Blender for beginners | Mohammad Azad | Skillshare
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Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:57

    • 2.

      Class project

      3:37

    • 3.

      Understanding the User Interface

      7:03

    • 4.

      Prepairing the base

      17:19

    • 5.

      Sketch & Planning

      2:09

    • 6.

      Just Make it Part 1

      34:55

    • 7.

      Just Make it Part 2

      26:34

    • 8.

      Organising

      8:07

    • 9.

      Particles system

      7:21

    • 10.

      Final thoughts

      0:42

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About This Class

Want to learn 3d and don't know where to start? This class can help you. This class comes up with a class project that will help apply what you will learn, and by the end of it, you will have your first 3D artwork.

In this class we will touch upon the below topics:

  • Understanding of Blender user interface
  • Navigating in the viewport 
  • Setting up the camera and how to render
  • How to plan your illustration
  • 3D Modelling tips and tricks
  • Usage of some modifiers
  • Setting the lights in your scene
  • Particle system 
  • Organising your file

Meet Your Teacher

Teacher Profile Image

Mohammad Azad

Artist & Designer

Teacher

This is a pack containing curated procedural materials that I created as part of the experiments I did on these letters.

These materials are 100% customisable. You can just drag and drop or choose to tweak the setting as per your liking in the shade editor in the Blender 3D.

 

Get it from here: https://azadcolors.gumroad.com/l/Materialistic

How to use: https://youtu.be/DSspgDB94t8

Connect with me on Instagram: Instagram: https://www.instagram.com/azad.psd

 

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi. In this class, we will learn how to create this play out superstition and blame. It's free and open source 3D software. If you wanted to start your journey to 2D on having a vertical plane blender. Before this course. My name is Alan, and in this class, I'll be taking you to the basics of how the tools that comes to the side of becoming the understanding of Blender user interface, how to plan your marketing tips and tricks. We use some of the modifiers that comes to Dana setting up the lights in your scene. Particle system. Working in an organized. These are some of the work that I've created recently, didn't blame somebody. Different aspects when it comes to treating the possibilities of vision are strictly endless. So with that, I hope you started your journey with this powerful tool and I'll see you in the class. 2. Class project: Hi, welcome back. Let's talk about our class project. As you can see on the screen, I've utilize my initial data science for a moment that as a base and then created all things along it. I've taken inspiration from the space called rest. And it says state in India of it I'd belonged to. And I've made several visits in my early childhood to displace Lord of fond memories come there. So I wanted to create something which reminds me of that space in particular. So as you can see, all these details that we have here, like these black boxy kind of windows and they would have architecture. After. I do incorporate that in here. All these arches, arch gates and everything else. You can for 40 or illustration. Let me give you an example how you can extend this idea into. One of my friends isn't a guitar shop. I've used high initial to give you an idea how you can extend that idea from there to here. Initials, don't worry, this is mirrored in Illustrator, but I'll take it. You can clear this and blend. But I said, once you give it a depth due, clear the sketch it on it, we'll be talking about once we prepare the bees. As we move up, you are in total control of the kind of composition you want. Your illustration, whether it's in the same angle that I have here. You want to create something which is more dynamic and the way you feel like you want to create it fits your illustration. You can create it with the video, your initials, or if you want to follow along, you can follow the same illustration or same initials. Just to understand and learn how you start with the blender. Once you understand that you can even create your own initial test part if you wanted to just follow along with my initial funding, that's totally fine. Aim for this class is to get to know the blender and learn how to create something with it. In this case, this illustration. For example, I picked this piece called Santorini. I really like this space. You can see the very basic primitive architecture. I like the color scheme. You can also pick the color scheme to put out more richness to oral illustration that you have here. For example, I've kept the dusty brown color of that particular space to kind of keep the essence of that space, you can craft your own color scheme or you can use not just one but multiple colors. In your illustration. You can use these tones of blues or certain branch if you want to. Totally depends on you. And they're just an example how you can pick any space and take out the details and put it into your illustration and make it yours. That was it. I'm pretty excited to see how you create and what you create within these set of parameters because and help you learn better, not just to follow what I've created it, but to really take out those learnings and put it into your own perspective and give it your own twist with your own initial four. I'm pretty excited to see that. Once you're done, you can share it within the project gallery. I'd love to see it through your social handles as well. I'm pretty active on Instagram and other channels of communication that you would like to show you a walk when you can tag me on my social media handles and information in my Skillshare profile. I hope you learned something from this and I'll see you in the next video. 3. Understanding the User Interface: Hi, welcome back. Let's download Blender and get started with our illustration. So you can go to Blender.org and download the latest version, the version I'm using, which is the latest one, and it's 3.4. But once you install it, just launched the blender. As you launch it, you'll see the splash screen also mentioned 3 and by chance, using any previous version, I would recommend to uninstall it and download the latest squared clearly mentioned 3 here. So on the splash screen that you see here, on the left are new files for different workflows under type is in fact, if you click on the viewport display screen, we'll go. There's our viewport in the top right we have outliner and all these objects that we have in our viewport part highlighted here. Whatever you selected, it'll get selected there. It shows which layer or which objects are you on, which one is currently active or selected? Right side we have this property panel, all the properties of scene, object related property output related properties, material properties, all you're gonna control from here, we have different modes of different workflows on the top, like compositing, rendering and so on. We are in the layout one. Here you have the menu. On the left we have a toolbox as you click and it will show you other options within that particular two. If this one contains more tools within this one, it comes with a smaller triangle at the bottom right of the selection. If it's a one, says that. This is just single one. If you click and hold it shows nothing. So you're going to go on this one. Make sure you are on the select box on there. You can box select all the items that you see here. Let's go into our render properties, change it to cycles with by default, opening into EVP are not going to use CV for this one. You're going to use cycles. In the Render Settings here it's by default Max samples are 10000, but we're going to use 32 because the configuration of my system is not that heavy. That can handle that when you sample company, the same goes when we render it, or it says render on 4 thousand by default, gonna render 164 samples. For now, we can render it out on more samples. Produce final illustration. This is our render setting. On this one, the printer icon that you see, it comes by default 1920s and ten. Let's set this to 1200 pixels. You can go and enter in individual boxes. But if the size is saying you just click and drag the mouse on the lower side, it will activate both the fields to navigate within the viewport. More of your view, you need to click the middle mouse button and drag the mouse. It will be able to move. And if you wanted to pan, you need to press Shift and middle mouse button. If you scroll through the mostly, it will zoom in and if you can't see the toolbar, just press T. Let's split our dispute. Right-click vertical split, and click here. You cannot just see it as per your leg, go into the camera. This is how it sees when you go, when you will by default. Let's adjust our camera. First. Let's reposition it. I want to position it to towards the x-axis. These are the axes x and y. We have is that one which is not visible here. So you can make it visible if you want to, by going here in this menu and just activate z. If you want to. If you're not, then that's okay. Let's press T to hide this, select our camera, press ten. It'll pop out menu, go to Location, click here, and drag the mouse tongue 0 in it and enter. It will remove all the location data and bring the camera to the critical person. This is a 3D cursor. You can't assume intuitive 3D cursor, it doesn't work like that. If you press Shift and right-click, we'll be able to place 3D cursor, and that's where your objects will appear. If you take a new object, for example, a new cube. If you take it here and then add a new group, it'll appear it back to the camera rotation data. We also want it to be 0. So let us do that. So currently, if let me just delete this cube we learned later. That's how our camera looks, staring at the bottom and nothing is there. Let us start it on the x-axis, y-axis. The camera points. So I wanted to set it somewhere here. Let's press R minus 90. Naked facing that side will notice facing this direction on the right. And if you press R Again, you can manually also rotate it. Just press if something like this, this arrow up here says u plus r, and you click it, you lock the location of it. Let's hide this menu. If you press middle click panel around, if you press Option, it'll snap it, snap to a particular site wherever you want it to be. That way it helps you to enter this viewport or camera or whatever object you're dealing with easily. We have camera facing this direction. Take a ship, Let's take our 3D cursor. On this one, you can press Shift S and this bimanual come and select cursor to the world origin. Let's add a cube, shift it. This is what we see through our camera. If I move the camera around, you'll be able to see where the camera is looking. Let's press Command Z. If you press Z, just zed, another pie menu opens up and I'll be dropping lot of shortcuts and keywords. And it would help you memorize these things faster if you write those things down. Press Z again. This opens up qualities, different modes to View. You can see material preview if you have any material applied on this, it'll be visible here. And it's the same as this one. This one is render view. All the impact of light and shade in everything. You can see. If I move the light around, it'll say it. Let's go to solid view again. On the left is wireframe view. How it looks. Let's add our SVGs to prepare the base, and we'll do that in the next video. 4. Prepairing the base: Welcome back. Let's make the BSW. For that we need to import the SVG. You go to File Import and scalable vector graphics SVG. If you're driving for more tech funds to it. So let's import one-by-one. You have a tear on the viewport, but it's so tiny that we can't see it. So let's move this from here, folks test x and remove it. It imported as curves scale it, just press test and select your object, press S and then dragging most to scale it. Let's import m hasn't index also tiny. So just first we need to remove this on the side. Let the object press G and press X to move it on the x-axis. Select your ankle, you can select it from here or you can box selected. If it's not visible, just select it from the outliner and then press S and drag your mouse to scale it up. Make sure you scale it with the same size. Currently, these are two different sides, so let's make it same. Navigate around viewport as I mentioned, best option and middle mouse click and drag it, it will snap to the top view. There's one more. If you just press on the z, the gizmo, it will snap to the top to press V again, move it aside with x to the m, or let us select the N scaling M with the help of the grid we have here. We have an M in place. Let's move that aside. With G on the y-axis. If you press Y, it will go on to that axis. Then you click it. You log two questions. There's one more method to move things around in the viewport. If you press G again and middle mouse click, it'll show you different access to move it on if you want to move it on x, y, and z respectively. But if you leave the middle mouse button, it'll rotate freely. You can lock it in any of the axis to move first, and then you leave the mouse button to lock it. Okay, let's move it on the y-axis. And for the deaf, Let's add a cube here. At this point. Let's remove the night or put it on display. We have the camera in this way. So let's select our MP book, shift, 90. So it rotates it on a 90-degree angle, but we needed to read rotate it on the other side. Let's command Z minus 90. But you need to be on the top angle because what it does it rotate as in which of the viewing angle you are in. For example, if you rotate it in this 190, this is what it does. Rotators as for the viewing angle that you have to have it flag tofu and then rotate it. Rotate it manually. You can dress out and then rotate it like this. There's one more way. You can see the option here on the toolbar. If you click it, you'll get this gizmo. You can control it with this gizmo as well if you want to. If you haven't covered with existing option, whatever works for you, feel free to use that. Let's select again minus 0 towards 3D cursor in place to more critical serve anywhere, just press Shift and right-click. It will follow that. But if you want it to be on the center again, just press Shift S. It'll open up a pie menu. Select cursor to world origin, and press Shift a to get this menu. You can add a new deck. Once we have that cube, Let's scale it a bit like this. Let's make the shapes within this. Currently it import it as curves. Just press Command J to join that curve. Now there is one single piece for them to different objects, going to Object, Convert mesh. It converts it into a table mesh. You can see every word, see that you can manage it from this. But don't worry about this. We all we need to just extrude it. Before doing that, let's set up the camera a little bit. Web wanted to be. Select your camera, G, z-axis. Let's take it up. Something like this. And press rotate. Press G again on this, make sure you are inside you. Then let's make it a close up like this. You can make it slightly more slime Tish their scale the queue. Select our type, scale it down, grab it with g, and bring it to the center of the cube from top. But if you see it from side, it's in the, on this axis. Let's bring it up to Z. You can see it here. There are two modes to edit it. We are in the object mode currently. If you press tab, go into edit mode, there are three ways to edit mesh by manipulating x vertices. Second, manipulating its edges. And third is the face. Faces. Any three or four word disease combined to make a site. This is called face. Any of the same dress. It will select all the vertices and we need to extrude it. Now, just press and drag your mouse on the z-axis and just click it, block the patient. If you click outside, you will deselect the vertices. Let's tab. You are out of the edit mode. If you're not out, make sure you selected from here. We needed to be slightly bigger than this height-wise. So let's go again in the edit mode to change these modes. That is, one forward to for Edge and three for pre-selected. So if I select vertices from the side, what it does is it selects, only selected few. But you can select all by going into transparent mode, which is Option Z, alternate revenue user to select all. And you can check all the vertices of this type are selected. You can grab them with G. Move on to z-axis. One more method to scale it on one particular axis is get out of that transparent mode by pressing Option Z are all see again. Then press S and scale it on the z-axis. Okay? One. But you need to press S and Z. If you just press test, it'll scale all sides. Few breaths, any wrong side it will scale on that particular axis. You need to make sure that you select which direction you are trying to scale your object. Once you do that, bring this in. Make sure out from top to bottom, from both sides. And it should be in the center option and middle mouse split to snap to save material, to drag the mouse. Just option and clicking in the middle, mouse wheel won't snap it to the side views, drag them off to navigate it all. Just reposition itself. You can see. Just scroll down, adjust your camera in the viewport. This is the angle from the camera which viewing, which is visible. Even if you just select this line, it activates the camera again. Then you can move it around on any excess. You can. It's easier to move camera from this way. Okay. Let's apply modifiers on this. What modifier does this simplify the process of cutting this m out of this cube? Let's apply go to modify this wrench icon. Add Modifier, go to Boolean. You have applied the Boolean modifier on the cube, make sure it's on the queue. Select your MA, you can drag it up on the collection folder assets and you can delete these two by just selecting and plus x. Go to your car. You can name it with M and S. This is your mesh. Select the cube. Select the object that you want to cut out. M. It is visible here, which is this object. Now, you can't see anything happened here because the Q, the art meshes here. We need to hide it. You can see it. You need to make sure that once you're on cube you are an indifference. If you do union or anything else, it won't work like that. As we are intending it to select this option and make sure that it is visible in the viewport. Just apply the modifier. Your shape is done. If you make it visible, you can keep it aside to use it later if you want to. And then you can hide it from the render view as the viewport. Currently need to make it more close up, just like this. And let's add another plane. You can select your cube. If you press edge, it'll hide it. You can hide or unhide objects from Islam. So hide it. Shift S, cursor to the world origin. Shift. Cool, select another queue. We need to scale it on z-axis. Z. Demeaning to access will remain the same. Now if we unhide objects, it is smaller than this minute to make a base. Just like the image. For example. This base. Pleasure objects and stops mixed up around little scale. Make sure your cubist selected the new group. You can rename it a little further, clarity. Based, scale it with S. You can decide that depth you want to give it though, was just press G and Z. How deep the illustration or the architectural area you want to be. Something like this. Select your camera again. That's just something like somewhere around with this. Now our base is complete. Let's give it a color, render it out so we can sketch, go to material property, add new material to base color, and change the color. Something like dust. Can't see changing here for, you know, busy selector and wondering that too, just showing you end up with and you can reduce the sample count to 60 photos, 32 before I do the unused material preview to see them materials colored actually, select your base color. Something like this. A bit more brown. Once you have it. To copy the color off this cube to the base as well. Just select both and make sure you're highlighted object is the one from where you are borrowing the color shift and select the cube Command L. It will highlight the options. What do you want to copy? So we want to copy the material and you can name your material as well. But on pain, on both the object, you have the brown material to render it out. You can render it from low to render rendered image. It'll render it out. And before you do that, setup the lighting accordingly to select your this lamp. This put it somewhere here, which include some intensity and go to the light properties and somewhere around 10 thousand warps. And if you go into render view, you'll be able to adjust the lighting, select your lamp, bring it up. Somewhere on this. Let's change color accordingly. Currently the shadows are very sharp because the lamp radiuses too small. If you make it a big lamp radius for the shadows will get softer. Calling. Decide how sharp, sharp the shadows you want to be. And you can bring it up somewhere. Nice, clear kind of look at change the color. Select your material property. Let's make it slightly pick the light. Just drag it around, and let's render it out. To render it, make sure it is there time to time and rendered image. It will render as part of the render properties you have. Counter, you can render middle the CPU or GPU. Based on whatever GPU card you have, you can activate the de-noise it to the output properties. You can change those two. Jetpack, decide your folder location. You can picked up quantity a 100% gender region. It will render only distribution and drop to render region, go to rendering settings. This was the previous renders. Again, you're gonna go render. You can press Function F2 L on a Mac out of SQL for Windows users randomly additional rendering property. If you just click here, it doesn't stop that when logo behind this. So it's rendering there and it's showing you the progress here. Let's say we took image, we have our BC and AD. Let's schedule with it. You can take a print out of it and sketch manually with a pen or pencil, whatever you feel like. You can take it in Photoshop and use a pen tablet and draw over it. I used a pen tablet and Photoshop to make some drawings or it doesn't have to be very restrictive. Adjust their planning you need to do in terms of where the windows are, staircase and smaller elements wherever you want to include in your illustration. Draw them loosely, and then we use that as a guide in the blender again to build models on top of it. Once you're building in the blender, It helps that you have this sketch really ******* datetime. You are not thinking what to be. You have taught already. And that's in this sketch. You just can't concentrate on building this stuff and modelling. And in the next video, I'll take you through some tips and tricks that you can use video on this. Let's do that for you in the next video. 5. Sketch & Planning: All right, Let's start sketching on the base render that we have prepared. You can use a printout to sketch over it, or I'm going to do that in Photoshop. I've speed editor to kind of just take you through how am I planning for this thing? I'm just loosely drawing some of the RCA back knees, maybe a light planning out where I want to put in terms of windows, they're drying, doesn't have to be perfect. It is just the idea or a blueprint of the object in your leadership that you want to. You can add as many years as you want, as many students. It depends on your Google, use your illustrations or feel free to do whatever you want to be in terms of adding as many windows, them canopies as he lay wherever you feel like you have spheres and mostly the staircases that I'm heading, it's around the walls. Once we take out the shape for adding problems, more decades who you can add some lamps on and maybe a couple of more arch gate or I'm trying to keep it clean. As you see, we have some spaces going on where I'm not drawing anything, keep it neat and clean. And this is a gate I'm trying to draw where it's connected to him. There is some Bush where we can add some flowers when mortgage, this geared can have its own boundaries and stuff like that. Some base block, more windows between these walls. You can add more checkers. Of course, this video should be named stag is on Windows then sketch because that's all there. Yeah, a couple of more canopies. Let's add one more minute here. And big get with with some boundaries. And we do have some stuff going on. So yeah, just feel free. It's not restricted guidelines. You can imagine where you want to put work. Feel free to do that. I think done with our illustration. Let's open it in Blender. Let's model all these things in that. See you in the next video. 6. Just Make it Part 1: Hi, Let's add the image that we have sketched in this current books, this UC, the strangled, just click here and drag it upwards. Go to this option, image editor, open an image, image dot PNG, open image, and open up period. Whatever you will be building, going to be visible here. Let's get all these things out of the way. You can do those things from here and here. In this window. Just turned a bit slightly lower. You can tweak the settings as per you want it to be. That's totally fine. Let's check off what we have in this section and quickly make, Let's redo this one. On the z-axis. We don't want it to be reduced on the axis. So what you can do is once you scale with just press Shift Z, scale it up. There is some drilling going on in my nearby flat I think. But I Shift and right-click, bring up the clarity curve. Shifted. We need to make this RTI experts. So let's do that. Go into a bit more tab as X on the x-axis, the y-axis as little scale on the y. And make sure you are in edge mode. Select this edge and edge Control and drag it somewhere. This part, you can select this option where it will give you this gizmo type of tea and then you can bring it upwards. Once you do that, these options appear. If you click here, it'll go just click on these segments to ten. Those are the segments between this point to this point. Once he was scaling, you are deciding how segments that appear. Just click outside and you're beveling. We'll go select this tool and cut out of that added moment. We have one arch gate. Currently, the sea I'm in edit mode is like bit longer. If I scale it like just the way it is, what happens is on the axis, squishes down so we don't need to squish the ship, we need to reduce the size. Let's go into edit mode. Select the face mode by pressing tree, and select the face, going to save you. And they will be able to do, I'm here to here. Again. This is your Archean. Let's organize this. First. We have this collection where you have this MAN, everything, the base. Let's put it into collection. Now. It's inside it. Let's call it as a desktop. All these small items which are like cavities, let's call that cavity. If you press Shift, it'll copy and stick to your most. If you press click, left-click, loved the position. If you want it to be on the same axis. Shift D. And if you press right-click, shift, right-click, it'll snap back to its original location. We're pretty, but let's leave that to highlight the one again. This keeps single copy here. Copy anything with shipping outside edit more than objects more. And it will come as a new mesh. But if you went to edit more and select all by pressing, if you selected like this, it will select the ability to select only the side view viewing unit to go into transparent More and then select transport and more. It is Option or Alt Z. You just go into the Edit mode. Just press C to select on and please write down the shortcuts. It will help you memorize them better being more first. And then if you press shift D, Let's take it out on the y-axis. If you breath why it was snapped the y-axis and for the kid, because we wanted to gets to me something like this. Let's add few window that something like this. Shift. Let's bring our 3D cursor here. Shift in mesh circuit. Currently the circle is facing, talk to you and it's empty niche to have these two, these faces just go into field type and gone. Now it has a face nap poolside view. View. It will be visible. Change. Now breast test, scaling down. Selected, bring it down somewhere here. Now let's extrude it. It's already looked at are selected with the trustee extruded. Please. Make it smaller. What we are trying to do is let's add Timor in alignment to this one. Quickly add entirely modifiers, copies it. Let's increase the gap little x vector. You just apply it because what happens is these are just replicating the whatever happens with this one. For example. These are just duplicate copies of it, which is reddening to be actual geometric. While it is, these are not. Let's make them actual geometric by applying it. Apply the modified going within this arrow and complaint. All these things out its own geometric intercept. Let's make sure these two are kind of similar. To select both best slash key into. It'll get you into the isolation mode. Now selected this thing. Bring it somewhere here. Skeleton, x-axis. Bring it further somewhere like this. This alcohol we have added to base. Let's bring it out outside. Let's close this collection gravity. And so what we're gonna do is we're gonna keep them organized in a separate folder. So let's select these two. Slash back. You can go into isolation mode by just editing these two and you can get out by pressing the same, just going to outline. But as new collection, you can name it cavity. Let's give them a dealer to this. Go ahead and add a new material so we can recognize them easily and kudos. Let's give it a read. This one what it will preview. I can see if the work material is applied. Select this one. Select this one, makes sure this break yellow highlighted and this x secondary highlight. We can see which from which object we are borrowing. For replicating material Command L, link material will copy the material of this. Let's create this canopy in these things. Once we are done with modeling, all these things will quickly just lays them in one goal. In this scene collection. I think I think I come on, come on, GEO, walk happen. New collection. Name it cavity. Now these two are in gravity collection or you can name it anything you want just for organization. Later to quickly move things around in the viewport. We need to add tickets. Let's make one. Shift us and bring your 3D cursor here. Shift. Select this SD. Check yourself slightly elongated this way. Sx on the viewport. Let's go into modify, head slash. This one only bring you somewhere here. Mortified at it. Now. Let us see. It's adding it, but it's adding it on this axis, x axis. But we don't want on this, we want to go to X, converges to just control on which different axis this nice coffees will go. You can control that from here on the Z height. Let's reduce the height, perfect, but increase the height. We're going to get more options to make it transparent. Material preview morally, it doesn't allow you to be going to transplant most flexible intercept solid mode. Now you can see all the words. Select these two, g, z. Make it slightly to kickoff. In options it can get up from the transparent mode, reduce the gap between these. Somewhere here where there's almost touching. And now let's move on the x-axis. Recall these. Once we place it inside this, how many step count do you need on the actual tonight and everything? Don't worry about this. We'll be covering this, will fix it. Just preparing all the models first. We need some kind of patch Gibbs. Let's add a cube, g, y. We're going to get shifted to make another copy, to make another voltage, just shift it and don't, you don't need to name everything. However, because these will be too many objects from him. So let's keep, keep going quickly as much as we can. Hit slash to go into isolation mode. Make sure you are in edge selection mode, select IntelliJ, and control. If you're around this, it fits visible. If you go outside, It doesn't look like we want, won't be visible. Hit that. And what it does, let me make it transparent option Z or Z, it creates some Kurtz inside the geometry. Just press Tab. Make sure you select all these vertices and t gy. Drag it somewhere here. Now, select all these one-by-one, just skip one and select one. That way. We'll have a seamless shape of the Canada. Just press G on the y-axis, moving on the y. And we have our competitive transported more isolation more than they will. More boxes to make it shift. Make it small. G, bring it here. Tab. Select all of it. Just hitting Shift. Right-click, your copy will snap doing the same location. Notice new object within this geometric part of this, G and Z could bring it down or you can just copy where should be worked. But this way you have geometry within, within the same mesh, different geometric within the same niche. These are not two different objects. Let's arrange it somewhere like this. Okay? If I go with each and every one, it'll be too long. I'll be covering the one which we are not repeating. Much. Good. This one, this is not repeated. I didn't make this one for you. Or let me just take you how you can fix this. Once you have this jackets ready and apply this modified. Once you do that, all these things are going to become part of geometry. Geometric stuff. Select this face, this one, and going because I do get to extrude it on the zx and scale it like this. And you're done. This will be like this. It'll go into the ground to do you don't need to be worried about who's against. Then you can scale it accordingly on the y-axis, if you want to make it slightly thicker, cannot be done. You want to just make it during your kid. On the axis. Let's pack some loop course control are going to transfer mode, select this one and make sure you are in proportional editing. And you select Smooth G. You have this colors proportional acting and you can see it then see when I change the circle size, the sample size will appear to see how smaller, bigger. Your current Si silicon maybe to be. Viewing the viewport. Scale it down by rotating unless awesome. If you rotate it accordingly, it will manipulate. In nearby vertices to have the effect on them. You've got a roof. Here. We have this interesting shape. Let's make this David Q, Shift me coffee. As y. Now, select 1 fifth into edit mode. Make sure you select this. Hit this. We need this on both sides to select both faces. Hit I, inserted, and click, Publish and now right-click The Beach faces. Now you have this interesting shift going on. Let's make this one. Let's copy this cube again on the y-axis as x. Let's make it slightly. Just get on the y-axis. Make sure you turn off proportional editing regarding wall between you to make it curved like this. Just add some new cards controller. Go isolation mode. It select all these ones, make sure you are in transparent pork it. We can rotate it manually. Then select this. You can do the same with these ones. Grab, select g, grab it. You can just download it if you want. That's totally fine. If you skip ducts Howard, regarding this SharePoint on classroom, not renewed obese for this one as them. So let's take out the piece, select option and select this edge. Make sure your selection one. Press extrude on 0 to make it in the y-axis. On the y-axis. Now, once you do that for care, what else do we need? These arches? Maybe this one lets me back quickly. Chef, be copied. Make it slightly, slightly pin on x-axis. This is better to be in excess once you reduce it and make a credit. Then let's duplicate it. Right-click, it will snap back to its own location, g, y. You can either make another copy and bring it here. And 90. Being a kid. Why you're doing it on the y-axis is select all three. Let's group them. You can join them as well. Just select this g, z slightly, bringing left all these command G. You see all these three cues become one. Single geometry. Now, editor in different work streams merge together. Alright, now let's add some of these circles. Shift, right-click, shift. Add Sphere, scaling down. Duplicate shift, right-click Gy. Let's make went off. The other object, which is the static. For that we knew the Archean shift B. Why? Morgue? Select this one, delete vertices. What it does is it selects, it will only delete the one which will visible. So make sure you weren't transparent mode. And then select inbox. And if you're not getting the box, make sure you select conditional on this one. This one, select this x vertices. Let's make these metadata cube here. Skeletons, z-axis, z axis. Let's grab these two and then we can concentrate on this one. G, x, move it OK. Hit tab. Select face, this one. Move it out from the x-axis. Further. Now, let's look something like this. Hard enough. I'm adding this on the basis of how much thickness of these pillars. Let's act somewhere. Now. Select these faces. Could treat, select this, this. Don't be transported more. It will be half as just meeting this morning. Yeah. Once you select that, go into it and extrude. Kaitlyn, select your cube and bring it here. I'm going to add some more if you want to bring it here. Y-axis, let's scale it. In wireframe mode. You can go into transparent view where the Fair Debt vertices or edges will look like this and the afferent one will look like slightly darker. You can get out of the transparent More and then select this one. Make a copy of this shift D on x-axis. Park 90. Goo rotate it on 90 degree, the coffee. One. Shift D. Again. On the y-axis. We've got this interesting shift going on. We don't need this one because it'll block for diluted. Just keep this one on these ones. Let's add some spheres to make it. Thank you or something. Again, don't be confused. Wireframe mode is not edited additive model. I got confused when I was starting out. You can't manipulate anywhere to see anything here. You can just change shape or stuff like that. Shift D, y-axis. I want all these things to read together when I move this, because it becomes hard if I wanted to scale this scales and let's group all these, all these objects. And I want to make sure which object I'll pick, then it'll move together. So I'll make this one parent and these objects as shy to follow this. You can bring this one. I'll put a second. We don't need this. We just needed the back knee. We talked this to keep the proportions right. Now. Select all these. Press Shift and select this headache, the cube that the master cube. Then press Command B, select object, keep transform. As you see these lines, that means this is connected to this. Now, if you move this one, all those will move with this, even if you scale this one. Everything, all the geometry, which are different objects. Different objects are there. In the heart of this sign changes. You can see other measures up in this mesh. You can name it back. There's not giant object like this because if you see here, select this highlights here, and it's just a mesh. This is a sign of mesh. But this contains other mesh. This is a group of mesh, it just connected or not. So let's connect. This one is scaling down. This one I'll select this shift D. Why? Select all select Shift Command P, fixed system of grouping objects. So it doesn't go ahead and let us quickly list some of these plus k, this area first, let this bring your kid in the view. Began the spine and bring it on the top. Scale it down. Once. If the camera is in view, select your camera, Let's edge height to unhide older hidden objects. Even though one who didn't earlier. Make sure you are selecting it, and then go into the best. Make sure it's hidden in the render, otherwise it can come in. And I did go there, hit edge, select this one. Let's go into the wireframe mode to place it somewhere at bottom-up to rotate along this line perpendicular to this G, Z, bring it down. It rotate a little bit. G and g, G2 grabbed object and move it down. Okay. But you're not Canada is the proportion that we want. Let's scale it down further. Press S, scale it somewhere here. Somewhere here. You can navigate with this Henikoff Sketch, New Sketch and on just to see what proportions will have all the objects. Once you do that, for example, if we have this, let's bring the gate as well. This system. So bringing it all back to scaling down, top few, Jim, graph, scale it down further. Because it needs to be aligned with this one. G. To put it here on the right from the top side, Let's bring it inside the M, G and bring it down on the z-axis. Let's bring this one, hit S to scale it down. Bring it there. Let's go into transplant more. Bring it up. Get out of the transplant board here to access this by menu again, make sure you're writing down all the soft shortcuts you're processing will be faster if you use shortcodes, hit our wrote it down, g, gravity somewhere. Once you have it on the Archean, select this. Again, don't get confused. It's not added more. Object more, but kinda wild. Simply select this. Scale it down, bring it near the arch scalar. With the arches. I want this to be something like this. Bring it down. Good transparent mode can see the arches G Moving on to the local axis. So make sure you want to the global axis again. Access it quickly. Head coma, this bimanual come to and then you can select global or local axis. You can see in the top window, once you select the position here, then you can bring it down and you can see it appear in the object locations are right. And one more thing, let's add this arc quickly on the psych. Bring it up, scale it down. Going to talk to you. Again, wireframe mode, G, bring it under, gone to the side view, G, Z. To bring it down. It's still a big source. It make it smaller. Make this good. We have an arch here, sitting here. Let's copy. Run to the top cube g, bring it here. Down. On the top. You can see you can now make sure intersecting within this mesh of MDA. So now the isolation mode, you can go into 200 more tab, select fees. Make sure you have this activated G and Z. You can see it's hitting the ground. That's what we wanted. Let's do one thing. That's how it looks in the render right now. All these red ones will be the cavities. You can name them. You can select all this. Select all these three, make sure you're selected on my shouldn't be in the bright color selection Command L. Link materials. Other ones also becomes highlighted, red ones, and the white ones. Select this. And you have m q. Now you're borrowing material from the end command L, link Makita. You had these things colored in the same way. You can of course, adjust the lighting bit more, select your lab. And you can add one more labor to make it even drank. Live. Further. Nice lighting going on. Make it slightly. Yes, as you can see, the hard shadows are gone and the shadows are dark. The light is working. Now we need to carve out the ones from the same method by applying Boolean type. So let's select all these cavities. Once you zoom in by scrolling, it stopped at some point, something like this. So what you can do is hit to ductile lucky on your keyboard and hit her bring another pie menu. You can select View Selector. It'll bring you directly to the selected object. No matter where you are in the convolution, you select that object. Selected. Let's quickly Medicare. It's something like nutrition, etc. You can control the depth by pleasing the depth of the mesh. Mesh selected. We can join these are directly, we have to apply modifiers on one mesh currently desert. You can see all these cavity. What I want you to do once you place all these things in the right spaces, whatever window arches you're making. Then joined him. Master cavity, mastered depth. Once you do that, select your MQ. Let's learn to solid wall. 7. Just Make it Part 2: Who's preview mode? Select your mic, you do renaming. Really had Secretary select. Go to the modified stood up cavity, you can call it contracts. You have depth. Carbo from this one. Select this multipath. Boolean. Select the object, select Master. Once just like that. This will be caught up from this, just hide this from the report and it will only have the depth as much as the mesh. Meshes this much, this much depth. So if I'm pleased that let me just go into ice. Thickness of keys on the local axis. Before that, let me show you how it looks like it's bouncing. Everything is happening here. Let's increase the depth. First module. In this mode, isolation. Select your object. Hit comma. Now this test, split on the local y-axis and click. But don't worry about that because all we need just gapped data, not the front-end, backwards. Let's make it this one. Let's go to wireframe mode. Bring it. But if you notice some of these objects are not doctor can select these manually, select the faces by going and just bring it all right, in parallel to these lines and guided. Okay, so let's go into the cap off already. I like your camera. Wherever P, z. That's it. Go back, shift and middle mouse button. So let's make this a part of this master that you can just select these two and press Command G and will become part of that. Take it, you hide it. You had the mice cut off. Just like to see it in the render view. That's how it looks. Let's colored respond command and select the master. Select this thing. And Tokyo link quantity. You have to select your shared and lighting coming from the top. And you just want like source. You can see the properties here. This is the location of the light blue just wanted to see from other angles. And that's harder groups on this. Let's move on to making. Some of these canopies maybe shift right-click mesh. That's why depth to select Control and just drag it somewhere like this. Work to face selection mode. Select this Jeep on z-axis mockup. You can leave this case as well by pressing X. It will ask you, what do you want to just select the piece. More beach professor, then you have this nice ship. I select this right-click shirts. Now we need to make it edgy from the bottom. Next edited, transporting, select vertices, select these two words, or maybe just one but transparent mode. Why? Because we wanted to slim down at 1, decided you open proportional editing g x to the x. It's just more tab slash paper. Optionally. You have a nice canopy. At the thickness is very small. What we can do is let's tag some thickness to it. There are two ways. You can add thickness with a modified or you can do that. The geometric. Let me do more sharing. It could select all Who's the best option. Select extrude faces along normal. Scale it up. You added certain thickness. You can ship black. Now when you shared some certain shedding, vortex. Welcome Norman. Shared small, fixed up. We are sharing. Yeah. Gonna give that. That's fine. You can see there are some suggests you can back out as weren't commodified. Modifier. Subdivision, surface geometry. Visible, visible if between two different points. From this point to this point, this area. This has become slightly hedging. Let's tap some moot courts here. Make it smaller. It was more than enough. I had it goes like this. So imagine now we have added or modified and thickness seems to be gone. So let's add that. Weren't good friend. The render view, you can go for keeping score on the viewport. You keep it to one, otherwise, it becomes heavy to operate it. Let's tag some loop curtain. You can add four or five. And absolute, because subdivisions, absorption is modifiers. As you saw, anything between two points. So once you have money to consider and column that, that one list more than the last one. From this to this. You have that. You can just put it into your scene. You can deduce some thickness on the x-axis. Let's make these shifts. It's wonderful to select the two side. You have the pigments. Dominance. We have something like this. This shear stress test, x extended on the executive. Just move it a little bit on the right. That's going on sheep. No. Let's add a loop cut open to laugh. Just click here. When we're transferring more disease small, select the graphic on the y-axis. But what is happening on this y-axis? But we need to add a light bulb that you're mining object or measured up here. As you have viewport, scale it down. Shift if you look at the activity and just get it down to, I didn't want to transfer it and delete the first time vertices. Out of the transplant we'll view shared smaller and bring it up for the suit on the bottom. Scale it further and bring a kid. Now, let's make connected to the whole select both objects. Make sure you are in this bowl is an electric. Come on up. This window object. Combined can go somewhere. We have lights and bring different data. In the distant links first, claim, you scan it right. Align it with this. Lucky. You're going to hit. Select the most consonant, you bring it down. Make sure you're pushing have intended. You can move it around. On the credit your patient. Now, let me show you the trend. Sheared off. Select board. Make sure my vector link mutator deserve a lot of them. On this View Controller. Select the render region that we knew. I wanted to see if the process no. Might be only rendering or Sunday ending this part. You're going to control how much sample you want. Trump in the viewport. Come. Already started. Fans outweighing this lesson gear it, I liked this region. That region. Then solid object. Select this bottom part it has been, and go to the select. Here. We can then change the surface emission. I sue that. Didn't become a light object. Just as champions have it. So on. In fact here you can see Stanford Medical get as you can. To make it more strong. The light is coming slightly on the wallet. On this or even 100 K's intensity and check how much we want. This leg. Just kind of both informing. Let's go into this audit. It again, sort of the ten stops being removed, the render region we're going to go option. We also need to be that particularly for control option. Don't forget to say you have the light. Let me show you how you can staircase here, shift it, add a cube, scaled it down somewhere on the topic. To follow this following. Select this face on y-axis and slightly rotate. And then just follow this part. And you can purchase to see wherever I am making this space. Intellectual. G4 grab. Again. If you feel like you need to adjust any loop, just select that too quick. If you press Option and click on that, because the fu times g, g, g will be able to do object. Is when you transfer it rendered, it looks quite okay when you just man, while you can individually adjust the world to see more options, to make a class. Grab those. And being slightly, slightly from that, you can do that. Once you're satisfied with that, just select these two commands to copy the link MCU. And you have to see him though. Select this slash. Now, select all these phases. Best, disinfectant, one, best year again. Now this time for those figures, you can copy this shift. This time, this select Work slash, slip, this throat due to chance is gathered on blacksmith. Know what you're doing. You going for this object to its mirror and just fix this in the normal spot. You can also apply some divisions subsurface modified on it. Or you just best control the one which will apply them Wi-Fi. Does this guy just select on the color, just somebody didn't have the picking his hands. You can just shift back from here. You're going to have four levels because cocaine W port length, we are having this money that I compared with four faces. Newborn becomes heavy index. Let's do that like we do for, you see lots more test MSE. So come on back. Whenever we didn't, not least, which has both used to live somewhere. There's interaction. Again, you can apply it in 45. Unique from the left is scalar and average. And this one goes to quickly have this. Okay, let me call this the remaining parts. Once I'm done, setting up all this and show you how you can organize this, club them up and then apply the morning in one go. Help you understand better. Once I made this, you just watch how it's done and I'll speed up the process for doing the question and then I'll use all the methods that I've just spoken to. That duty feared the Gospel. Hopefully we'll be finished illustration. Let's do the next one. 8. Organising: Once you make all these ideas, Let's organize it quickly. Too much going on. What I will do is why I made it trend in the first place. It helps us organize and be like all the depth areas will make it red and all the white areas will convert it into the ugly color. Before we apply the multi-part inhibiting, which we have done on this one. If I did a second. Let's remove this modified for now from this one action. You can hide it. Once you hide it and if you hide it from here, one, look at her work. So maybe we can call these first. Let's join them on the radius. It will be for us to augment, collects, select all these layers are selected and outliner it will be automatically. You can see you get highlighters. Don't worry about that. Just select all of these. The red parts. The one we wanted to cover. You can see no planar selected. Just press come on. Let me just check. Because my cursor was on our planar. Your cursor needs to be in the viewport and then press Command G. All of these areas, one column, this new collection, you can plug in depth. These ideas. Select the mean cubed command, link materials, the cavity depth, all the other objects and the objects, all the areas that are mechanically too dark is canopies. Adding one group. That category area is separately, other group, because you enough time will depend on that. That is sorted and this is just one there. Yeah, We have marched going to other objects connected all the medians, Portland, and then select again WQ. Come on. Lick my opinion, by doing that, you color Paula, object that we had been scared days and everything that you're meeting, your color, all of them ink material. I think some of them are still remaining. Let's check it out. Which these ones? And let's see why is that. Select all of these and select this one Command L, link material. Everything seems to be linked. All the things are organized, all the other objects are in other object forelimb that the area under that folder we have laying in the background here. Keep it hidden in the render says Well, and you can highlight this from here. It's not visible by default. We have light camera one base and MAQ, select this main queue, empty, go to Modify log in and you can remove this. Just add another modifier, Boolean. Take this depth. You need to select the mesh, not the Florida. If you hide it from renders and we'd meet your objects visible again. So you'll be able to see depth. Just take out the render, rendering it at 64 samples. Some of the low depth. You can ensure this by just increasing the depth part. We have this and select this part, the trigonometry. Go ahead and isolate. Select these visits if following the same direction. And this G extrude depth. Just select all of these cases. It doesn't have to be perfect. Just roughly extruded because we are just trying to add depth. We have here. I'm just doing it quickly and roughly. Dish to exit isolation mode. And I did another random marathon before on the depth is looking for the more samples you have, the render, the final details, it could have troubleshoot these two areas. The child not coming in the render. This one and this one. I'll apply this modifier on this geometric from their school to the multi-factor. Sure, you have selected trivial co-head and once you apply that effect will be permanent on this. Now you can select your geometric. Now excited based on this, we have carved out the shape from the queue, which said to handle these exponent credit more transparent for top few extra in this one as well. Select these faces. Just put it back and you have to modify works properly with your decision next bilingual. But if not working, just go into the media that you want to extrude. Cut. Wherever you want to make. Another loop, got a space, select the face and extrude it inside. That way, you have another, Let's check out the renders. And you can compare your previous render to new render by just hitting one or two will provide you different slots to compare your renders to redirect one. Let's take the second one and let's take another derivative. Make sure these settings you have denoise activated. Otherwise, the nice you see, it won't walk away from your render. So make sure you have that selected. We have these areas. You can increase the intensity of light if we want, for example. Okay. Let's take the light further. The risks or the intensity of the light becomes a little bit too much. The initial light that going to look much better I do. Let's fix most of us. Select that, go to material property is the bulb one. Copy another one. You can. I will pitch. We can trend. In this video, we're going to render the strength is better. We can apply the same trend. We can have this light. Just call people who control optionally. You can see this trend is much higher. And from the bulbs, you can have as many as different kinds of light bulbs with different settings. You can change. It goes by going. In this section, you can low-intensity both blonde. The only remaining part is grass statute to do that. And this measures just like 1200 pixel, right? The more pixels you have, the less pixelation. Really happy. I suggest that you take fixing, fixing it once you're doing this much code, Let's meet god's statue. Let's do that for you in the next video. 9. Particles system: All right, let's add the particles saw grass in the day about this part, in this one. Ship the copy care. Let's copy this video on top view. Shift. Right-click, copy the expedition. Then press p, select selection. We have a new ship, not select that shape. Bring it up intrusion. Let's make some graphs first. Add a plane scanning mode. Select this edge. Can it can further add few. Kirk's, this exit. Grab this edge, activate proportionate G. Let's make it small. Rehab one blade of grass. All these three things. Let's take that out. Applying knowledge and select m new connection name it costs and the selected item will go into the cross-flow. Select your glasses, scattering material, preview, Let's hide this. Select this, add a new material, change the color to green. This was taken a new material. If you change this brown paint routine, next duplicated, name it, and change the color to chocolate brown. We have applied this to this one. Before I do that ellipse, subdirectories going move select with sub-divide. We've just gone through subdivision level, tax randomized love the sheets. Make sure you are in word seed one. Then you can select somewhere disease or the adult. Best to make sure proportional editing is activated Babbitt and move it on z-axis, subdivided a couple of more times and shared batch prolapse. Apply this term on this one. Go to the particle properties. Go to gender. Object. Select this object. Now, we can make this area smaller. Ones type. So let's randomize it a bit. You can click on rotation, some level of protection. But from here, from Cliff on at once. On rotation. Normal, normally randomized. You can increase or decrease the number of grasp layer that you want by just decreasing fuel or using upon on more thing. If you make any changes, go this next scale out and it'll be deflected. You make copies of this improved the same object. This make it small for it. Mr. Davis. It's one object being deprecated according to some given we have once we have it, made sure all this, this particular system, these particles, this one. And we need to save this if they're believed this one. For example, replicating that object. Let's add some flops. But that you just act some of the spheres because it is so small. You don't need so much deuterium. And this one just next to these new Mercator could change the color to use some yellow has been shared smooth. Increase the roughness. You can copy by Shift D. Look at groups like big flush, the size graduate. Shift B had a couple of more. Select all of these. Select your master. This photograph and then press Command, Key, Object Transform, Scale. It works. Welcome feared figure. Just creating them had a couple of my coping. Pinching, risky randomizing, batch. Sitting on this. Let's see, you can direct those preschool settings and split this. We finish our illustration. What you're going to make it more interesting. We can act like both inside these objects if you want. I please, Ms. Chen, some of the bugs, some of them are named as high Borges. Some of them are a little default. You can save it by just let me know how you find this class. I hope you learned something from this. See you in the next video. 10. Final thoughts: Hi, congratulations on making it to the last video of this course. In there are fewer than eight seconds of attention span following more than an hour long class. Isn't DC? Don't forget to share your artworks in the project section. And to simplify it further, you can eventually, you're working problems. For example, once you prefer these and set color to it, when you clear the basic drawings on my perspective on the same, I would love to share my comment on that. Please let me know how you find this class. Is there anything that I didn't improve in the next one? I can't wait to see your artworks. I wish you all the very best. Keep creating. And I'll see you in the next class.