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.