Transcripts
1. Introduction: Lc. Future free
guru to Editorial, where we will learn the
basic set of newcomer and the free volt needs
to become a psional. Specifically, we'll explore
how to create or tad modify, move and scale objects. Additionally, we'll go through
all the stages of creating a free model and craft our first model which you can even sell on different
three platforms. If approach creatively,
let's get started.
2. Basic knowledge: And begin with basic knowledge. Upon opening blender,
you will see a center lightning and a camera. The first question
that comes to mind is, how do you use the scope
from different angles? It's quite simple just hold down the middle mouse
pattern and move the mouse to absorb the magic
to zone in on the object. Scroll the mouse wheel if you want to inspect
a specific angle, for example this left
angle of our cube, then press shift plus
mouse wheel and move it. You can also use the
number pat keys, such as number 139.7 to view from different
sides, top or bottom. Let's say congratulations. You now master
identification in Blenzer. Let's applaud
ourselves and move on. Next, we'll learn how to
manipulate our object. Before we begin,
it's essential to understand that in
blend or magical world, the only three dimensions
de weight and lend. Or in axis x and y. To see which axis you're on, look at the top right corner. Now that we know there
are only three axis, we can proceed with modifying
the object in Blender. Like in any other free
modeling program, you can scale, move, and rotate object
to scale object, Press the key to rotate, press R key, and to
move, press the key. For example, if you
want to straight the cube on the Z axis, set the object with
the left mouse button, press S and then Z
and move the mouse. If you want to do the same, for example with rotation, press the R and
then axis in each. You want to rotate
while tegrated. You can experiment with
all these actions. And axis by rotating, moving and scaling
different components of your object or
your object itself. Practice will help you master
them better. That's it. You learn how to
modify your object, but don't relax just yet because
it's just the beginning, because you move into the modes.
3. Modes 3: Blender, there are many
modes, but as the beginner, you should know only two
added mode and object mode. The difference between them
is that in added mode, you're allowed to
modify your object. In more details, that's why most changes to the mesh
happen in this mode. To switch to added mode, press the tap key. In added mode, you can
change the angles, verticals, and faces
to stop between them. Use the free icons in the
top left corner right here. As discussed earlier, you can perform all types
of transformation, move and scale with
verticals, angles, and faces. In added mode, you can
also extrude your object. To do that, you need to
choose what you will. Extrude verticals, angles, or faces to show you how it
works will extrude phases. To do that, I click at the third icon at
the top left corner, our phases, and
click to extrude. To summarize the
changes in added mode, I will turn our cube into extraordinary work of
art, of being displaced. And the lure to choose this, I'll select the cube and
switch to the edit mode. By pressing the tab key, I choose the article, the tabond to modify
by clicking on them to scale the selected articles I'll press and then
access the tabled. For example, X is alters the
verticals in that direction. For an additional
touch of creativity, I'll rotate the selected
verticle slightly press R key and just rotation egle art. Now I switch to phase mode by clicking the corresponding icon. The top left corner is
the phase selected. Extrude them to add more depth and complexity to the artwork. Press the E and move the master through
the faces in Valla. Our unique and artful
creation is ready to be framed and proudly shot
cased at the lure. In contrast, object mode
allows you to create objects. To create an object, press
chap plus A or you can go to the art tab at the top when you can
find the shape you need. In this way, you learned the basics of creating
and modifying object. We can proudly call
it a blinder pekin. Now that we have acquired
basic knowledge, we can innovate, astonish, and transform the
world with our art. But wait to create something. We need inspiration. Today's source of inspiration
will be this image. However, constantly opening on the application to look
at the picture can be a little bit inconvenient and might disrupt our creative flow. Let's import our
image to the scene. In order to do that, we need
to shift plus a move down to the list and select Image,
and then preferences. And finally, choose our image. There it is. Can we
feel the inspiration? But to ensure that
this inspiration doesn't interfere with
the creation of our art, let's move it slightly away
from the center point. By the way, the center point is where objects are created. It tours at the center
of the entire scene. To do this, click on our image with the
left mouth button, press G, and move it
along the x axis or axis. It depends on which
axis you are in.
4. 3D Modeling: Before we begin, make
sure that you click non three and we
have the same view. We begin with creating a house. To create a house we
need to create a lot. Then we will create
a wall from locks. To do that, press shift
plus a, then click mesh. And then just cylinder. Our cylinder is created. The next thing we need to do
is to scale it a little bit. Pressing button, click left Mars button
to conform our changes. And again, press S. Then press Z to
Scalatelong, the Z axis. Then after we change the
height of our cylinder, we need to rotate it. To do that, press R and
then 90 rotate our object, and 90 degree it can
scalate a little bit also. And now's time to
create the wall from our cylinder and
the ray modifier will be. Help us with that. Click at Modifier
and choose Array. That factor setting allows
us to change the distance between the objects
on different axis. As you can see, I will choose
minus one and Greg axis. The setting is just the
courts of our object. You can choose how
much you need. In my case, eight or
ten will be enough. Now rotate our wall on the
axis on 90 degree by pressing and then 90 click. I'm free to make our view better for editing the intellect wall. And click Shift plus D
to duplicate our object. Then press Greg to move
it on the Greg axis. In my case, I want my
house a little bit wider. So I move it a little
bit on Greg axis again. Click Shift plus D to
duplicate our wall. And rotate it for 90
degree along the Z axis. Then click num seven to
make the view from the top. And move it first along
the Greg axis and then X axis to make it
seems like the house. You can also scale along the
rich axis if you need to. Now we need to add another
modifier to complete our base. That modifier will be a mirror
modifier In mirror object. Choose this wall and
choose the right axis. Nicases Z and the
base is created. Now it's time to
create our roof. Select this object and duplicate it by
pressing Shift plus D, and then press to
move it on axis. And make sure that
you don't have a E hole between these objects. You can lower the counter
for locks in this wall. If you need to go to the three view to
create a plane again, press Shift plus
a mesh and plane. Then use button to position this plane
at the top center of our wall, somewhere here. Go to the mode to the
edit mode by clicking Tap and stretch it
along the x axis. And press control. This combination
create a edge loop that will help us
to make our roof. With this selected
move it on Z axis, our roof wn't be flat anymore. You satisfied with your roof? Press the top again. Go to the object mode and position our roof you
think will be better. More slightly an inch axis
if you need to oversee axis. As you can see I'm
lack of locks here. I just need to increase
count in array modifier. And lower a roof a little bit. You can do it if you
have the problem. You can do it on edit, mouse, or in object mode. Now we need to add
thickness to a roof. Go to the edit mode here in
the left side of the screen. Quicken that icon, then hold the mouse and choose
along the normals. Then grab that yellow thing and pull it up to add thickness. If your roof is
not in the center, you can change it animal. When you're satisfied
with it, choose the wall. Apply in modifier and add
bullying modifier in object. Choose our roof. If you
have the same problem, then in solar change
instead of exact too fast, you can ask what bullying
modifiers you might notice. Nothing changed. Hold the
horses my free student, because to see the difference
we need to apply it. You can apply or delete the
Or modifier if you want to. Now, it doesn't matter. Apply bullion and hide our roof. And here is the magic. Now click free for
comfort editing. Choose Object, click
Tab and click Set icon, so we can see
through our object. Hit something like
Trangent Mode Blender. Then click one to
edit the vertices, and see and select everything
that we don't need. After that, after we selected all vertices
that we don't need, click X and choose Tics. If you look closer, you
might have that edge. You can delete it by pressing
X and then dissolve edges. Press two to edit edges, then select the edge, click X and dissolve edges. And the same thing
on the other side. If you deleted Euro modify, we need to add it
again and select the sall as mere modifier. Now we can unhide
our roof by pressing Alt or click that I. Here, our roof is created
from multiple boards. Again, we need to use
an array modifier. But before we do
that, we need to scale our roof on
the X axis and add an array modifier here in a fire. If you struggle with position, the distance between
the objects, you can shift and
change the value. It will change the value smoother and add more comments. If you need to
position our roof to the center or the
position you want. The next object that
you'll be creating is that part of the roof created. Press shift A and
create a plane. We will be doing
almost the same thing that we did with that main part. So position it on center. The yellow point is the center of our plane and it will help us to position our object right in the middle skeleton, Greg axis. Go to the edit mode and scale it on x to the
size of the roof. Next, add a loop cut
by pressing control, Double click of
left mouse to apply it and move it so it
would be above the roof. And select another two edges. And move them along the Z axis. Make sure that here we
have ex, along normals. And grab the yellow thing here. I make a mistake. I'm
not selected all edges, just click A and then
grab that yellow thing. Now the chimney simply create a cube scale to the size of
the chimney that you want, stretch along the Z axis. Now will be the
interesting mode. Go to the edit mode at a loop, cut by pressing control and move it to the
top of our chimney. Select Faces Editing
by clicking on the icon or pressing three
and withholding old. Select these phases and
extrude them along normals. Next, select that face
in the center press, and extrude it down
on the Z axis. Scale it a little bit. Now we need to create a platform
on which our house will be standing at the
cube to scene. Scale it and position
it in the center. As you can see in the reference, the platform is created from ports click number one
and scale it on Greg axis to make it look like the part and move it to the
beginning of our house. Then add medifier, choose the distance between object
and increase the count. I think that 22 will
be enough in my case. Create the door again. Create a cube
skeleton, e, x axis. It will repeat the
shape of the dollar. Play around with this position, the door when you want it, either on the left side
or the right side. Now to create a window, you don't have to create a cube again and make the same editing. This cube, just duplicate our door pressing shift
plus D and scale it. Scale it to give it
a shape of window. And position it when you
feel comfortable too. Next, go to the edit
mode and add one. Look at here your
pressing control R and the second one here. Press three to edit the faces. And choose all four faces
and click to insert them. Next step is to press
two and select our loop. Cuts, withholding,
withholding, and shift. When you're done, press control
plus to bovel our edges. Now press three and select these four faces, extrude them. Then if you need to, to create another
window which has duplicated window
that we just created, simply rotate it on 93 on the axis and position it
when you want it to be. For example, on the
left side of our house. Make sure that
everything is good here. And go to our door here. Go to the edit mode,
add a loop cut, then press control plus to bevel it and move the mouse until
you get the same result. You can hold shift
to make it smoother. Then add another loop cut. Slide that face, extrude it by clicking and move door if you need to.
Something like that. And now we will be creating
a window in our door. Create a loop cut right
here and another one here. Slide the previous one and
press control plus B and give our window the size that
you want to be the next at. Look cut in the
middle of our window. Select that edges
that edges is holding Shift Alt and bevel them
by pressing control. Plus make sure that
you're editing faces and select
all these faces. Insert. I want my window smaller so I scale
it a little bit. Now I select these four faces and extrude them on the pot. And add a loop cut here and
with at like these faces, then extrude the N
again. Move your door. If you need to create
a door handle, just create U sphere. Scale it and position it
when you want it to be is probably the easiest
object we're doing today. And to enter how module we need a fence and the locks
that's holding our roof. Just create a cube. Scale it and move to our roof. And again scale it
along the rich, you can experiment
with the size and then you will be satisfied
with the result. Duplicate it and rotate
it on 90 degree. And again scale it on the axis and position
it on the center. To complete our holding
locks, duplicate our object. Scale it a little
bit and rotate. And place it that way. If your object too long
and you already rotate it, don't worry, just double
click k and scale it again. Play around with position and scale until you're
happy with the result. And to mirror it on the
other side of our house, Use mirror modifier and
choose the right axis. Now as you can see, that part of the lock
doesn't touch in our roof. Go to the edit mode, click ranging mode, click one, set all of these vertices and scale them along
the eric axis. You can do the same thing here, only you need to move
except scaling again, duplicates are object and 90 degree and position
it somewhere here. Scale it a little bit because I changed
the object earlier. I need to change
it back just like the vertices and scale them
along a scale the object. And when you satisfy this
position and scale at a mirror modifier as a mirrored
object, choose our house. Now, duplicate it again, and delete the mirror modifier and place it somewhere here. And again, duplicate
it and move it here, down in the Z axis, and then move it on
the Z axis also. Again, duplicate and
rotate this object. Then decree and scale it along the z axis and skeleton equal and
satisfied with the object. You can also scale along the x axis so it won't
be any artifacts. I noted that this board
shouldn't be that long. I fix it in edit modes and duplicate and position
it on other side. And scale it a little bit and place it where
it's supposed to be. The same thing with this side. I duplicate, rotate,
and again change our object and place it
a little bit agric axis. And here we go. Here I decided to move
everything a little bit. As you can guess, we need to add a mirror modifier to this board. To end our fence, we need to create
the last thing, duplicate this object, scale it, and position it between the
platform and that board. Then add an array, choose distance and the
count that you want to. And then duplicate
it and position it on the other
side of our fence. You can also increase
count if you need to. And then add mirror to it. Mirror to it in mirror object, choose platform, and
choose the right axis. Now we create the foot on which the whole
house is standing. Just create the cube, Scale it and move it when you
turn at a mirror modifier, but in the mirror object, choose this wall and duplicates on the other
side of the house. Then create a plane and
scale it like that. And position it somewhere here. It will be our cross or
our background stairs. To create stairs,
duplicate our platform. Scale it on bric axis. You can delete or lower the
count of our array for now and position it in the place when you feel it will be better. Now, you can just play around with array settings
to make our stairs. In my case, I need to change on x and z axis to
create the stairs. Then I change the court and other properties to
make the best result. The last thing is to create
a railing for our stairs. Just duplicate this object, scale it, and move it when you feel it will be
the right place for it. Then duplicate it and move
it to the lower stair. And add a mere modifier
to each of them, can duplicate this object, skelet on z and x
axis and rotate it. If you're not happy
with height or length, double quick on X or Greg and make yourself happy
here. I made a mistake. I made our stairs a little bit short that the so I just move everything here where
it's supposed to be and scale our stairs on Greg axis, and our house is created. And now it's time to create
environment objects. The first one will
be the rock road. I just create a cube. Scale it and make it seems
like the reference again. Scale it and move
it to the crowd. Click seven on the
Numpad duplicate and place it for,
I feel be better. The next object is the
ladder to create it. We'll be doing the same
thing that we did earlier, is all these objects
just creating a cube. Scaling it again, skeleton axis, then duplicating
by pressing sheet, moving it a little bit
to the right side, then again duplicating and rotating on 90 degree
and scaling it on until it will remind us the ladder and in
the end at the ray. And play around with
settings but not too much. Now make sure that you
select all do object, scale it if you need to rotate them 90 degree and choose the
place where it will stand. The next object
will be the fence. Again, create a cube. Change it to the board's shape, induplicated, and move
it. Duplicate again. Rotate it and make
this one a little bit bigger and longer induplicated. And place it lower then skeleton to make it less thick
and move it a little bit. Choose all of our fence object and play them when you fort and duplicate it to make how many you want and where
you want it to be. The last object for today will
be the box, Create a cube. If you can see or want to
change the object individually, then click that pattern again. If you want to come
back to the scene here, go to the edit mode and
select all the faces. First, cook in three
and then A, then press, and all of our faces then click on that icon and extrude along the normals by
grabbing this yellow thing. Go back to the scene
by pressing this. The last thing I want to show you is that if you don't want to struggle to position
this box and the ground, click on that icon on the top, choose face, and then
click on that magnet. Now when you're
moving your object, it sticks to the
ground automatically. It could be done with every
object that you move. Just position the
boxes where you want and our scene is ready.
5. Bevel: The last thing we need
to do before texturing is add one more modifier
on every object. To do it quickly, select
all objects in our scene except far reference and
plan to decide the object. Press control and choose object that you don't
want to be selected. Then with all objects selected, withholding shift, choose
every object that you wanted. It doesn't really matter. And a Bal modifier, and we can see that the pels, the edges, change
the amount value to make it more realistic. Then click on that train will and choose copy to select it. Now our p will modifier is every object
that was selected. Now again, select all objects that you selected previously. And again select any
object that you want. Don't forget to hold shift and add another modifier
to smooth our object. Select weighted normals. As you can see, our roof
became smooth and clean. But if you don't see any
results, don't worry, tell, because you need to go
to this icon and normal, select out to smooth Again,
click this triangle. Choose copy to select it. And it should apply to
all of our objects. If you don't see any difference, don't forget to check the
mark on how to smooth. Now we are ready to
texture our objects.
6. Texturing: First texture object in
the top right corner. Select this view port
icon to see our changes. And select our plane
or our background. And then click on
that icon of a ball. Click on New to create
a new material. Here on Base Color, you can change the
color that you want to. I want something green to make, it seems like cress. You can also click on the shading here to
change the material. Now select the roof and click New to create the new
material for our roof. The color of the wood, something like dark
prawn will be good. Then click on our wall. Then add a new
material and try to make similar color a
singular reference. Or if you want to, you can just pick the color from
our reference. Now as you can see, we have our roof and this
object the same color. Now you don't have to create a new material and try
to pick similar color. We have two options here. The first one is select
our object that you want to texture here, slightly the same material
that's in our roof. You can change the name of the material to make
it more countable. The second option is to select all objects that should
be the same material. Don't forget to select
them with Shift. When you select all
objects that you want, that you need to select the
last object with Shift. And that object should
be the object with already created
material that you want to apply to all
of selected objects. Then click control L and
choose Link Materials. And you need to do the same
thing with that material. Now for our stone, we need to create a new material and give them cray color. Now as you can see
on the reference, we have the Emissive
Windows first slide, the object in which the
material should be. Then click on that ball icon
and click the plus here. And click the plus here to add another material to
the object in surface. Choose emission and
change the color. You probably would
not see any result, because you need to go to the edit mode and select the faces that
should be emissive. Instead of our light
brown material, choose our emissive
material and click a sign. You can also change
the strength of the light in the window. You should also
create a new object, only you need to select our emissive material
that we already created. The same thing.
Select all the pass you want to apply our material. And click a sign. And the same thing
with that window.
7. Render Settings: Now it's time to render
our scene first. We need to change our settings so our computer
is not exploding. Change the engine to the cycle. This is the toughest one, but I hope your
computer can handle it and change to GPU Instead of CPU cling on the render
part icon as we can see it, it's completely dark here. This is because we need to
add a lightning to our scene. Click at the color and choose
the environment texture. Click open and go to
your Blender files. Then open the file with your version of
Blender as a name. Then data files, then
studio lights, world. And choose that
one that you like. I'll choose the forest
and we have the lights. You can now delete our reference because
you didn't need it. It's time to create a camera. Click zero on the Numpad to
see the view from the camera. Yeah, choose the view
that you want to be in the blender and
click control. And zero on the Numpad. If it's still not in
the right position, click and select View here. Check this camera to Viewbox. Now you can do the
same navigation thing, only two camera view position our camera view
where you want it to be. Here in Render Settings
in Color Management, click can look and choose
the color set that you like. Increase Mark Samples tool, 100 or 1,000 computer will
be safe from exploding. Yeah, if you can change
here from GPU to a CPU, then go to the Edit Preferences. Click on the system
and make sure that your processor and graphics
card is both selected, The closes and try again. I can change the scene material, light and camera as you want. And then when you're
satisfied with the result, select Render And Render Image, or Us, click 12. Now we need patience. And that is the result
of our tutorial. Hope you learned a lot
of new information today and you're ready to
go to the top with that. If you like my video,
click the button or share opinion or ask me a
question in the comments. And that's it for now.