust a little bit here, just a detail. So now I want to do two things. I want to do my glass and separate it in a different object, but I also want to finish my anther. So let me show you what I'm going to do. So with the right butto, it is true the long normals and drag it down. You can see if I drag all the way down, it starts to collapse, the faces starts to collapse. So I want to do just right here. You'll see. Right now, before you do anything, let's separate all of these that we have selected. Pres and separate. This is going to be my glass. I'll rename it. Let's hide it. You can hide by pressing H and to unhide, you press dH, or you can also click the object that you want to alter and press.com on your keyboard. When you do this, everything that you have around you will be hided. So you can press again to go back like this, or if you want just to hide this object, you can hide right here and you can see that we have the eyes closed here. Okay, so now you can see that we have backface showing. And if you're going to apply a material on top of this, this is going to be transparent. There's ways that you can do double face, but it's not the idea. So we want to close this off. I'm going to show you just real quickly how you can do this by using solidify, but it's not the way that we're going to do right here. If you want to use a quick qua, you are doing a quick render and you just don't want any backface to show and it's going to be far away or something like this, you can use solidify and adjust this. Okay, so you will close your mesh off. But let's model it. So now we'll get a little bit into vertex, how you can alter your vertex individually. So I will select this one and I'll press your comma on your numpD to frame it. Now what I want to do is join both of these vertex. I can select one, shift, and select the other one. Now we'll press M to merge, and we have a few options here. You can merge at center, at cursor, collapse at first, or at less at first, like this or you can alast. Let me show you the difference in center. But I want this to be kind of straight. So what I want to do is press G on my Z axis and enable my Snap on vertex. So we can kind of make this more aligned. Now I'll go like this, shift, and merge at less. I'm going to do this for all sits just a minute. A Okay. Now I'll add a couple more loops here like I did before. Let's close this topper off. What you can do is go to edge, and then with your out, you select one of them, and now if you've done everything right and you joined all of this vertex, you'll select at once. So to close faces off, you can press F. But as I did this, you can see that we don't have we lost this edge loop here. The correct way to do this and if you have everything right, you can go to control F. And you have right here, we have the field that we just used. We have the grid. Field grid from two loops. If you press this, we'll create your correct grid. Now, we didn't lost any of the loops. Let's do the same thing for the top part. F grid field. Okay. Now I'll add simple extrude inwards. Just to do a little detail. Now we close the object. Let's see if we have all quads, selecting one phase, Shift G, polygon sites. No problem, all quads are mesh. Now let's hide the glass part. I'll activate X ray just so you can see, with glass selected. Now is a good opportunity for us to use the solidify modifier. Here on modifiers, you can go to Ed and search for solidify. You can see that we created extrude, but it's destructible extrude. If I go here and disable, I have my original mesh. If I go here to edit mode, I just have the front face. We can add thickness to the back or to the front. So I'm going to add thickness a little bit to the front. I think this is okay. And that's it. You don't need to do anything else. Let's go inside our lantern. Also going to offset, I need to activate X ray, so we can see the inside. I'm going to use this tool called shrink. If I click this and move, I can offset a little bit based on my pivot point that right now is the median point. I'm going to bring my glass a little bit to the center here. This is the way you can use a simple modifier. Right now, what I'm going to do it's not join glass on enter because if I do this, I'm going to lose this modifier right here, keep in mind. Right now, I can't join both of these objects because I have a modifier right here. So if I go here and press Control J, I will lose my modifier and what I did. So let's go back. So what I can do to make both of these objects kind of one, I can parent this. So my glass, you can see right here. If I move inside this, I can press Shift to parent or control to link, but I want to parent. I want to parent this to my lantern. Now this is parent of this one. So if I move my lantern, my glass will be together. If I move this, it won't. Okay. So we can see here that we have our mesh on a lantern named plane because we started with a plane, so we can rename it. Lantern. I'll name it low poly. Low poly is when you model something with a low count of polygons. So you can think of minecraft and mobile games, yeah, early games, they are really low poly. With modifiers, we will create a high poly version for our renderings. But we're still going to change this object. I'm just going into Nmiglas Okay. Now I'm going to add a simple post. I already added loops here and I don't want to loose from my post, so I will do a separate object, and then I will join this loop. Let me show you. So now I will mimic the looks that I did on the top part. So this tulips here and tulips here. For this one using the same metrics that I did 75, Now I'm going to basically connect them. I'll delete these phases first. I think I have another one here, so I can X ray now what we can do to join these phases, it's pretty fun. You can select all of these. And here at the top. Now, if you have the same amount of vertex on the top and the bottom, you can press Control E. Let me just Control E, and you go here to bridge edge loops, and this is going to connect all of the vertex. So now I can move this. It will be connected. I'll add another loop here just to make this we have here. Something went wrong. Okay. Let's go back before bridge loops and see what went wrong. Let's hide this mesh here, all of this. You can see that my mesh was closed right here. That's why I had that problem. Showing you in real time what could happen. Let's select top of this and delete this face because if not, you see that I had faces facing inward and outward and it was just a mess. You need to delete this one and the same thing of g to show everything. Now we can do the prett loop here and here. You see that I selected and it didn't select the loop. That was because I had faces here. Now, you can just press the right button if you have edge there. Depending on what you had selected, if you have vertex selected, it would open the vertex tab and so forth. Get loops. Now I can play around here. So now I have all of these loops going from top to bottom to here, but I can select this one and this one where I can select this, that is the most important one. So there's one more thing that I'm going to do Volenr before we move on to use modifiers. I'll add a few more loops here just to keep everything proportional and doing some constraints that I'm going to explain later. We don't have to worry about the glass right now, but you can see that my edge loop is going all the way to the top here. And since this is a round object, this is going to interfere when we use subdivirs because as you're going to see, this will act as constraints for a subdivision. Let's go here. I think we had a sharp face, maybe not. I'll select the base for this one, and I'll mark it as sharp. Then I'm going to select this loop and sharp and select this. This loops right here. I'm going to limit dissolve them. It's just press controversy. Now, what this is going to do is not the ideal because right now we will have a connection here that will have more polygons. As you can see if I go here and select polygon sites. I'll have these polygons that have sites than a quad. Here. What I'm going to do is detach this. I'll like here, I can do Ship G and select Zip, not in sharp sharpness I'll have this one selected. It's another way they ship and select stuff. And I'll press the right belt mouse and go here to Ed split. So with Ed split, you select these edges and divide it into two. So now I have. One, this object separated from this one. Now I won't have any quad problems. Actually, I will because let me hide this part here. We still have those verdicts when we split. I'm just going to leave everything here you can see that you have to pay attention what you do and discover what was the problem and get around it. We don't have. So O H. Okay, full object here. We have our top parts separated, and we have our glass. Now, one last thing, let's adjust the scale of everything and also of the cobblestone. So the first thing you're going to do, and this has saved me a bunch of times is create a backup collection. So I'll go here to Lantern new and create just Lantern, backup. Do something while your mother is this. I think I didn't do it enough. I should have made a backup of this part. So you can select what you have. Let's duplicate without instance for the love of God and do a backup period and you can disable it. And also the glass. You need to add both of them, even though they are aud and parent. Now let's scale and adjust our origin point. Let's see how our cbstone is doing. Yeah, 2 meters, 2 meters to big Let's select lantern and glass. Let's first adjust the origin point. I'll press G, B, like my bottom vertex, then I'll use the cobblestone vertex to adjust. Now, if I scale, this is in the median point so I want scale to the t d coarser. I think the stones are too big. Right now, you can see on item, 59. I think I'm grabbing the less. That's why it's too small. Yeah, this is 2 meters. Let's grab the active object here so we can have a view of the size. I want to do a small lantern. So maybe something like this. A person would be like, right here. Okay. I think 2 meters okay. I want to do a small lantern. Now you can see here or scale. We need to apply what we did. Select the glass, Control scale, Lantern, control, scale. Also think these tones are too big. If we have 2 meters here, almost This is too big. Let's reduce all of this by half. Makes more sense. We'll add more variations of this and let's apply. Okay, so I think this is it for this lesson. The next lesson, you're going to see how we can transform this into a real cobblestone using modifiers and also adding more details to our lantern. 8. Using Modifiers (Non-destructive Modeling): Welcome. In this lesson, we're going to start applying modifiers to our models and learn about non destructible modeling. So here let's hide our lantern and move the two. And hide our grid. Let's focus on our pathway, our stones. This is where we left off. We did all of these subdivisions manually. But there's a way that you can do this without modifying your origin model. Let's remove these loops by pressing X and limited dissolve. This will delete every edge and vertex that is not necessary for the overall shape. Here we are left with just squares. Now we can use a modifier to add those loops. We can go here to add modifier. You can search. Subdivision surface. This type of subdivision also rounds your object. But if you do simple and disable optimal display, you can see that the line starts to form just like you're subdividing. The cool thing about modifiers is that if you disable them, or if you go to edit mode and disable this, you can see that your mesh stays the same. This is pretty useful when you want to use displacement to create different shapes, but without hinder your original model. Now let's increase the amount of subdivisions. And you can see here that we almost have the same result that we did before. What we can do this and what is fun about subdivision is that I can enter and add a loop and this will alter the way that we subdivide. This we have one phase and this we have two phases. Instead of having a lot of loops, I can just add a few that are necessary, and I don't need to worry about the rest. Here, we can add one here, one here. Okay, so now let's go back to this type where it creates a smooth surface. You can see that it's nice. If you are doing a stylized, you already can use like this and use Otomoth and you already have little stones. But I want to add displacement and also bevel. Let's learn about bevel. I'll disable, so the division, and let's add bevel. The order of modifiers import a lot. The first one is going to be applied first and then the second and so forth. We want to move bevel to the top. Okay, now you can see the amount of bevel. We can reduce. It's a slider. You can reduce the amount that you want like 01, for example, and you have one segment. Now you can see that every edge that we have are being bevelled and you can control the amount of segments here. You also have a limit. Right now, I have a limit that every angle above this will get bevel, or you can limit by weight or vertex group. You can select a few vertex. Here, for example, I want just this part to have a bevel. I can assign and use this as a limit here group. Only this vertex will have a limit. We will use this on our enter. Let's go back. Right now I want every edge you have to have a bevel. You can also combine these two. For example, if I want, use this and a subdiversion, you can see what changes. Let me hide this one. And apply. What is happening here is that these two edges are creating a constraint to the subdivision. When you apply the subdivision, it takes the bebles in considered. What does this mean? Let's disable this and add ourselves a constraint. If I go here and edge loop here and disable, you can see that this starts to be sharp. You start to limit your subdivision. Let me change to median point. You can see how this limits your subdivision. We're going to use these properties more on the lantern. You can also increase the amount of subdivision. If you go too far here, it starts getting a little bit crazy. You can set a limit to the viewport and increase for the render if you want. When you render it, you will consider this amount of segments and you can also activate your optimal display. You are not seeing the subdivisions, but they are here. I like to leave them on. So now let's add one more modifier to displace. This is a deform. It's height. You can see that's right below Bev and subdivision, then we have display we need a texture. So let's add the texture. This can be a little bit confusing, but if you go down, you can see that we have texture properties here, and now we can see our texture on display. So let's rename this I'll use noise for this. This is crazy. Don't panic. Let's go to our image and choose distorted noise. You can see here that we have a black and white textures and we can control the amount of randomness of this texture. So let's go to modifiers again. And here you can see that we have our strength into one. This is too much, so let's reduce it to 0.1 or 0.02. I think this is too much 0.01. So what you can see here is that our modifiers is using these texture, back and white texture to apply a display in our vertex related to our direction that here is normal. So we can use mid level, but the two controls that you need to adjust is strength, and you can go here and adjust the amount. So you can see, as I'm doing this, vertex are getting offsetted here. So if I go like this, and you can also adjust his size. It's just pretty cool to see. Here you see how you can add variations to your model without destructing it. That is the concept of non destructible. If I go here and disable all of my arbeq with your original model with just simple squares. So just play around with your different textures, bevel and subdivision. You'll see how you can control this without modifying your object. So what I like to do is also create a backup. Let's click Shift D and move to a new collection. I'll leave this inside Cable Stone and height. Now, let's go back to our lantern that is a little bit more complex. Let's apply the bevel and the subdivision. I'll hide this one. Okay, so now you can see here what we can apply with what we learned on the other modifiers. So let's add a bedroom. Here you can see that it is applied here on all of my corners, even here in my top part that we separated let's lesson. So here, I only want to apply Bevo in a few places. I could do that manually, but I want to use Bevo. Let's use our limit. Here, we can see that it's limited by an angle. But if you quickly down, we can use weight painting or Vertex group. I'm going to use Vertex group. If you go here down here to DataMsh, you can see that we have a tab called vertex group. Let's add one and name it Bevo. Okay. Now let's go into Edit mode and you can see here that this show up. Assign, remove select and dis select and you have your weight. What this means, if you click Select, nothing happens because I don't have any vertex on my group. But you can see here that everything is represented by a bevel. This could be confusing. Let's select here. Now we can see that we don't have any bevels. Any vertex group, assign actually. Where I want to add Bebo is any sharp edges that we have here because this is not realistic. You don't see this in real objects. So let's add one here and here. Assign. Let's go back here and adjust the amount. Now this is interesting. As you can see, let's go to vertex. This vertex and this vertex are in the group. So my modifier is understanding that we need to do a bevel right here, but we don't want a bevel right here. This is one of the cases where we use an edge loop to constrain this. And this will be useful when we use our subdivision two. Let's add one here and you can see that it automatically is assigned to vertex group. You can see that now all of these are assigned to my vertex group. Now what we can do is select all of these vertexes and deselect just this one. You can do that by pressing C, and you automatically have the circle selection. And with your middle bottom scroll mouse, you can press it and select this one. So now right click to select and you can go here. Let me press coma to center and do the same thing. See. This is one of the things that you can do to select. Now let's remove these ones from my vertex review and can see that now the bevel is perfect. Let's increase the amount of segments. So now we don't have a sharp edge anymore. Let's add a few more. Ben s here. And also all on all of these edges. Here on this. I think I'm going to delete this one and assign this. Now, here is a tricky part. Let's add one. Sometimes you can go here and disable just so you can see what's happening. Here we also need a constraint. Let's apply. I think I'm going to apply two. Let me just remove this one first. Let's apply and also this. Let's apply two and scale it because this is going to constrain also the subdivision that we're going to add. Now we need to go back here. Same thing here. So every sharp edge that you see is a good candidate for a bevo. Even here. We will need another constraint here. Let's add a bevo here. That will give the same impression that we have a smooth. Let me apply shade smooth real quick, shade auto smooth. You see here that we can have this nice gradient here. You will give me the same result. It's better than just a flat. Can you compare both sides? Just a flat cut here. It's way easier than just go back to flat. Let's apply a bevo. All of this Okay, so now let's analyze this. I'm going to remove a wire frame. And now we have flat shading. I'm going to add autos move and increase. Right now, right here on the edges, even with autos move it's not looking good. I think I need to add a Bevo here maybe. So I can increase one more. Yeah, that looks better. Now we have a smooth here, here, and all the way down. I don't think we need to add a subdivision because with bevels, we already achieved that smooth surface. So I think we only need to use on the top part. I'll need to separate this object, so I'll select P. Now we have a different object. We didn't use bevel on it, but let's see if you need to. Let's set some divide surface, and you can see, let's activate wireframe. You can also just do this. I like to use wireframe and solid. Now let me shade flat so you can see better. So now we have a smoother surface. We can shape odds move. But as you can see, I lost a lot of discord so at another contention here. This looks better. Let's see what happened here. We have two separate objects for now. We can join them, but I don't think it's necessary. If we see here because this top part is covering this one. Yeah, I don't think I would join. Okay. Now, this is the part where I create another backup, especially if I were to join these two objects here. If I were to join them, I will need to apply the subdivision. So let me show you how you apply. You click here at the bottom and apply. Now, if you go to Edit mode, you have X to all of the vertex. That's what I said about non destructible. What I did here, I basically justtrut my original geometry and I can go back. I mean, I can, but it will be pretty hard. Let's keep Control C until I have my subdivision again. Let's create a copy of all of this. I think I'm going to add a bevel to this too. Maybe with the glass we will get a nice effect. Really small po. Not that small. Not that big. Not that big. Perfect. Okay. Let me see what happened. If you select your object here, you can also press coma, we press Comma to Zooming. If you press comma here, it finds your object in the outliner. So here you can see we duplicate, so this sits outside, it's parent. I'm going to rename this Lantern top and I'm going to drag on Lantern again. I can and I'm going to drag on top of Lantern again, clicking Shift parent. Now everything is connected. I'm going to select all of this, duplicate, and move to my lantern backup. I need to move this one too and this one, too. Now every one is here, even our huge model that we did back there. Let's add a subdivision surface to this part. This looks cute too. Now that we have our top part here, I miss some subdivision here on my lower part and I have my backup something backfires. What we're going to do is select both of them. Leave this one active, I believe, click Control and copy modifiers. But now this one got disabled. It's okay. We can adjust. Now you can see that I have my subdivision applied to this one. Since we have our vertex, the same settings on both, I can join them again. Selecting both of them, Control G. This looks better. Now we don't have any bevels applied here, but we have the subdivision. I think we need to adjust this again. Just a little bit. We have our lantern and we have this nice effect here of the subdivision that we need to add more polygons too, so that's a two. This is cute. It wasn't in the plans, but I think this fits the style. I can add a loop here and a loop here. Let's see how it looks. Like this. One will be two. Let's do it correctly. I decided I'm going to use a subdivision in my lantern. But this is the nice thing about non destructible. You can create a copy, you don't need to apply what you did. You can always go back to your original model to change anything. Let's add some constraint loops here. I think I'm going to use now 0.75 0.70. Let's see. 65. -0.65. So here we have a different factor, so I'll have to eyeball it a little bit. No problem. I think I showed you this. You can press one and then Control one to do front, Y, and Back view. Five. This will create extra loops here, but no problem. Now let's try to match the other side, I'm not going to be too strict about this. I can always go back and move a little bit with nondestructible modeling. I'm crazy. Hey, now let's activate again. I I lost some of the properties, the cuteness. I'll change it again. I increase. Praise little bit more. It's okay. It's okay moving while you have subsurface on, but sometimes it can get a little slow. Now this is better. I'll use this sample. I need to use orthographic view, but not this one, not this one, this one. Right now is what they call your artistic view. I forgot it. So freaking cute. Oh, I love it. Now you can see if I disable subdivision, the lighting hits different here is because I have only one bevel. If I disables disable right here. No bevels, subsurface also looks cute. You can see that now we have a more smooth it goes like move here, we don't have a crease. It's just also cute. Doesn't look bad at all. But if you want a little bit more definition on the edges, you can use bevel. It will serve as a constraint to the subdivision. This is awesome. One more modifier before we go on to Texturing. Let's add an array. Here you can see that it duplicates as an instance on line and I can increase the amount of duplications that it can have even though it's only the original object. This is pretty useful and we're going to use this a bunch of times. I'm going to move this up because this order of modifiers matter. So let me put this above displace. Now you can see that my displays changed. It's considering all of my objects. Before it was just considering this one and then duplicating. You can see that we have the same displaced here, then here. If I do this, you see that it changed. I also adds a little bit more variation to our displacement. I'll move this up one more. I think I'll let this to the top. Now I'm going to disable these other ones just so because of performance issues. That's at five and I'll also randomize. This is a Q feature that we have. I don't know if it was implemented in 5.1, I'm not sure, but we can offset a little bit. I is pretty cool. You can also rotate for us it's not going to serve right now. But I'm going to randomize, just on this direction, you can randomize on all exils maybe a little bit here. Okay. This is one of the reasons that we do backups because right now, if I apply array on this one, it's not going to grab my glass. So I could apply an array to glass, but the only thing that I'm using here is the solidify and a Bev and I already have a copy of that on my lantern backup collection. So what I'm going to do is apply and merge. I'm going to apply my solidify and then I'm going to apply Bfilm even though I didn't want to do that, and I'll join with my top. First, since this is a parent, I need to press Alt P to assign a parent to click Control P. You can see set parent two and to remove to clear parent, you click Alt P. I'm going to clear parent and keep transformation. Now I can go here. And join. Now we have our subdivision applied to the glass two, which is okay. We are doing a render, but you can see that we have a lot of vertex, maybe I'll leave it like this. I think we just need one. Render, can use as much as we want. But I think one I already looks great from here. You can see without Bevo with Bevo without subsurfac is subsurface. Now we can go here and let's apply R first or not. Mm hm. Same thing. I'm going to disable this performance. So now we have our pathway and our lantern. This is our models. Next lesson, we will start adding the materials and assembling a sin. 9. Project Lesson: 3D Model: Now is the perfect time for you to create your own tridy object. You can follow along or less lesson of our lantern, or you can create anything that you like for our external scene. It could be something like a picket fence or maybe a well, anything that you like. Try to focus only on modeling for now. Observe how the light reflects on the surface of your model, observe the topology of it, and how you can use modifiers to change your object and have fun. Oh, 10. Creating the Cabin, Doors and Windows: Welcome. In this chapter, we will model our focal point of our treat scene. We're going to model a little fantasy cabin, and then we are going to assemble everything that we already did into 13d environment scene. So here you can see that I opened a new Blender file just so I can add the different references that I have for my scene. So here I have a cute scene on a hill. I have some gibly houses to see more or less the palette that I want my sin to have. I also grabbed here a references for another cobblestone that are more this style that I want. I have game references here, the tiny glade that are really cute. And I also grab some mood references. So, for example, I want to build a date scene, but I also want to have this moody nighttime. So you can references to see the palette and the values that you want in your scene just to get an over idea and also some drawings inspiration. So if you want, you can also start to see how you can translate from drawing to a three D. So for example, here I just quickly sketch the way that I want to build the little cabin, and then I thought about how I can construct this in three D. So I can come here. So for the roof, I can use an array with different objects here and I can do use curves and an array. So you can start to think about how you're going to construct your model and know which direction you want to go. So let's go to our project. This is where we left off in Chapter two. So let's hide our cobblestone and our lantern and create a new collection called Fantasy Cabin. Okay, so now I'm going to go back and forth between my reference project here, and I want to start with this shape. On the lantern, we did a bottom up modeling from the square. But now I want to tackle the overall shape here that's going to define my little cabin first and then do the depth of it. I'm going to add a plan, and I'm already going to rotate this I'm going to activate edge length, but I'm going to be following the grids. So one from this side, one from this side. Usually you have 3 meters high in a regular house to 50 to 3 meters. After this, I'm going to do the little kind of chapel chapel top part. Now I'm going to manually divide in three parts, just following the 1 meter. I'm going to activate this middle vertex and activate our proportional editing. Here we already have a root proportional editing tool, so I can go here. I'm grabbing the bottom a vertex which I don't want. What we can do is select the Marg with and press Control E. What this is going to do is select everything that I have inverse. ConroE and we select this one. I want to select the other vertex and I'm going to hide with H. Don't forget that you hide the messages. Now I'm going to grab this middle one and do the same thing. I'm going to raise it I think 2 meters. Now when I unhide everything is the same. Okay, so the tricky part about this is keeping everything quad. I don't want to come here and join this because this is going to leave me with triangles, and we don't want that. So we are going to do a little bit of topology here, so we can keep everything quad. I'm going to add a loop here, a loop here, and also a loop here. Now you can see we have different distance here. So without clicking anything else, let's go here to our tab and select even. But now it's even on the butter side. So let's flip. So now we can fix our factor, something more or less like this. Let's try to keep the same distance here as this one, because what we are going to do here is a loop going all around here on our arc. So what we're going to do here on this bottom on this left side, is to connect this vertex to this one, and we are going to delete this one, pressing Control X. So now you can see this kind of going around here. So for topology, you just have to see what you prefer. You have a bunch of amazing people that focus only on topology that you can follow its work and it's going to be it's not going to have the same solution all the time, but you figure out the best way that you can approach for each object. Right here, you can see we have all quads. You still have all quads, but we have a loop going all around arc. I'm going to do just a few adjustments to make everything more or less the same size. I'm going to use a mirror modifier. Everything that I do for one side will be mirrored on the other. Let's see. I like to activate this one. If I select this, we'll select the other side of the X. So if I do one adjustment here, it's actually grabbing this side, so you can press Shift to make it a little bit slower, you're dragging. You see here and here. I'll be more precise. More or less slide this. And you can see that this is messed up. It's because I didn't click bisect. I'm just going to dig this one. Don't worry too much about the shape here because we're going to apply sub divider later. But I want to keep this trade as much as I can. I have this activated. Now I also want to keep this shape a little bit rounded too. This part here. But, I want to actually drag everything here. Let me deactivate this one. It's just this one. Now, I want to keep this square because I'm going to use this to create a door later. Now we have a loop here. We have this loop and we have this loop, and also this and this. This is a little weird because I'm using mirrors. Now I'm going to do a backup as I always do before I apply mirror in case I want to change this shape later. I'm going to do this front shape. Backup. I always create a back. Now going to apply. Let's see if everything is right. Everything connected. Perfect. Can add subdivision, but I'm going to add a solidify before that. I'm going to add some constraints manually. But I can't because I need to apply my solidify. I'm going to copy again, backup, and I'm going to apply solidify. Everything is right? I think so. Now I can add my loops. Here, maybe, I don't think I'm going to apply one above, maybe just one below. I think it will be enough. I can increase one more and fl shade. As move. Really? This is nice. Here is a simple shape. Now what I want to do, let's rename this to cabin shape, and I'll add one to the backup as always. Now, this is the overall shape of our cabin, and I want to do a door and a window. I'm going to use the same shape. Let me just disable this. Now I want to do the door and I'm going to use the same shape to create it. Here I'm going to edit mode. I just disable subdivision. I'm going to use this part here to create a door. So let's detach this. Let's just select RSP and separate by selection. Let's hide this and see what happens to our cabin. So now we have a cute shape like this when we apply the subdivision. So let's go back. I'm going to select both of these objects at once and we can press edit and change them together. So I'll just go and select these verdicts. And rise a little bit up if you go back, we can see that we changed both of these objects. Now you can see we have our detached door and our cabin separated. I'm going to add some loops here. Just to contain this part here. Okay, let's work on both of these at once. I'm going to drag my cabin 5 meters to the side and we're going to work a little bit on the door. Inside fantasy cabin move to a new collection called door. I'll leave this inside. Now, now we can use this as a base. Now, I'm going to inset. We used inset before. Just a little barrier to do how is that called? A door frame, I think. Okay, so let's use this to do the door frame. I'm going to separate it again just so we don't get confused. This is the door and the door frame. In the door frame, we need to delete this bottom part, lead vertex, and I'm going to drag this using B. This would be our door frame. The door needs to come a little bit. And like this. Okay? So now we need to do is decide the depth of it and it's going to be a little bit bigger than the depth that we add to the cabin. Maybe I'm a little too addictive to solidify. That's it. Usually, we do 0.15 in our fantasy cabin is going to be larger, that's 0.25, so this is going to be 0.28. In our tar. I so I'm going to drag this a little bit forward. You can see here. I'm going to keep the same origin, so I'm going to edit in edit mode and I want to drag a little bit forward. Three I'm going to drag the door a little bit further. Like this. Solidify needs to be before some division. That we would not get this moved pace. Now, same thing. Let me see if this works. Do we have a loop? Yeah, we have a loop, so we can do this. A one here. Another one here, snapping another one here called trope. I'm going to another subdivision to this arc. We have three here, three here, two. This looks better. Pretty smooth. Same thing here. So for chrome string here, I'm going to use another inset. I don't know if this is going to be enough. I'm going to press. I think this is okay. So we can have all modifiers here. I'm going to add another loop here. I want all rounded edges pretty cute. Start with the cute the cute again. Okay, so now I'm going to add the solidify to the cabin. Or cent division. I want to add 0.25. Now you can see we have this front part lower than the depth that we want for a wall. I'm going to solidify this outward. We also have some problems if you can see out here if we solidify inward. What I'm going to do is add this to the outward and offset thickness, so we don't have this moving here if you want to keep, it's okay, but it's going to be easier to edit later. Okay, so now we have this. Let me see. Want to adjust a little bit this part here. I think when I was editing it, it's not very smooth. Just a little bit. Yeah. It's okay, baby. You need to drag this a little bit here. Then rise just a little bit. Yeah, I think it's okay. Whatever it is doing? Oh, solidify. So now I have solidify outward. Let's disable this. And I'm going to do a backup copy because I will need to alter this or there's two ways I can approach this. I can adjust this to fit this. I mean, it already fits, but not so good. Or I'm going to adjust this to this new size here. So I'm going to do a copy and shape and send it to my backup. I see. Okay, this is the backup of the fantasy. Okay, let's save it. Now I'm going to apply it slid five. And I'm going to adjust a little bit. I want to waste. I don't want this part to be too big. I want to be exactly on zero. So let's move this top let's hide this one, and I'm going to leave son. And I want to match. I want to see if I'm matching my vertex here on the same line. I can do like this and have Snap on my Z 2 meters steals 2 meters, I'm comparing it right here on stuns form. Yeah, exactly the same height and same Z. Now I can grab both of these and bring it forward. I need to just this height here. I need to do this and lower. I'm going to need to lower my a little bit more and then this one until the bottom here. So now we have a thickness a little bit smaller here than here. Actually, I mean, this is a fantasy cabinet, but if this was a construction, we'll have more structure here at the bottom. I think I'm going to raise everything. 0.50, not too much, 20. I'm going to lower this part here. If you look like this, it's a cub cabin. But the magic comes when you start at the subdivisi. Now we need some more contain loops for this part here. I also think you're going to need one here. O here. Oh, the bras comma. So on the top here, why did I edit this loop? Did I edit right now? I think it was just to contain the top loops can delete this one. Yeah, yeah. I don't mind this kind of so you can see here if you're going to render it cycles, maybe we'll have some problems with this tiny, tiny part here. When I added one at the bottom here, I added the one here. That's what happened. Oh, great. So I guess we don't need one at the bottom. Just this one will contain. Okay. This is looking cute and this is looking pretty. This is our main geometry, subdivided, main geometry is subdivided. I want to open this door here. But if I do this rotation, it'll be like here, like this. I can move this to the side and then go here to treat cursor and then rotate like this. But you can see that my origin point is still here. What I'm going to do, there's two ways that you can do this. Let me this remove solidify, remove subdivision, so we don't fuse. The most practical approach will be just grab all of this. So if we have 1.9, we will move this to 0.5. So we have here 1.38, so it will be 70 69, of course. We have 0.69 here, and we have our object and we move here to the active element. And now we are moving here. To move this origin, you can also select the vertex. I want my vertex to be right here and shift and cursor to active. Now my three D cursor is right here, I can go to object mode, sent orange to two D cursor, and now my origin is exactly here. I'll go back to Shift J, cursor to word origin, and we have our door. You can do this two ways. And I can go here, activate everything again and I'm going to leave sliding ajar. Before that, let's add a doorknob. Really simple really quickly. I want to do kind of the door knob that you knock like this. I can do this way. 18. It's a great feel just this like this and let's not. Actually, let's not use solidified for once because this is really quickly, so I'm just going to extrude extrude the containment here, and then going to grab top face, bottom face, inside Control E, reach edge loops. Add solidify. No, I'm literally addicted to solidify subdivision surface. Oh, my God. Autos move. Sometimes I can't see. Move, autos move, autos move. That's enough. I also add on top, one little circle on top, a circle. G here. Face tr down, contro plus, about N, flip. This is not the idea. Let me see if I can change that. Oh strew. Don't strew. X phases. What I can do here is selecting and go to Control F and Grid field. This move again. Okay, this is going to be Darden, Darn uppOkp no Durnop. I'll just the origin point. Again, this part here. So if cheese course to active, this is way quicker. No, not get course. Go back. Okay. Let's do. Backup. Why not? Then you open the backup miles long. T g more or less material right now and scale. Usually it's at the middle, right? Hm. Maybe this is not a turn off. I don't know if I like this. It's okay. Make this little bit cuter. Okay. Now I want to make this a child of this because if I go here and do this, I'm not going to be able to rotate. So just like before, let's rename this door print. Doorknob, pressing Shift click, and this is a parent, and we need to have it in the same collection. Okay. That's the door knob, it's a parent of this. You can see the relationship line here. So instead of using this origin point, we have this one. And now let's go open again. Okay. So now the last thing before we move on to model or roof, save everything, and let's do a cute window. So I'm going to do the same weight that I did the dark four. I'm going to disable this so I don't get confused. And I'm going to use both of these. Let's see what happens because I'm not sure the size that is going to be when I think this is going to be pretty big. Let's see how big this will be. Yeah, this is not a cute. This is too big, not a cute shape, so let's add relationships. I want to add a window right here. I'm going to add one more line here. I need to do a round shape here. I'm going to add one here, I'm going to use mirror to do the other side at the same time. Mirror bisect. Let's flip. This is good. Now, what this is going to do is alter the shape of this that we have hip let's reset this rotation because we will need to adjust this. What I'm going to do is create another loop here here and here on the door. Now we have another shape that I don't want. I'm going to adjust all three at once. What I'm going to do is activate wireframe and select this one. Here I have mirron but here I don't, so I'm going to select this one and select the one that I select here at behind. Now if I go like this, I can adjust my, my arc the way that I want. Okay. We still have the arc and I can come here. So we had this arc here that I didn't want to use. But now I can select select these ones. And I can press G and G. Oh, I split it. I pressed the wrong keyboard. I think I split the geometry. That's crazy. Let's go back. Yeah. Thank rest. G we can come here and raise this up a little bit. Okay. So now we're going to bevel this one. We're going to bevel. Here. And I'm going to use this part right here. I mean, after I apply mirror, these two parts here to create my circle. So let's do a backup. Let me rename this because I'm going to forget mirror, window. Okay, so now I'm going to apply mirror. I want to use these two shapes. If you want to go back and do a bevel with three edges because I think I'm going to use this one as the middle part and this is the lower part of my circle. Okay, so now I want to do this. So this is the middle part, and I want to mirror this part here. Let me see. If I go here, I can see that I move down. This value I'm going to copy, go back and now I have what? We have a problem here. Let me just do this first and then I'll press control fee, and I'm going to go down the same link that I have here. Now I can. Let me adjust this part here. What happened? This vertex and this vertex and this vertex and this vertex. What are you? Okay. And also this one and this one and this one and this one. Probably when I was editing something. You can cut this if you want. Like, I'm going to pretend that I didn't mess this up. Let's just make all this in the same direction and all of this. Probably when it was solidifying. We can do this to just these minor errors. That errors just Okay. So let's see if this will work, actual. Okay. So we have a little round object here separated. I want to change the shape. So before we do that, I need to do this a little bit bigger. And also, let's see if we can use sphere. Yeah, we will need another loop there, not in the mood to do this. So I'm going to remove this loop here so we can add to sphere. Let's see if this works better. Yeah. I somehow have the feeling that this part is longer than this. Let's see. 0.5 0.55 0.43, so I guess Okay. Do we have everything? What? Not the best shape, but everything is white. Let's see. Let's remove the overlay. Kind of like this. We'll say at the roof, maybe I think it needs to be a little bit higher. Going to select this, this. This is not going to work. Yeah, I'll just move this higher. Then these two edges, these two. You can also do your windows first and then use Boolean to cut your little cabin. But I like to do it this way because even though it seems a little bit complicated at first, you have more control of where your vertex are. When you boolean, okay, you can get a nice effect if you're doing a render. But if you're not paying attention where you're cutting and how many vertex you have from one object to another, come really complicated. So you can use other modifiers to correct them, the phase angle, the phase normal, so it gets a little bit more complex, but it's definitely something that you can use and can play around. If you want. Okay, now I have the cutout for the top window. I'm going to add one more here. Let me see if this will work. Let's just separate this part here. So we have kind of round shape here. I'm going to just adjust this face here. I'm going to do I'm going to add another loop here. This won't affect Arter even the window. And just like before something like this. Let's do mirror. Let me see. I another loop here. I think this one, I don't know, let's see. Yeah, won't alter the shape. Now we separate this one. Let's see. We have a top here, a top window here, and two like this. Y. Do I make them like this or not? Let's add one to the side here. Yeah, we can use mirror or not the set. What the hell? That was crazy. I'm going to add Hmm maybe we could add one here. Well this is not going to show. Okay. So we have here, another mirror here. Let's jump off this. That way we have two side. Now I have the base for the windows, but I already apply the solidified to my cabin. Let's pretend this was actually a setup for me to teach how to use Bullion. Let's add here on our cabin selected. Let's rename this windows. Let's apply and add bullion. You add bullion to the object that you want to be cut. Here on the eyedropper, you select your windows. Let me just also this one, just so we don't get confused. Now, your windows need to cut the inner part of this. We're just outside so let's add a solidifier Okay. So now you can see that it's passing through the inside of this model with X ray. See if we have okay. Now, you need to select. If we click Intersect, only the parts that are intersected with our Boolean will show. If you click Union, you have what's been cut joined with this object. What do we want right now is the difference. Now before we apply, let's hide this to see how it looks. Or we can hide it. Now, Okay. So now let's just dipt here. Well, let's not do that because what I'm going to do, I'm going to duplicate this one and use this one as a balloon just so I don't mess up this object here. So let me hide this one. This is going to be the balloon because I was getting a little bit confused there. So with this one, I can go ahead and drag them a little bit further so we don't have an intersection with the faces. I'm going to do the same thing for this one. It's a little bit further. Okay, so now I can apply the solidify. Okay. So now let's use this one. You can also select right here and let's see. We have this problem here with this top on. I'm not sure why, but you can see that the other ones have got perfectly. But you can see here on the inner part, the way that I show you, we don't have anything connected. So I'm going to connect manually. Now I'm going to create a copy to the backup. This one to move the backup and I'll apply the bullet Now let's see the window subdivided and this subdivided. Now before, I'm just going to adjust everything on the inside and this will be it. Now we need to add on the inside. So this is going to be a little bit annoying. But I don't need to add one up here. I'm going to do one mirror again. Okay. Let me see going the other round so I can fix both of these at once. I'm doing the other side. So what I need to do is a tulips here tulips down here to connect. Just like the outside. I wouldn't be able to do these loops here because I have two vertices. I'm going to connect this to the top one. Let's flip it. Okay. Merge to last, merge to last. Now we can connect this one by pressing J. Let me see if we have a shortcut here. The edge. I'm not sure if we have J and K. Now we fix the polygon size of this one. We need to add two more loops here too. You can see that we can add one here or I can divide this one. I need to add one here. Like this and like this and another one here. This is why Ividus Let's merge. You can also use a modifier to merge your vertex. We can go here and use weld. If we weld, this I'm going to leave this pretty low because if you go, you start to merge everything. Let's apply. Let's see if this. This got applied, this one, this didn't because it was bigger, use cautiously. This we need three, I guess, we need to drink Let me see here. Yeah. We need to drink this to this one. Oh, we only need to do this side and this to this one and the scrap and this to this, and this to this, and this one doesn't exist. Let's see. Okay. And let's apply our mirror, and we are all set. I just need to bridge this loop together. And let's see. Perfect. Let's go to the outside and add the loops here. I'm going to hide it at our loops. I don't know why I have sharp base faces here. Let's clear sharp. Okay, so we have a problem here. Okay, so I need to pitch this. Now let's see here. Let's remove sharp. Okay, so I can't add a loop here because I not connected this one to the outside. Actually, I don't have this loop there, but I can remove it. I can't remove it. Let's see. And this part, yeah, I can't remove this loop. I already applied mirrors, let me see. And I can remove this one here. Put your X. This part doesn't met so much. Okay, now add tps here. Already pie me. I shouldn't Okay. Now add another loop here. Another one here. Contro B. Can you do something like this? No. Trough R. Scale and ControRT scale. Mess up here. That's why I deactivate some division first. As you can see, sometimes Blon when you try to keep a quad modifier, if you don't have the correct loops, it could be a little bit more time consuming. So use carefully. Okay, so for the last part, let's do the windows. I'm going to do them just like I did with the tar of them at once really quickly. Okay, so now let's add some constraints. Let's see how it's looking right here. And also here. Okay. Now this one. Let's apply solid phi. And now I just need one p here. Up here and here. Now, I want to add a cross here on this. I think I'm going to add all of them. We're going to duplicate this one, I'm going to use as a base. So I'm going to use this as a base to create a cross. I select four of them of B. I'll separate this one and now do like this. Then we copy to all of them. Oh, I selected in another one. Okay. And flip and flip and loops we must forget to have two separate objects here. Lip I don't know if we need subdivision. Of course, we're in this stuff. This. Let's join them. Just subdivide ones and make this a little bit. Okay. So now I can copy Window cross. And this Okay, let's see if we can join both the tree. We can join because there are separate objects. So we have window glass, windows, cabin shape, and door frame and door, and inside of door, we have knob. Let's do these tune, let's move to a new collection called windows windows and cabin shape. So yeah, this is the overall shape of our cabin. Can see right here. Movers, comes soon comes the bold right now. So let's open this door a little bit. Cute. Okay, so this is our cabin shape. Let me just see what we can do to fix this part here. Let's add another loop here, another loop here. Also this top loop is kind of constraining, making this a little bit. You can see here how the light comes and then it has a little cut here and here, too. Let's see what we can do to to make this better. So we can press GG and move this up, and we can wrap this. We have a separate on no. And we can bring it down so you can see this is waste mover just by adjusting a few edges. So this is it for a cabin. Next lesson, going to be quicker. We're going to add the roofs using curse modifiers, and then we'll start assembling sin. 11. Modeling the Roof (Curves and Array): Welcome. In this lesson, we're going to model the roof for our little fantasy cabin. We're going to use only curves and the array modifier to do it. Let's go and create a new collection named roof. I'm going to disable the other ones for now. So first, I'm going to do this little part here, the ridge of this little house, more or less like this. But I want to do a variation so it doesn't look this straight, and I'm going to use a new feature of the array that we have. So it's going to look a little bit different. I'm going to start with the cylinder shape. I'm going to use a 24 or more going to use the fault 32 because I don't think I'm going to use subdivision for this. Now will rotate by 90 degrees. The only tip about the amount of vertices is that you keep one vertices on the X and one on Y because we're going to delete this bottom part here. Now I'm going to close this off. I'm also going to then I'm going to select this one and this like the bottom face and I'm going to duplicate this and scale a little bit just to create a separation, and then I'm going to extrude along nerves. I want to grab this bottom part here and scale Z I'm thinking this bottom part could be some structure for this part of the roof. I'm going to use just a bevo. Just two segments. Let's see how it looks. I'm going to reduce this part here. I don't want to change this proportions. I want this to incur in this direction. O Okay, so before I adjust the scale for this one, I'm going to activate my cabin shape and grab just the line of the stock part here. I need to duplicate it and separate by selection. And I'm going to use this one will be the base for my reach. Now I'm going to go here and use a simple array, and I'm going to do the array after the BEFOO Y. Actually, let's see. We have a rotation here. That's why you need to apply your rotation. Since we're going to use in this direction, I'm going to apply the rotation and now we can use one Y. What I'm going to do right now, even though this isn't a curve, I'm going to go here and convert to a curve, and I'm going to use here. Online, I'm going to go with curve. Now we need to select this curve. Okay, now you can see that our object is being fit on the curve. Here I have a line rotation. We are aligning the rotation for X and up. If we don't align, we will follow the direction of our object. For now, I don't need. The reason that I'm doing this in this case is that I want to use this count method because here we are just counting by the distance, we have one and then 1.1 and you can do like this or rotation but it's limited. So I want to use curve and with this, we can adjust by distance. Here you can see if I want the distance between one instance and the other to be 4 meters, it looks like this. If I want it to be less, you keep adding based on the change that you do on this. But first, let me adjust the size. Okay. I'll just scale it down. Let me see 28. Let's compare to the cabin shape. And scale it more or less like this. Okay. So now I can come here and reduce the amount. Now we need to come here since we don't have the subdivision applied and kind of fit on the. Yeah, I think this looks okay. And now is the fun part. We can come here to LA array and randomize it. So depending what we change here, you can see that slowly it starts to turn. Here, I'm changing on the Y. You have a little variation on the Y. I'm going to adjust a little bit of variation. Maybe ten at most, and here on X, just a little bit two, maybe five. Maybe this could be more. And see. Just so we don't have a straight line here. Let's make it so it shows a little bit of the distance between them. And this will be the ridge of the roof really quick. Okay. Now, let me just move this. It's the curve for the ridge here. I'm going to grab this part. One loop here to do the slope of the roof. I'm going to use this here, maybe one more and delete these vertices. Now I'm going to transform this into a curve again. Now you need to enter and set to nerves, actually, and set to Bessie. Now you have all of these points. I'm going to remove some of them. Maybe just this one. I think this ones will be enough. Now I can drag it and modify this curve. I want to do a slope here. Acute detail. The nice thing about this is that you can go back to this and adjust the way that you need. So let's move on to the next step. The first thing you're going to do is to create the object that will go here. For this, I want to add a simple cube. And I'm going to do a simple tile. I think a square tile. I'm just going to round the edges with a pet fo just to keep on the same language. So the size is going to be let me just this. 46 going to add the bevo here. This is going to be our tile. I'm going to rename this tile roof. One thing I can do is I can select both of them, Control L and link in copy modifiers. Now we can see that it's applied to this curve. All I have to do is remove and select the cabin shape. Let's rename it. So now in this case, you need to align the rotation. So now you select your curve and go to edit, and here you can tilt your curve. With this, you also tilt the position of your object. Instead of rotating the way that we have it right here, we can change this curve. So now we have the correct direction. Let's reduce. So it kind of overlaps a little bit. And now let's adjust different rotation that we have from before. So I'm going to exaggerate this a little bit more. I want it to feel to look crooked, even if it overlaps a lot. You can play around with the settings here. Now what I'm going to do is move my curve here at the edge and I'm going to lower this part here a bit. Now I'm going to apply an array on this curve. So it'll be inception of rays. I'm going to array this curve on the line on the Y and zero on no more and your roof takes shape. You can see that this is nice because light hits different between all of them. Of course, if you want a more straight look, can even just deactivate. It will be a simple tile. But I want something like this. Now I want to add some supports here at the front and here at the bottom. I'm going to do this without using array curves. Let me grab this curve here. I'm going to duplicate and separate. Now I'm going to add a curve right here and I'm going to do some support loops. Here is slope, maybe one here. One more here. And I also want to add one here. So let's grab this one. This one as a reference. I'm going to copy it and separate. I'm also going, I'm going to leave on, but I'm going to reduce this by I think just four, five, I have the other one selected. So just actually reduce this one, go back. Okay, this one. Just going to use a few of them and sparse it out. So yeah, I think this is it's a good number. I'm going to move it here. So this is going to be the support. I'm going to hide this one for now. This one and this one. Yeah, let's focus only on the structure right now. So I'm going to apply this way. Yeah, I'm going to apply. Oh, okay, I need to cover to mesh before, and it's already applied. I'm going to convert to a curve again because this is a curve, yeah. I'm going to convert to a curve. And the same thing. Uh Blind type. What is your nerves. This year. Now I'm going to join this one. It's a little short. Let me see why. I don't know why this one is falling short, but I'm going to grab this This is better. So this is a nerves curve. Let's just convert to the same one. Let me just this real quick. Let's just make all easier. Now we have our structure, this below, and this on top. Now instead of doing arrays and adding a dit object, I can go here to curves and you can go here to geometry. Here you can offset. Actually, you can intrude and you can offset and basically create a geometry just from your curves. I'm going to go here down here in Bevo and I'm going to increase depth, something like this. And I'm going to go to profile. Here I have some options. So if I move here, you can see that the shape changes. And you can also adjust the resolution, how many basically edge loops you want. Maybe if we do a little star like this, kind of cute. If I set like We'll see. Give some nice dimension to the object. Let's increase resolution, and we can also come here and shades move. So here we need to fill our caps. And also, if this cut is still too sharp, you can increase the resolution here to increase the edge loops here. So this part here? I think we need to. Let's see what we could do here. So let's lower everything. Okay, so this is the structure. Let's see our tile again. So now we can see that we have a little bit of overlap, but I think it's okay. Maybe we should rise this up a little bit or bring this down. Maybe a little bit. Maybe we add another one. Okay. So this is kind of fun. Okay, so now we have our roof, and I'm going to actually increase the size a little bit. So it's more evidential evidential pronounced on top of this maybe out. Just increase the size here and not the size, the other size. So just so it shows a little bit more, and I'm also going to bring this down from the shape here. But this down a little bit. Maybe too much. Maybe, so go back a little bit. And I also want to not overlap this part. But we need a little bit more distance here, a little bit less. Okay. Good. I think this is good. Now let's see if we can mirror this other side. Perfect. This we can mirror. Let's mirror the other side. Now we have this on all sides. This is cute. Let's see how everything looks together windows and door. I like how cute and messy this looks. So we're going to add variations for this material here on our roof, and also we're going to add some slabs here. Let's add one more thing before we go to assemble our scene. I'm going to add also a few steps here, so it does a smooth transition to your pathway. I'm going to do something different, since we are working with curves. I'm going to add a curve. It doesn't matter where it is. Let's just go to edit. I'm going to actually select and delete this one and I'm going to go here under draw or curve pen. Let's draw. I just want to see how this looks. Not very great. Let's do it again. Okay. This and this and this and this. Maybe the other around. Okay, it's okay. So now I can go here and play around with the result. Through this. So this is the parting treaty that you can have fun. I mean, you can have fun anytime, but times like this are pretty fun. I want to make it pretty round like it's made of maybe maybe a dope. Okay. I'm going to go here to curves and adjust the resolution. I just don't want too many vertex when I convert to a mesh. I could use this as a profile, but this is okay. Let's shift ten and recalculate outside. Still have too much vertex here, let me go back and reduce this a little more before I convert to a mesh. Just one more. Okay. Okay we play outside. And let's just add here a pebble. Try not to overlap anything and allos move. Okay, we have a cute step. If this is hnterd Okay, so this is our little fantasy cabin house. We used a lot of modifiers and properties that we learned on the previous lessons. In the next lesson, we're going to join everything we did, like the lantern and the Cumbosto and we're going to do a terrain to assemble our scene. 12. Environment and Scene Structure: M Mm hm Welcome. In this lesson, we're going to join everything that we model into a three D scene. We're going to start with modeling the terrain and then learning about some composition guideline in your camera so you can better set up your environment. So the first thing I'm going to do is to set my camera view. So I'm going to go here to collection. If I already have this selected, I can press zero on my Numpad to see the view of my camera. So let's increase the size here by doing control and space bar. You can do this to enter each viewport, like this. Now you can press Shift and the boots I guess, and you can move this around up and down with key E just like a game. I want to set up the distance, the view that I want for this image. So maybe like this, maybe this side here, and more or less the view that I want of this just to get an idea. I want that my camera, if you press ask you count. Oops, I press cancel, so go back. So here I want my little cabin to be the focal point, but I also want to create some depth in the scene. So maybe something like this where I can see the path coming down this way, and then I want something on my foreground so I can have a better look on the lanterns that I model. So this is more or less the viel that I will have from my little cabin. So now you can see that my camera is set lower than the zero. And I'm going to use a sky texture here. I need to raise this so I'm going to select everything with A. Let me go back. Actually, what I'm going to do is select everything that I have here. Let's see. All the objects, I'll click here and set select objects, and I'm going to add here and empty with plain xs. Now I can go here, select objects, and I'm going to click and drag pressing shift to parent this. Now I have everything under here. So if I select just empty and I move around, everything comes with me, everything that I have inside the fantasy cabinet. So I'm going to rename this as fantasy cabinet because I'm not going to change anything right now. I don't want to move this, for example, then I get lost. I'm going to move everything at once, so I can just select here. I can even reduce this and just select this part here. For the lanterns, we can live separate. So I'm going to like this one. I'm going to select our stones and our lantern and our camera. I'm going to move this everything up. I'm not going to be able to notice because I was in the camera fiel. Okay, so we bros 15 meters. Let's delete this slide here. Okay, so now let's add our terrain. I'm going to add a plane. Don't be afraid to add a big terrain. Now I'm going to subdivide it by a lot. I think this is okay, and now I can use a modifier to add more details. Now for this, I'm going to use proportional editing. I'm going to grab this tube here and I'm going to see how much I need to drag here. I want to have this little effect of a house on a hill. I'm going to grab this too. Let's do move. Let's see how it looks. Okay, so I'm going to use more or less try to touch without overlapping too much. Yeah, I think this is okay. Let's see how it looks subdivided one more time. This is better. I'll shade flat for now just so I can have a better understanding of how my geometry because here, I'm going to use this curve here to add my pathway. I want my pathway to curve down like this. It feels like you're really climbing up that hill to reach this little house. So let's do that. I'm going to duplicate because I don't want to apply. Apply just so I can reach this exactly the medium perfect. Now I can delete these edges. Now I have this perfect line here. I can go here and select the one that I'm going to keep. I think this is enough and delete the vertices. Now you know what we're going to do. Add an array using this. Curve. Now for this one, I already have an array and we're going to use the curve. This curve right here, curve pathway. Curve pathway. Nice. The same problem solution that we did before. Let's go to items go to our curve and silt it 90 degrees. Okay. Now we can do a little offset so it doesn't fall flat on. Actually, let's see how it looks before. My computer is struggling a little bit with all of this. I'm going to disable my subdivision and my bevel and my displays for now. This is perfect, right on frame. And I don't think we will need to actually, let's adjust this. Oh, I have 42. That's why maybe my computer rolls lagging a little bit. I think we can do 13 14. I think 14 works well. We already have a little bit of variation. I'm just going to go in my curve. Let me see. Yeah. This one, and I'm going to press N G. Oh, I'm going to just remove this. Let's see if nothing else. Let's try not to bit. Let's try not to ring this curve too much. Let me see. Let me activate bevo subdivision. And this box. So what we can do to not tweak find twigs like this, I can go here let's first disable this subdivision. Let me see how much I have here at three. Let's leave a one, and then in the render, we'll still have three. So I can go here to curve pathway. Let's move this. And I can add a modifier called shrink wrap shrink wrap. So I will select my object. I lost everything. I'm going to go to project on surface. Let's see. Negative and positive. And now I will apply. I think when I applied it choked. Okay. Now let's see. So I'm going to add a new hill in this foreground here, maybe coming like this because I want to make another pathway where it comes towards the my camera. So let's save this and let's save a backup too of this plane. So the rain I don't want to lose this part here, I don't want to change it. Going to duplicate. Going to move this to collection, call the ring. I'll just backup I have this terrain. I don't think I created a collection for terrain. Yeah, I'm going to add another hill. I'm going to actually copy this. Let's see. I'm going to optimize this a little bit. I'm going to delete this thing that we won't use. See? And I'm going to basically copy this and we'll have another hell here. Okay. And I'm going to make this a little bit Sharp? Sharper. This and this will move this way. But I kind of want to create. I'm going to use these lines as my beth. So let me just analyze the direction. So maybe this from here to here. And so I'm going to activate a few camera lines to help me with this. So if you go to the properties of your camera, you can go here at safe Area center Code let me see. Here is your basically the margins, but you also have another it's not this one. You put display composition guides here. You have your thirds, you have center, diagonal, and triangles. I'm going to use the center and the diagonal for now. And I'm going to basically this will help me to composite. So I want my door to be here at the center. This is kind of following this part here, and I want to create another line here. Okay. Maybe I want this to feel that I'm a little bit lower. Yeah, so This is the show that part there. This is a little large. Yeah, and this is a little closer here. So I'm on my camera. Let me see. This lower. Once you adjust this 90, this doesn't matter. I also silt instead of here under shift I can shift up and down instead of moving my angle. You can move a little bit, your angle. But you will get some distortion so you can do like this. I'm going to do this a little bit more. Like this. Okay, so I'll use this line for now. And we'll adjust as it goes. One, two more just in case we change. Actually, let's just add. I already transform. Let's just add. And now we just need to adjust the tilt. Okay, so now this terrain is a little bit sloped. Let me think about it. If I slope this. I don't know if I like this. Kind of feels like everything is tilted. Maybe it is too much, but maybe if I can reach an 85, it will be okay. So I'm actually going to try to adjust this part of the terrain just so I don't have a little bit of ankle, it's good. Not too much. It's even nice if you have some during overlapping. Not so much, though. Okay, so now we have our pathway. We are only missing the flower that we're going to add and the lantern. So let's go to the lantern. So I want to do in one side, on another side maybe. When I'm offsetting like this, I need to offset more. Maybe I'll have just two here. Okay. Let me see if I can get away with doing this. Maybe just for the first one. No. Make this and let's move. This one a little bit. Yeah. Also bring this one a little bit closer. Yeah, this is going to show just a little bit. No, we don't know what's happening down here. Maybe we have a curve. If you want, so let's go there. If you want to come here and move this from side to side, maybe you want to connect this. The way that we have it right now, little squares is going to be a little hard. It's going to look a little bit weird. If you do really small, maybe you can get away with it. But yeah, if you have a curve, this inner part will need to be smaller than the outer part. So this is best when you are working with geometry nodes, you can have a better control. Or if you have a different origin object. Let me adjust this. It's a little bit overcrowded, overcrowded, right here. Yes, because we have different let's say per curve. Maybe if we have some let's go by distance. If we go by distance, we have exactly 1 meter. We're not going to change this 1.05. Just a little bit. 01. This is better. Our other lantern. Let's see. This first one. I can play around a little bit with this height. I want my third one right here. Let's this one. Remove the array from this one because my origin point is weird. I'm copying as an instance. Maybe I have too many lanterns here. I have this bottom room right here, I have this one here. Let me see. I think this one I think this one is kind of in a way more than this one. This one even makes sense. It could be a little bit lower here, so it doesn't collide. This one is kind of getting under my skin. Yeah, let me disable, but I'll live I'll leave it to do it. I try to I'm satisfied with this for now. So now I'm going to add our flowers. So this is really simple. Going to add a circle mash. Right here and into face. Now, we have a system that is called particles. If you go here under particles and Ed you have a particle system. You have an e meter that will depend on your timeline. Or your hair. You can see that you have a lot of ir. So you can go under Brander and instead of path, you choose object. And now you can select an object that you want to instance. So here we have the flower. So we can go here and select this object. Now, you can see that we have a bunch of flowers. So let's reduce this by a lot. Reduce the number, and now we need to adjust the scale. But first, we need our global coordinates. So let's see. We need to go under here and sell advanced and now you have the rotation control. Let me see. Maybe I need to do objectZ or Global C. Yeah, I think both of these are fine. Let me just reduce the scale a little bit. Now, they are crack. They are still tilted. Let me see what I can do about it. Let's leave them tilted. But now we have a phase and we have randomized phase. This is crucial for you to mimic because we only have one flower, so we need to randomize them the most. Let's reduce the amount. Still have too much. Just a little bit. With phase randomize and also our rotation scale, actually, our scale randomness. You can get away with just one flower. I so now I want to add them on the first plane. So I'm going to take this so this doesn't show. I'm going to add a depth of field. So this is not going to be in focus too much. Maybe we have too much flowers. So I'm going to add one here. Let's add flowers. Yeah, let's keep it. Let's keep it here. I'll add I'll add first here and let's see where it looks good. We can change this as we render too. But another one. Actually, let's duplicate this for this one here. I'm going to adjust the amount. I'm going to use the same one. Cute. Let me just can see. And then in the future oranges tate like this and I'll go here and add a mirror by your mirror. Oh, yeah. So let's just a orange into t coarser. And also the rotation. An swarms. Set arching, de coarser and X apply and adjust the number. Okay. Even though we are looking from a bottom up perspective, I'm going to add a few more mountains here just to composite with the sky. Let me just drag here. So what I'm going to do right now is going to be crucial when we start to render or see the materials. I'm going to add another viewboard here, just so I can have one here at my camera and the other I can move around. So I'm going to do this in this one. I should have done this earlier, actually. I'm sorry about that. So yeah, I want to add not higher than my little house because I want it to be focused, but, you know, just a little composition here. So you can see that something is happening out here. This is very important. Your camera in a viewport has a limit and I think I showed you before. If we go here to view, we have 1,000 meters and you can see that it's starting to clip right here. Let's increase here and see what happens. Nothing. Let's go here. Nothing because this is our camera. This was a test, you need to go here and just clip start and you clip end on your camera. Now let's go. Let's go. Wow, I placed this very far away or it's not ogle. That's it. You need to keep in mind and this is your report, and this is your camera. Your camera also has a limit. If you can't see it, maybe you should adjust on both of these. Already doing a quiz. From the front, everything nice, from the top, everything crazy. But that's how it works. So you can see here, dictvate this. This is looking pretty cute. Actually, I'll name this flower instance. It's better. I'm going to this deactivate it and I'm going to add a flower flower flowers. I'm going to drop this here. Now for terrain, it's already in terrain. Perfect. Let's leave the flower instas here. Everything organized. Okay, so this concludes our scene composition. So next lesson, we'll start working on materials. 13. Creating Simple Materials and Colors: Welcome to Chapter four. In this chapter, we're going to be rendering our scene in two different moods in the daytime and one more moody in the nighttime. We're going to start by making our materials. So here is where we left off last lesson. So if you go here to the top part and go to material, you can see that we only have the flowers here with a texture. The rest is gray, and we don't have any depth in it. So let's go one more to the render. You see that we have shadows and we have default light. If you go here under shading, you can see that we have a HDRI that you can choose here from your defaults in Blender. You have a studio version and you can change this. And you can even control the rotation and strength. But this is your defaults for the viewport, and we want to use our own. Here on the top, you can see sN lights and SN world. If you activate this, this means that we are going to use this part here, world properties as our main setting for the viewport and render. If you go ahead and press F 12, this is our render. If we go here under color and we change, you can see that it's also being changed there. Let's also activate in lines. This is going to activate any lights that we have here on our outliner. Now this looks pretty bad. Let's go here to render. In Blender, we have two main render engines, that is IV and cycles. IV's real time more fast way that you can see and make your renders and cycles, if you see, it has the rate racing, but it takes a little bit longer to render. You can see that it's pixelated and you need to add a denise here. If I activate a denoise here on the viewport, you can see that it gives you a preview, but it takes a little bit more to render. For this one, I want to use IV because it's faster and also we received huge updates in 5.1, so we want to test that. So under IV, if we go here, we have the ray tracing, which is the cool feature that we have on Blender right now. So that's nap I didn't even see. You can see that just activating ray racing, you get the same properties of shadow and ambient occlusion that we had on cycles. So this is pretty cool. For now, we will leave the settings this way. When we go to the lesson that we have on render, we will get more into it. So let's go back to the world properties. The first thing that I want to adjust before we start making our materials is to show you how we can change this background here. So let's go to the shading tab. Okay, so from here, let's go to material again and I'm going to deactivate the overlay. So now you can see here that we have the shader editor view, and we have objects. If you click here and go to world, we have the same settings that we have here, but we have all of our nodes so we can play around with it. If I go here and change, you can even change colors. I will reflect into everything that we have on our scene. So this here is our background shader, and this is our color input and the strength of this color input. If you hover your mouse above any settings and you press backspace, you will reset to the default setting. So what I want to do here is use only textures that we have default on Blender. Noise texture, wave texture, and so on to delect procedural materials without using any external materials or textures. The first thing I'm going to do is press eFT and search for a noise texture. Here on the output nodes, we have factor and color. If we connect color, you can see that we have a nice overall. If you connect factor, we have a black and white. Now what I want to do here is pass this factor to a color ram and we are going to use this a lot to give some variations. Now we have a black and white and we can control the distance between them to control the intensity of this noise texture. Right now I want to play around with the values. Right here, what I want to do here is for the white part to be a cloud. If I go here and increase detail, you can see that I have this definition that looks like a fog, but we will make this a cloud. Play around with these settings and with this, you find something that you like. What I want is this back black. Let's go to this black part and add a color for our sky. What I'm going to do here is go to my inspiration board, and I'm going to grab a blue color. Let's want this kind of blue pretty bright. I'm going to actually pick this color, and I'm going to copy over above Control C, and I can go to my other project and press Control B. This is too bright. Really bright, and this will be the cloud. You can add more color to this ramp papers in control, and I want to add some depth to the cloud. Maybe we could write there too much. Yeah. Now I can also come here at my shader and adjust the intensity. You can go over. Now if you look, we have this fake noise in everything, but it's missing some depth. I'm going to show you another texture that we can use and it's called sky texture. And this is really cool because it actually mimics a sky. So let's disable Sundisc because it's only functional in a cycles grander and let reduce strings a little bit. Actually, let's duplicate this so we don't lose the shader here. Shift Okay, so now I can reduce this. Let's reduce by 0.20. So you can see that the sun are more or less in this direction here. The cool thing about sky texture is that you have this kind of horizontal line here. So you have this kind of blur this gradient that gives the sky a nice effect. It's the thing that is missing from my noise texture. So I will just do some rotation here to be a little more front face. You can see that what I need here is this gradient here. You can see that goes from white to a little bit of blue. I'm going to increase this a little bit more. We have a nice cast here. What you can do here, I can also mix shader. If you drag here and go to mix shader, you can mix the two together or connect this way. So now you can see that I have a little bit of my clouds and a little bit of this gradient here, which makes a lot of difference. So if I move my factor and go to zero, you can see that I have my original texture. And if I move here, I have the sky. I can play with this and search for a nice in between factor. I like this, but I also want to maybe push this to make the clouds a little bit smaller and see if we can do that. I also want to add if I can variation on the sky here. You can see grading a little bit of gradient. Maybe I can reduce the strength of this. Okay. So this we have kind of a handmade sky. We're not going to be able to sit below this horizontal light, so I'm not going to worry about that. We can just go here and push this a little bit. Here. Perfect. So let's press F 12. Let's see. This is it for our sky right now. Then we're going to edit a sun and artificial light, but this is going to be in the next lesson. Let's focus on the materials for now. What I'm going to do is just increase a little bit more of this intensity just so we have a better view of our materials. 0.5. And now the first material that I want to add it the lantern one. We're going to add two materials here. Let's focus on this one. We'll go to New and you can see here that we still have our words, so let's go to object. This is our principled BSDF which is physically based rendering shader. What this means is that the shader controls the way that lights will bounce on the surface. This is realistic rendering. So here you have your shader for surface. You also have volume displacement and thickness. We're going to be using surface and displacement. But let's focus on our shader for now. Here you have base color, metallic, roughness, Alpha normal. And for this project, we're only going to use three nodes here, which is going to be the base color, the metallic, and the roughness. So let's check metallic. If metallic is one, you can see that we have this shen here on our object. Let's change to this default first so you can see yeah. So here we have let's go to study, maybe studio left. Let's bump roughness to the top. If we bump roughness, you can see that we have a more not shared, but we have more rough in your object. If you go under, you can see that we have the reflection here. It's really smooth when we hit zero. If you leave roughness to zero and metallic, you have this really reflective, you can see that it's reflecting the world that we have here. If we select another one, you can see that it's reflecting everything, even the flowers here. Here on top, you can see really well this environment here. If we go to our scene world, you can see that it's reflecting everything from around. A so for this leter we're just going to adjust the base color, let's not use absolute values. Let's use some variation. Less like this and a rough. Now, let's add the glass. To do that, I'm going to press tab, Enter, and select this part here. Then we will add another material. Let's name this to metal. And this one will be our glass. Now you can see here that under ED, we have different kinds of shaders. Let's search for the glass and connect to the surface. You can see this is not transparent yet. It's because we need to adjust the racing. If we go here under glass and activate trace transmission and also change this to slab, you have a better results. Now you can see a glass effect here. But I also want to add some properties here. I'm going to mix this and I'm going to add other noise texture. I'm going to map out just the way that we did before, Control T. This way I can adjust the scale to adjust the amount of noise that I want. I'm going to use this for roughness too. I want to make this feel like it's foggy from the inside. Actually, I'm going to leave this white and then we'll see the effect that we get once we add the light. I can go here and made it completely glass or I can make it completely this shady here. You can play around with this just like before. I'm going to leave it just like this for now. Now you can see that we don't have an instance of this. You can see that we have Lanter P. Let's rename it to enter. Let's go here and select the original one. This way, our materials are applied to all of them. Now let's do our terrain. For this terrain, I want to use displacement, but not like the way that we did before vertex. I'm going to use just a bump only that is going to be applied by the material. Let's go here, create a new terrain terrain material. And I'm going to use and for this, I'm going to use a different texture called Voronoi. Let's see how it looks before. We can control the size here. So you can see that we have these different policons here can adjust even more subdivision, roughness and randomness. If you go to zero, you get this checker mesh one. I want to use this to create the effect of a grass. So the first we're going to do is add color to it, add the color rim and connect to the base color. So I'm going to add my two green colors. I'm going to go here under my reference that I'm going to choose two more colors that I want. Maybe this one right here. I will go to my this green. I think the main green, and let's select another one. Lighter one here. I think I copied this a little bit lighter. Let's just If we add this car here, you can see that I have a bunch of dots which we can fake like infect for the grass. Let's not stop here. Let's add another variation. I want to add one variation bigger to fake different hills in my terrain. I'm going to add another im. And I'm going to reduce. I'm going to go to the default again and see what I can do to make some big variations. More or less like this. If I go here and I mix these two nodes, let's mix this and control here. Now you can see that we mix 0-1. Zero is the black and white. Let's change this. That's changed. This Okay. So now I want to mix not everything, but just the value. So if I go to one, I have really black hair. I want to just make it a little bit darker. So you can see that from here. We have some variation. Okay, you can even go here and make this more defined. Now let's add another variation black and white, just to fake a little bit of shadow right below this lighter parts that we have here. Let's copy this one, and let's copy another color ramp, let's test this out. Okay. So let's multiply this again by using this shader here. Okay, so now we can see that we have the black right there. I believe we need to invert this. Yeah. Okay, so let's test by multiplying this first and then multiplying this. It's test. I'm just playing around with values here. I see from here, I have this part. Now I'm adding the other value here. If we mix it Okay, so let's live like this for now. This is more the idea. We're going to change once we start rendering, we're going to adjust different colors and everything. But I think, maybe we got too much. So if you look like this, let's see. Maybe I need to adjust a little bit the scale of. This one is fine, but maybe this can use the same scale here, add a little bit more variation to 200. So let's compare if you use just this or if we use the black and white, you already give some depth to the material. So let's apply this to the other. First, let's also add a displacement. If you go here on the material output, and drag, you can search for displacement, and I'm going to use the vector displacement here. We have this node here that is called height. Height inner texture, just like this one. It's represented by if you have a black, it's lower and whites higher, you can think of zero and one. If I go here with this material and connect this to the height, let's look closely and increase. You can see that it fakes this bump here. It's not a vector displacement because it's not altering the mesh, but it's altering the way that the light bounces on the surface. We can increase. Maybe with this texture, it's a little too bumpy. 2.5. 4.1. But it gives you this stylized defect. Let's do actually, maybe if I do the inverse, it will look better. You need to test and render. This is it for my terrain. I'm going to select the other ones, leaving this active, Control L, and linking materials. I don't like the way that the texture is kind of stretched. I feel like in this area. So I'm going to add with Control I'll add another mapping that I'm going to apply to each one of these and I'm going to alter the skill. So you can see that it's more rounded here. If I have 12, so. Okay. M five maybe. And one. Yeah, I think this is better. The lower I go, the bigger the texture is. Okay, so this is it for art for now. We're going to supply to the results later. So let's go to our pathway. I feel like we already have a lot of nodes here. So let's copy. Actually, the name this okay. And let's add another one for the pathway. So I'm going to delete this. I'm going to use the same one here. Connect to display. I don't think we're going to use displacement for this one, so I'm going to delete. I'm I'm applying the same material here. I'm going to use a different texture for this. I'm going to use a noise again as the factor and change colors. I'll use my inspiration part again. Is connect directly. Okay, so we need to add the vector here. Let's set back to one on one. Okay, so we need to change this. You can see that this is being repeated. So let's go here under array and let's remove realized instances. Now you can see that each object is being considered as their one. Okay, so now this is stretch because we have a conflict in the texture space. Let's see how the texture space is here in my mesh. We can even see. So we have texture space only on our origin object here. So that's why our texture is warping. You can see here that here it looks good. Let me see if I can make this more visible. And as we go down, it starts to stretch because our box it's only in this position. So you can see here that I have my texture space is considering the first object. As I go down, it's generating based on that space there. What I can do is go here to texture coordinate and use object instead and this will fix the noise. Now I'm just going to add a few variations again. Let's see how this looks. Maybe we could add color here. We're moving values, so let's multiply. Yeah, so I'm just going to play around with these values here. I'm going to show you once I'm done. Let's delete this one. Let's see this here. I can change. Scrub. Maybe this darker multiply. Maybe I want to add one more colon here. And I want to change this to constant. If I change this to constant, I have a better control. This line becomes pretty sharp. And I can go here and mixes two. Okay. I like this look. It gives a more stylized look. Feels a little gray area between the grass, terrain, and the rocks. It looks like they are growing, maybe something like this. This is cute. Let me seeing some saturation here. This is it for the pathway. This is it for this part of the lesson. In the next lesson, we're going to make the adjustments on the material of the little cabin and start editing the lights that is going to make all the difference. 14. Basic Lighting Setup: Welcome. In this lesson, we're going to finish the materials of our little cabin and start to add lights. So for our little cabin, I'm going to just copy the material that we have on our lantern. Let's see if I have the correct name, glass. So I'm going to go here and search for glass. And in this one, I'm going to use the metal. So now let's apply the material. Let's do this wood part first. So I'm going to add material called wood. And for this one, I'm going to use the wave. So we have a wave texture here. Let's go to factor and connect to base color. Actually, let's do in this part here so you can see better. So let's do the main cabin. So you can see here that we have these waves here, this kind of stripes, actually. So let's press Control three. I forgot to activate this again. Okay, so let's at this part, texture coordinate, and I'm going to rotate this 90 degrees. So now we have waves on this cabin. I want to do in a siding in feel like wood panels. So to do this, I can go here under waveffle and I can choose so. This kind of looks that we have different borders and planks of wood up and down. Okay, so from this point, they can adjust the scale. And I'm going to add a color ramp again. And let's go to our inspiration board. Maybe this brown here. So far darker color or lighter. Maybe. I need something more brown niche. This is beautiful, actually. I feel like our project is a little bit dull. Maybe too saturated. Okay, something like this. Okay, so besides this, I also want to add a displacement, like we did before. And I'm going to use exactly this vector. You can see that it darkens. Let's connect this to the roughness too. Let's see if you can have some. Okay, so now we can see a little bit better. This part is more smooth than the top part. So this doesn't work too well. I'm going to add another wave texture. I think this is going to work better and connects the base color. Let's connect the vector to here again. And in this case, I think I'm going to use sine. Maybe so I'm going to go here under that phase of set the distortion. I can see that I have this kind of crazy looking distortion that I'm going to fake as a wood texture. Let's see. I think this works better on sine, on salt. I'm going to reduce the scale. What I'm going to do is multiply. Before this ramp, I'm going to multiply these two factors. I got a mix. Let's bring this mix. A let's connect this. Now I want to make maybe we can use multiply or maybe add. I think this could be too intense. I'm going to go with overlay. This way I have my zero is my board, and I can add just a little bit of texture here. If I go too far, it can be a little bit crazy. I can add another noise on top of this one to create some parts where it's not showing, but I'm going to leave it this way. Maybe something like this, pretty simple. So you can see when I add my variation, it looks pretty subtle, even too subtle. I can adjust. I can add even a third color here to do some highlights. Now maybe I can use this mixed part here to create the height. Just to fake a little bit, and let's see what happens with a connective roughness. This wave here makes a little bit more sense to have it on roughness. You can see here, and this one makes more sense by adding the displacement. So here you can see the difference. This is too much. Five, this with the roughness, maybe it's a little bit between tense, I'm going to multiply to a math here. If I multiply, it's going to be more rough. Maybe something like this. We have a cute shin in these textures. I think we need to bump the saturation a little more. Let's see what color management I have here. So let's change this color management from AjX to filmic. We have various here. We have standard, filmic log. Let's change this to filmic, and let's bump the context. I'm missing this, so I want to go very high. So this gives more stylized look. You can see the difference. So from now, let's move on to the frame. In the frame, we can have this kind of slabs that we have here. I think it's too much. Let's reduce this. Maybe this overlay here. I think this is good. Let's create another one for the frame and the frame here on the windows. Also this part here. We need one. Let's do another wood, let's remove the first wave here. I'm also going to e. Change the rotation here, maybe. I think? It's okay. I'm going to change the scale. Just to match the one on the outside because this would be the same kind of wood. Let's rotate it 90 degrees on X. I also think this is too discoloring. It's a bit too much here. So let's see if I can. Yeah, this is better. Let's do this on this one too. A little bit more subtle. I don't think I'm going to use the displacement here because we don't need to. I'm going to select this. I'm going to apply on this and also on the windows and also on this part. Control L link material. Actually, this one, Control L. Link materials. Let's do a slight different tint in this part here. Going to just multiply a more. I want this to be more rough. Let me see the way that I have the texture here. Maybe if I change this to sign. So it's better, but also, I think I'm going to do a color ramp. A color ramp for this. Let's see if I can control this better. So I'm going to reduce if I go less black, you can see that it starts to become light, which means if I connect this to my roughness again, it's going to be more rough. If I go here and slide down, you can see that it starts, the shin starts to show there. Instead of multiplying, I'm going to do this and I have a better control of my roughness. I can even go here and make this not so rough. I'm going to copy this and see if this look better. No, I connecting the row. Alpha. Okay. What a small difference. You can see right here on the side. This is better. I have less shin. Okay, let's add the same wood here. I think I'm going to add or let's test the material that we have on the pathway. I like this. I maybe prefer this, than the wood. Let's see. Wood too. I think I prefer the pathway material. Maybe Let's see. I'm not sure yet. Maybe this is too red. Okay, so the last thing that I'm going to do is the roof material. So I'm going to create a new one. And for this, I want to do just a simple mix of colors. I like this color here of the roof. This one. You also select. Okay, more or less like this. Now for the factor, if I go to zero, I have the first color, and if I go to one, I have the second color. So I want to multiply this with the factor that each of these tiles is going to receive or the first color or the second color. I can go here by selecting object info and going under random. Now you can see that nothing happened because each of these is an instance. If I go here to array and disable, now I have each tile being different. The problem is that I will need to copy this one to the other side. Let me do that real quick. I will need to copy this tile roof and the cabin curve root. Instead of mirroring it, I'm going to rotate and moving both of them together. Okay, so now I have this nice variation here. I like this color. Let's apply this to this main roof here. Let's see how it looks. We need to realize this them Al this is it for all of the materials. Now we need to add some life to the sin. It's very dull and dark right now. Let's start by adding a new sun. We have the world environment, which is giving us some scattering with the light, but it's overall light. It's an indirect light. I need some direct light in my sin. Let's go here under our outliner. Under collection. Let's add a new collection called light. Now I'll go to add and add the sun here under light and sun. Here we go to the properties and we have the temperature or if you want to add color, strength and exposure. The sun is a direct light, so it doesn't matter where the object is in the sin. Right now it's pointing directly down this. It's under cobblestone, Okay. No problem. The only thing that matters here is the rotation. This is going to control the inclination and then on Z, your rotation. Let's go back to the scene. You can see here from the shadow. I want to a more or less a light like this. And I want it to be pretty strong. This is too soft. So I'll go here to strength and increase Tree maybe too much and increase the exposure. And I also want to add a more orange in tint to it, so I can lower this. 5,000, maybe 4,000. Yeah, this is pretty strong with what but I want it to be this way. We can adjust this later. I think this is good for now. We have a nice orange tint on the sin, a direct light. Now I want to add one light in the cabin, so it looks a little bit cozy like there's some life inside. Let's go to our top of you and I'm going to add a point light. So let's rise this honestly because it's right at the origin point. Now we can see anything. Let's go close, see if something happens, nothing. Let's increase its power so you can see that it starts to light up. I want to make this showing here. I like the way. Okay. So let's fake this light a little bit. And right here on our glass, I needed to add this part to Opha so the light shines through better. So let's reduce this awesome going to add really warm temperature. Yeah, 3,000. I have my son height. Um, and also add on to the top part here. Rise the center. I want to show that it's bright, even though we have the sun, so going to increase by a lot. Let me increase disposure too. But the shadows here are bit too much. I have the soft foul out here so I can adjust the radius. So if I have a bigger light radius, my shadow starts to have a gradient, more subtle gradient. You can see the area here. I don't want it to be too sharp, something like this. I'm going to adjust one point that I see that I have cute shadows on the ground. I think this is good. Reduce this it, it is too much. Now I have this light here that I'm going to also adjust the radius and with the light maybe sun is a little bit too bright right now. We go to one. Okay. When I do the nighttime scene, this is going to be the main focus and everything else in the world is going to be darker, so you have more of this moody effect. Now for light. I want to add the lantern line, so I'm going to create new keeping everything organized. I'll move to the collection. I'm going to duplicate this slide here. Now I'm going to open a new viewport just so I can see here from above and also see the result here. I'm going to first do this one that we have on the first plane here. So as I add, you can see that we already have a nice light there. I'm going to make the radius a little bit small, and you can see the result from the Alpha glass. Let's render it just so I can see how this looks. I think this could be a little bit warmer. I'm missing this from the sun. I want more intensity and also still missing some contrast. So what I'm going to do is go here and increase the direct light intensity. In volume, we are not using it. Yeah, I don't see any difference. Doesn't matter. And the surface, here you can see how it affects this render here. So from direct light, you can see that it's smoother than zero if you affect indirect. I'm going to copy the lights the other lanterns. H. Okay. Now let's see the difference without lights and with lights. What am I going to do here? I'm going to reduce the string by a lot. I have this light here. I think this could be one and I'm going to change this value here. Going to increase this by a lot. Yet, use a more saturated and also more increasing this sort of think Is this too much. I like the effect this gives the sin. Going to increase this. And also reduce this. I I mess this up here. Okay. This is our render. I can see a few things that I need to adjust here. Let's see if I can draw. Let's analyze what we have so far. First, we need to adjust the overall resolution right now. I see that I need to adjust this terrain here if I can make it a little bit closer here, and maybe overlap. We have some floating geometry here. I also need to adjust this part here that is showing the circle. Maybe a just a little bit more of these flowers. Also, I want to play around with the settings of the composition to see what I can do to improve the occlusion that we have. I want to desaturate a little bit more the cabin. And also just here. You can see that we have some shadows. It's not correct. The shadow here is not looking good. I also want to add some vignette maybe to give some atmospheric feel. Yes, so I think that's it. In the next lesson, we are going to work with the compositioning workspace, and we'll play around with using glare and bloom and also some vignette and see what we can do to fix these problems here. 15. Camera Composition & Final Render: Welcome to our final lesson in the blenders beginners course. In this lesson, we're going to go over some camera and render settings. I'm also going to show you how we can use render passes to composite our scene and do some post processing. I'm also going to be showing a different version of the scene in the nighttime. This is my scene. I change some materials and also adjust the scale of the lanterns and move the terrain around and play around with different perspectives. This is what I have so far, and I'm going to adjust the camera. I'm going to do two things. We go to camera. If I go down here, you can see on Velpar display, we can't control how much you want to see of the background, so I'm going to close this off so I can have a better feel of my image. I'm also going to increase this. Now this is all about following your guidelines and seeing the best compositions that you can get. I'm going to go into fly move, and I want to show my Papay closer like this. I have a better look of the cobblestone. I'm also going to go to the focal length and I want to show more on my environment. Maybe this is too much. So let's keep the 90 degrees, and let's use the shift to control how much you want to look up. You're gonna I think right now I have on my first lane lantern, pathway, and we go straight to the little house. Let me show you what I did for this glass because I was having some problems with the I. Turns out that I forgot to increase the transmission. For I, you need to adjust this to one and it will work way better. You can see. You don't need to use the glass shader. I'm not using it. Here. Let me show you the lights. We have our lantern lights in our cabin. Let's remove the sun and the lantern. I have two lights inside my cabin here, pretty high on power. I also edit this one. So let me delete. So I have this roof filler. This is not a realistic light. I don't have anything here that would emit light, but I'm using it to fill. That's why I'm saying a filler. It gives this reflection here on the roof that it was kind of dull. It wasn't reflecting that much. As I'm analyzing it, I see that my light is feeling too much here on the ring. So what I want to do is go here to custom distance, every distance. So we only grab the roof so you can see that if I go all the way down, lemons or something like this. One thing that I added here is a volume. You can see here on the side that I have a huge cube right before the house and going to the mountains on the back. This doesn't have any surface, so it's transparent. I'm using a shader to create a volume scatter. You can see the effect here. If I disable and enable you see a fog. I'm going to use this more on the night scene to create a volume scatter for the light. But for now, I just want to differentiate my foreground to the background. On camera, we also have the option to use depth of field. If I activate depth field, you can see that my front light here is blurred. What I can do is focus on an object. I can focus on fantasy cabin. I can see this because of the focus and if I increase this, the rest starts becoming more focus. You can see if I go really low. You can adjust this depending on what you like. I'm going to leave this a default. Let's go over some render settings. Here we are using EV. This is the setting for viewport. I'm using 64, seeing jitter shadows on my viewport because it's increased performance it's bad. We're using shadows, volume shadows. I also adjust here the intensity of my life path, which is settings for the rate trace. I increase the direct light and decrease the indirect light to give a more contrast to my image. And like I did before, I adjusted to filming and very high contrast. You can change here. Now I want to go here to film layer and I wanted to show you the passes. Here on their light, we have a way to add to our render in a different image, a pass of this image. We can do a pass on diffuse that is your base color, your light of your fuse or the color, your specter, only your volume. Let's do volume and I'm going to use ambient occlusion. Which is not the shadow, but it's the depth of each object of your scene, you'll see. Let's activate the s and render. This is our render window. I think I'm going to reduce a little bit, the focus here. If you go here to the top part, you can go to view layer and you have combined. Here you have volume direct and abient occlusion, which are the passes that I add on a render setting. If we go to volume direct, you can see that volume that I added being represented here. Even see some of the light rays from the light that I have inside the cabin, but really small. If you go to Image Occlusion, you can see what I meant. It's not the direct shadows from the lights. This is not shadows, but it's the depth of each object that we have here. We can use this to composite with our final image. So let's go to the compositing tab. Here we have our render image in this editor area. We have our properties and here we have our compositor. Let's go to New and it will automatically create the setup. You have render layers and the output and the viewer. Here I have my image connected directly to the output. Now let's see if we go volume direct and botclusion you can change that. So let's add some post processing. I want to add more glare so I can go here, drag and use fog glow. You can see that all of my lights, if you pay attention to your lanterns, gain more shine. You can also adjust the size of the shine. You can see this. I like this, quality and even the tint. There's a ton of both process that you can add from saturation. You can even add color ramp. For example, if I want to drag them to occlusion here, control the amount of imbue into occlusion. I can do that to make this darker. You can even use this. If you want to desaturate, let's see filter. You can even play with textures right here, do masks. There's a ton of effects that can this like So have fun with this, play around, and see what you want to do. So I'm going to add just a glare, and I'm going to add a vignette. I'm going to do, like, a sharp vignette. Can I just factor. So let's add this emit occlusion to our image. Make everything a little more defined. We can do the same way that we do with shaders, which is mix. I'm going to use I'm going to use Multiply. You can see here that even our environment back here turns darker. So just a little bit. It's because I have the color no if I go here, You can do this with everything. If I go here, connect volume direct, I can multiply this to the volume. After you render, this is not a set render. You can play around with your image with different passes and do a composition that you really like. I'm going to remove this. I want to use Actually, I'm going to change a little bit just the position of my camera. I'm going to just change the position because I think I have a smaller margin here than here. More to I think this is better. Okay, so I'm going to render again. I'm going to adjust a little bit of the deck to field. I don't want it to be too much. One last thing is the output. Here on output, you have the format. So here is the resolution. So here I have full HD. I want to do at least a quad HD. 215 60. You can adjust the Proportion also. Want to do at least you can go above and do four K, and you can adjust here in a path that you want to save, or you can just save automatically. So here I did a new render. This is our image. So we can go here and save as. I have here final renders, and I'm going to say that fantasy cab and D. Here you have some settings if you want to. You have Alpha. We don't need Alpha. And you can even change the color management right here, so we can overwrite. Just pretty cool. Let's follow. Let's say image S. Okay, so now I'm going to show you the other render scene that I have. So I duplicated this project and did a new scene. You can see there right here I use, let's go to the shading tab. You can see here that I use a ton down shader for the sky, kind of an after noon night fiel. I added a few fireflies here. Let me show you. Using geometry nodes, which is a pretty cool feature. Let me show you real quick. Geometry node dor. Something real simple. I don't really need this. Something like this, you can create a curve that you have different objects instance on this curve. So yeah, it's pretty cool. I also exaggerated a lot of light and the volume shade the volume scatter just to get this effect. So you can play around with your scene, set up different lighting, try different styles, have fun with it. Let me save this one, too, and I'll show you the final result. Okay, so I added my final renders here in another Blender file where I have my inspiration, and this is the result. Cute fantasy cabin style. This is really fun because as you can see, we didn't use any external texture for the sky, for the grass. We used only built in textures from Blender. So if you combine everything that you learn here and then start to use another realistic textures and play around with cycles that is even more realistic, you'll see the possibilities are endless. So I'm pretty excited to see what you come up with and have fun. 16. Project: Create Your Own Stylized 3D Scene: Now is the time for you to create your own stylized T sine. For this class project, you will build a simple fantasy inspired cabin in Blender, using the techniques that you learned throughout the course. You can follow along our lessons or create your own variation of it using your preferred shapes, colors, and materials. Start by modeling the main structure of your scene, keeping everything organized. But don't forget to add details. This stylized details will bring personality to your sin. Then add the materials and adjust the lighting according to the mood of the scene. Finally, set up your camera and do a final render. This project is all about practicing the full beginner workflow, don't worry about perfection. Try and focus on learning, experimenting, and having fun with the process. 17. What's Next?: Congratulations on finishing the course. Now you learn the foundations of Blender, from interface to building your own models, applying materials, lights, and render your final scene. That's a huge step for the world of three D art. The most important thing right now is to keep on practicing. Try building small scenes with different styles and experiment. This way, you can always improve your skills. Happy creating.