Blender Modeling for Beginners - Model a Realistic 3D Wooden Chair in Blender Step-by-Step | Ken Mbesa | Skillshare
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Blender Modeling for Beginners - Model a Realistic 3D Wooden Chair in Blender Step-by-Step

teacher avatar Ken Mbesa, Build Beautiful Websites With Elementor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      1 Intro

      2:53

    • 2.

      Project Overview

      1:53

    • 3.

      Prepare the Workspace

      4:34

    • 4.

      The Legs

      12:00

    • 5.

      The Seat

      11:15

    • 6.

      Arm Rests

      3:07

    • 7.

      The Back Rest

      11:23

    • 8.

      The Meshes

      9:20

    • 9.

      The Joints Part 1

      7:34

    • 10.

      The Joints Part 2

      7:21

    • 11.

      Apply the Modifiers

      4:45

    • 12.

      Add Texture and Materials

      7:50

    • 13.

      Lighting and Rendering

      11:24

    • 14.

      Outro

      1:51

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About This Class

Would you like to learn Blender 3D modeling by modeling a real chair?

In this class, we'll be modeling a stunning, realistic wooden chair together in Blender as you get to learn about all the common modeling tools you need to know as a beginner.

Now, if we haven't met before, allow me to introduce myself. My name is Ken, and I've been passionately exploring the possibilities of Blender for over 18 months. Throughout this awesome journey, I've honed my 3D modeling skills by working on several personal projects almost every week, and now, I’m eager to share all the secrets, tips, and tricks I've learned with you.

This class is tailored specifically for Blender beginners. If you have at least watched a quick video on how to navigate the Blender User Interface, you are the perfect candidate. I promise you, this class is designed with simplicity and clarity in mind. My goal is to make it a breeze for everyone to follow along, regardless of your prior experience.

Our focus in this class is to model a simple wooden chair, a project that will truly bring out the artist within you. We'll be using the most commonly used Blender modeling tools, unlocking their potential, and harnessing their magic to create a 3D object that you can be truly proud of.

By the end of this journey, you'll have a beautifully crafted 3D wooden chair that can be used in games, animations, or even showcased as an impressive portfolio piece. And the best part is, you'll have the knowledge and skills to recreate other 3D objects of your imagination!

In this class, we'll embark on a delightful hands-on experience. Step by step, I'll guide you through the modeling stage, where we will block out the various parts of the seat in the right dimensions, add textures and materials, add lighting and a camera to the scene , and finally render out some nice images of the seat. Throughout the process, I’ll be sharing practical insights that will help you quickly start creating amazing 3D models of any objects around you.

So, whether you've been following my previous classes or if this is your first time joining me, I'm thrilled to have you here, ready to embark on this new adventure together.

Let's unleash our creativity, hone our Blender skills, and transform simple polygons into a magnificent, lifelike wooden chair. Trust me, it's going to be a rewarding and joyful experience, and I can't wait to see the incredible designs that will come to life under your hands.

So, without further ado, let's get started.

Meet Your Teacher

Teacher Profile Image

Ken Mbesa

Build Beautiful Websites With Elementor

Teacher

Ever since I graduated from college and started working, I've always been driven by a strong desire to make a difference rather than a living.

By making a difference in people's lives through the content I create, I know I will never lack.

I joined Skillshare to (1) Help others learn the web design and 3D modeling skills I've gained over the years and, (2) Learn useful 21st Century skills from other amazing content creators.

I started as a self-taught graphic designer back in 2014 (I'm an Adobe Illustrator and Photoshop expert), then morphed into a WordPress web designer around 2018 (I started with Divi, and now I build websites with Elementor) and learned Blender 3D modeling by taking online courses and watching free tutorials.

I'm also a big fan ... See full profile

Level: Beginner

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Transcripts

1. 1 Intro: Welcome to another exciting journey in the world of Blender. I'm thrilled to have you here in my latest class where we'll be modeling a stunning realistic wooden chair together in Blender. As you get to learn about all the common modeling tools you need to know about as a beginner. Now, allow me to introduce myself. My name is Ken, and I've been passionately exploring the possibilities of Blender for over 18 months now that's almost two years. And throughout this awesome journey, I've honed my Modelling skills by working on several personal projects almost every week. And now I'm eager to share all those secrets, tips, and tricks that I've learned with you. Now this class is tailored specifically for Blender beginners. So if you've at least watched a quick video on how to navigate the Blender User Interface. You are the perfect candidate. And I promise you this class is designed with simplicity and clarity in mind. My goal is to make it a breeze for everyone to follow along regardless of your prior experience. Our focus in this class is to model a simple wooden chair. And this is a project that will bring out the artist within you will be using the most commonly used Blender modeling tools, unlocking their potential, and harnessing their magic to create a 3D object that you can be proud of. By the end of this journey, you will have a beautifully crafted 3D wooden chair that can be used in games, animations, or even showcased as an impressive portfolio piece. And the best part is you'll have the knowledge and skills to recreate other 3D objects of your imagination. Going forward in the class, we'll embark on a delightful hands-on experience. Step-by-step. I'll guide you through the modeling stage, where we will block out the various parts of the seat in the right dimensions. Add textures and materials, add lighting and a camera to the scene, and finally render out some images of the seat. And throughout the entire process, I'll be sharing practical insights that will help you quickly start creating amazing 3D models of any objects around you. So whether you've been following my previous classes or if this is your first time joining me, I'm thrilled to have you here ready to embark on this adventure together. Trust me, it's going to be a rewarding and joyful experience. And I can't wait to see the incredible designs that will come to life under your hands. So if you're as excited as I am to get started and learn how to model these wooden chair with me in Blender. Let's go ahead and get started without wasting any more time. See you in class 2. Project Overview: They say the best way to quickly grasp and understand a new skill is to work on a project that requires that skill. And that's exactly what we'll be doing in this class. We'll be reinforcing your blender modelling skills with a project. I'll start by showing you how to prepare the blender UI for a modelling project. We'll add our reference images to act as a guide that we can look at as we modelled a chair. Then using the default cube, you'll move on to model the legs, will give them the right shape and dimensions to give our chair a solid foundation to stand on. After that, we'll move on to the seat. You go on to create a comfortable spot to see on firmly supported by the legs you've just created. You will then move on to model the arm rest and backgrounds to make the chair as comfortable as possible. And as we progress, you will learn how to work with Booleans to refine the joints, ensuring seamless connections and a polished finish. You will also learn how to use a few other modifiers to make your work easier and faster to make the chair look realistic, I'll show you how to add and customize textures and materials to the model, will then set the mood by adding some light into the scene. Proper application of lighting is crucial for any final scene that you want to render in Blender or any other 3D software. Finally, the big reveal, your render your finished your model, ready to showcase to the world. Once you've rendered out a few images of the chair, remember to upload them to the resources and projects tab right below this video player. At Skillshare, we love sharing our projects to inspire others and get some constructive feedback from our teachers and fellow students. So are you as excited as I am to get started? Let's open up Blender and bring these food and chair to live together. I'll see you in the next lesson. 3. Prepare the Workspace: And welcome. So here we are inside Blender. This is of course the default view. When you open up Blender, we have the defaults camera, light and cubes. So I just wanted to get rid of the camera and they'd light. And now we only have the cube remaining. And that's where we'll start. The default cube is two by 2 m, 2 m by 2 m by 2 m, all sides 2 m. So that's a good reference point. Another thing you will notice right here in my Blender is that I have this small gizmo right here that shows you which mouse button click so that you're able to follow along and work with me. So if I left-click, right-click, as you can see, it shows clearly when I middle click. If I hold down the middle mouse button to orbit, it's very easy to see that. So just keep an eye out on the, so you understand exactly what our fleet. And now without out of the way, I want us to prepare the work environment by bringing in the reference images we're going to use. I want to split up the screen into different editors. So what I want to do is go to the very corner right here. And when the mouse cursor changes to that plus sign, I'll just drag to divide it into two. Now both of them are viewport editors. And you can tell by this. But as you can see, we have different other editors that we can change any division here into. So for this division of the screen, we can select what do we want? We want an image editor because we're bringing in a reference image. So this is now an image editor. Let's go ahead and say open, and I'll navigate to where I have the realistic wooden chair. Let's go with chair design one, and I'll provide these images. I downloaded a few reference images that we can use. So feel free to use this. Or that's chair designed to or chair design one. Let's go with chair design one. And then you can apply the same principles will learn to build design chair to. So let me select this, I'll double-click this. And now it appears here. Now the same way we divided this into two. We can also divide this into two, just like that. And I want to change this to a different perspective of the same chair. So I'll go in here. And let's pick this one. Now we're looking at it from the side. So at least now we're able to see it from the side and from the front. Alright, and I'll also get rid of this timeline because we're not doing any animation. So I'll just click on this line when the mouse cursor changes to that double-sided arrow and join areas. And then drag it downwards and click. Let's do the same here. Right-click. Join areas, drag downwards. Now we've gotten rid of the timeline. So now we're able to look at what we're working on and do it right here in the 3D view port. The final thing I like doing is if I zoom in on the cube, this is how it looks currently, but I like it having this mad cap instead of studio lighting, just like that. And go down here and activate the cavity. And what that does is that it gives the cubes are models, some nice conspicuous edges as you work on them so that it's much more appealing to the eye and it's easier to see the edges regardless of the lighting. So basically that's how I like to set up Blender when I'm working on a Modelling project, now we're ready to start working on the 3D model. So let's do that in the next lesson. I'll see you shortly. 4. The Legs: Welcome back. So now that we have our Workspace prepared, we're ready to start working on the chair and we'll start with the legs. So without wasting any more time, Let's zoom in here. And what I want to do is bring up the N menu, so I'll hit M on the keyboard. And now here we have the dimensions. Because of course, every single object here has some dimensions. So we want to use these to set the dimensions for the leg. So looking at these, I would just assume this leg is about feet tall. And as you already know, in Blender we have three axis, we have the x-axis, the red one, the y-axis, and we have the z-axis, That's the one running from the top to the bottom. And you can tell by this gizmo right here. So the X, Y, and Z. So now to set the height of the leg, we would need to set it in the z-axis. So here let's say 2 ft to F T. It will convert that to feet into meters. So now this is to finito Next. From here, from this edge to this edge, this looks like 1 ". So in the x-axis, the red, along the red axis, 1 " one in. So now that's 1 " in thickness. And in the y-axis from this edge to this edge. Of course, down here, it's thinner than up here because that's a design. It looks like a wedge and incomplete wedge. So what we want to do is start off with maybe 3 ". So now that's 3 " in thickness. What we need to do is make this side narrower and fix it is three pages. Now that we have the leg ready, what we want to do is save ourselves some time by using what we call a mirror modifier. Blender offers you many modifiers. And of course, modifiers is a deep, extensive topic, would need its own class. And I would expect you will go and do some research. But while I have this selected, if I go in here, you'll notice we have this Add Modifier and when we click that, we have a list of modifiers that we can apply here. And you can use all these in combinations. You can combine different Modifiers On the same object to create some very cool varieties of the same objects. Different combinations of these modifiers will make your mesh behave differently. In order for our mirror modifier to work, our mirror modifier works in reference to the origin. The origin is this tiny yellow dot right here. So you can move that dot around, but typically it's in the middle of an object. So while this is selected, if I hit G of grabbed it, now I can hit X to constrain it to move on in the x-axis. And if I put it right here, you will notice the origin has also moved with it. It's in the middle of the mesh. Now, how the mirror modifier works is it reflects the object with reference to where the origin is. So if the origin is right here, this object will be reflected our gross on this side. So let me show you exactly what I mean. So while this is selected, first of all, let's move this origin to the center of the world and you do that by control a while, this is selected the object control a Apply location. Now when you apply location, it resets the origin to the center, but the object remains where it was. So now if I move the object, the origin in relation to the object has some offset escape. Now with the origin in the center and this objects on the side. If I add a mirror modifier. Now as you can see, the reflection is on this other side of the origin. And now we're currently in object mode, so we can't edit the mesh, but if we hit tab on the keyboard, now we're in edit mode. Now we can edit the mesh. We can select individual vertices, we can select individual edges, drag them around. G And edit them and you will notice whatever changes we're making to this original is also happening on the reflection. So if I hit a to select the entire mesh, this is not selected. This is just a reflection, it's not a mesh. So if I drag this in the x-axis, as you can see, we can bring them closer or pull them apart to create a bench. So I want them here at that position. I think that's a good width. Now let's move it slightly outwards. I'm looking at this, so I think that's a good distance. Now let's hit Control S to save. So I want to go inside here. Now I want to create a new folder. So plus wooden chair. Let me get in there. Wooden chair, save Blender file. So now it's saved. Remember we had this slim bottom and the thick top. So let's go ahead and select the bottom part. So now we have three selection modes. Birdie selection mode, edge selection mode, and face selection mode. You can switch between the three by selecting the one that you want to switch to. So now we want to select the face. And I want to hit S for scale and hit Y to constrain the scaling to the y-axis. So now as you can see, we have that green line. Now when we scale down where scaling down in the y-axis only. As you can see. I want to make heat. That's limb on the bottom and I think I like it where it is. Let me select the top face. Let's make it slightly bigger. Why? Once again, let's leave it somewhere there. Alright, so that's what we have. Next. Let's reflect this original in the y-axis. So I want to switch back to object mode. And I want to select Y here because we're currently reflecting it in the X axis, along the x-axis. And I want to offset it slightly. Gee, why? Push it forward like that? And you will notice the origin is moved, is still in, in the middle of the two. So what I want to do is while this is selected control a, Apply all transforms and that returns the origin to the middle of the world. Now we can activate the y-axis. Now. It's not only reflected in the x-axis, but also the y-axis along the y-axis. And here's the thing. We still have just one leg, this one, the original. These others are reflections. We cannot edit them directly. We only need to edit this one. And you will see that by hitting tab. And the only leg that's activated for editing is this. So once we're satisfied with our legs, we can convert all these other legs into Meshes, editable meshes like this one, by applying the mirror modifier. And we'll see how to do that. Finally, I want to select, while this top is still selected, heaps number three on the numpad on your keyboard. To switch to orthographic side view. Orthographic side view is three on your numpad. One is orthographic front. So now we're looking at it from the front, front side. And top is seven. Now if you want to see the opposite of any side, you hit nine. So if we're viewing the left side, if we want to view the right side, we hit 99 again. We will switch back to the other opposite side. Alright, so now remember we have this selected. What I wanted to do on this side is hit G to drag that top face. Heat. Why? Because it's along the y-axis and drag them. Je Once again, I want to just position it up to somewhere there like that. Now, you will notice here we have this slanted line, and right here we have some vertical line. It's not slanted like this, it's vertical. So what we want to do is create an edge loop here. So I'll zoom out Control R. And when that yellow line appears, I'll click to create a loop cut. And then I'll pull it upwards and place it right where those two intersect. Then click to commit it right there. And I also want to create another loop cut right here, cutting the very center of the world. So Control R on this hover over the edge to bring up the loop, cut, cut it. And when you get to the blue intersection up here, cut there. Alright, so now what that does is it gives us the option to switch to edge mode and select this edge G, Y, drag it backwards. I want to put that right there for a second and enable clipping. Switch to three G. Why? Clipping makes sure that when you drag the original beyond into the side of the reflection, he doesn't go beyond. So they just meet in the middle and stop right there. So there we have it. Now switching back to object mode with tab. Now we have our two legs and we're ready to move on to the other parts. So I'll see you in the next lesson. 5. The Seat: Welcome back. So now we're done with the Legs. It's time to create the seat itself. And I'm just calling this part the seat. Of course, the chair is the seat, but I'm calling this area that you see on the seat. So that's what we're working on. So let's start with these supports. The front one and the back one. So shift a, I'll add a cube. And it's very big. So I'll just zoom out with my middle mouse wheel. Let me hit S to scale it down. Then zooming. Switch 23 side view as to make it smaller. I think that's a good size. I'll hit G to grab it. And let's see, I'll just eyeball it. I don't know exactly where to position it, but I'll eyeball it. I think that's a nice position. And now when we get to that point, hit R to rotate it, hold down, shift to shift in smaller increments. I think that's a good position. So I wanted to leave it right there. And now let me scale it in the Y, hit Y twice, scale it locally. After that point. If you're scaling it and you hit Y once, you're scaling it in the global-wide, you hit Y twice, you're scaling it in the local Y. Now, he taught to you to go out and do a quick research on Google and find out what global and local editing is in Blender. So now it's still narrow, of course, because we may be too small. Now switching to the front with one on the keyboard, I can hit S and X to scale it in the X axis. Precisely there. There we go. So that's a nice support. Let me switch the side zooming Shift D to duplicate. And I want to put it right there. Now, when you have an object and you notice the origin is outside, because sometimes you want the origin inside the object. When the object is selected, go to Object, Set Origin, origin to geometry. And now it'll put it in the center of the geometry. Now, what I wanna do is rotate it and put it somewhere there. Let's see the difference. Alright, we'll adjust it as we work on this part. So let's go ahead and create this part. Shift a. I want to add a cube once again. And there we go. Scale it down, zooming, switch to three G and push it upwards. And what we want to do is hit S to scale it down in the z-axis, so he Z. And now it's about 2 " tall. So z-axis 2 ". Yeah, I think that's a good height. And it looks like it's about one-and-a-half feet long. So in the y-axis, 1.5 ft. Well, that's too short. Let's make it 2 ft. Yeah, like that. G Z, GZ. And now let's rotate it so R to rotate it slightly. I think that's slanted enough. And you will notice right here, these legs are more slanted than ours. So let me zoom out. Select this leg. Switch to edit mode with tab. Select these two phases. In this one. Hit three to switch to decide mode. And then G and white drag it in the y-axis. Await. We already created that loop cut up there. While. But then again, let's just add that unique designed to our own seat. If we didn't have this loop guard here, it will be a straight line like this, but no problem. At least we didn't know we would need to change that Alright, I think I'll go with that. And now of course, let's switch back to object mode. Select this object from the top, hits seven on the numpad to switch to the top. Let's zoom in. This is the right side, so G and I think it's about 1 " thick. So selecting this in the x-axis, 1 " G X. And let's play seat right there in the inner side of the Legs. Just like that. We want to make sure that this phase is supporting this face. So while this is still selected, I'm going to hit tab to switch to edit mode. And I'll select this edge. Now let me hit tab to switch to object mode and select, hold down Shift select this. Now these two selected, I want to hit forward slash on the numpad to isolate those two so we can see what we're doing now, let's hit three to switch to side mode. With this selected, I want to hit Tab now to switch to Edit Mode, heat two. And now we've selected this edge. Now switching back to slide mode, I can G and drop it right there. And now it's fully supporting that board. So he tapped the seat back to object mode, hit forward slash on your numpad. And now it's looking good. Now it's supporting that board. So now that we have this, let's go ahead and reflected on the other side. So of course, let's first of all Apply all transforms to push the origin to the center and apply a mirror modifier. And there we go. Control S to save. So we don't lose our work. Now let's create a this front and the backboard. So now let's go ahead and add a cube shaped a cube. Of course S to make it smaller. Let's zoom in. I want to switch to side view three. Let's make it much smaller. Once again, then G, I want to put that right here. And we want to size it the same as the sole one. We want it to have the same height as this, just the same way. This one is the same height of this. So remember this is supposed to be 2 " tall. Just like that. Zoom in and I want to rotate it. So our holding down Shift movie smaller increments just like that, then G to grab it, R to rotate it while holding down shift for smaller increments. G, Then I think now it's well angled, so I'm going to put it right there. But now we want it to be slightly shorter. Maybe 1.5, maybe 1 ", just like this one, remember this was 1 ". So let's make this one Lynch as well in the y-axis. Just like that. Now, let's switch to the front orthographic view with one on the numpad, S, X to scale it in the x-axis. Let's pull it all the way to the very edge. Like that. Very good. Now, let's switch to three. First of all, when we say G, Then why? First of all, that's why in the global. Then Y again, now we want to push it in the local space. So who shipped to the edge like that? Right? So now there we go. They're intersecting very well. So the next thing we want to do is of course now duplicate this. Duplicate it like that. Escape to let go of it while it's still there. Then G, Y, Y, and let's put it right here. Zooming. So the duplicate is going all the way to the edge. Ey, holding down shift. Right there. There we go. Control S to save. And now we're done with this area, of course will work on the mesh. This mesh together with the backrest mesh later in the lessons. So right now we're just blocking out the major parts. Next, let's add these armrests and the backrest before we move on to the Meshes, I'll see you shortly. 6. Arm Rests: Welcome back. So now we're done with the legs, the supports, and these Seat area. So now it's time to work on the armrests and the backrest. So let's get started. I'm going to hit number three on the keyboard. And now you will notice the armrests have the same angle as this Seat area. So I'm just going to duplicate this shift B and put this up here. And what I wanna do is first of all, bringing the origin to the center of the geometry. So while it's selected, set geometry, set origin to geometry. And there we have it. With this selected, I'll hit G and push it backwards like that. So now that gives us a nice angle to work with for the backrest. And that's the same parallel angle right here. So I think the designer of the seat did a very nice job. Alright, so with that, of course now notice the backside of the armrests is slightly taller than the front. So that means this needs to be shorter and it's taller. So first of all, switched the top view. We want to place it and want to place this GI, want to place it right above the legs because as you see, it's above the legs because they're attached with glue and possibly some wood joint. Just like that. Alright, so now selecting this heap tab to switch to Edit Mode and select the face. So I'll switch to face selection mode or hit the number three below the escape key. Or switch to face Selection Mode. S for scale Z. And now it's slightly taller than the front. And I think we, I think we should leave it right there. Let's not make it too conspicuous. I like it where it is right now. And now that we satisfied with that, hit tab to switch back to object mode. And of course, as you would guess, it's time to give this a mirror. And it seems to have some sort of mirror. So let me just remove that. And of course, let's first of all pushed the origin to the center of the world. Control a. All transforms. Now it's right there, Add Modifier, mirror. And there we have it, our armrests, Control S. And now we're ready to start working on the Back Rest. So I'll see you in the next lesson. 7. The Back Rest: Welcome back. So now we are working on the backrest. So let's start by creating this blank right here. So Shift a. Let's add a cube. Let's, of course, scale it down with S, zooming. And let's go to maybe the front view. First of all. Gee, I want to put it right here. Switch to side mode. No side view. G. Let's put it right here. And now. Of course this looks like it's about 2.5 " thick. Up here. It's slim, while down here each peak. So let's just go ahead and say in the y-axis, we want it to be maybe let's start with 2 ". And from here up to here, it looks like it's about 1.8 ft. So now in the z-axis, 1.8 ft G. Of course, let's rotate it. And I'm now noticing this part right here is also very nicely slanted. We'll see how to do that because ours is not currently looking like that. But we'll find a solution. With that. Let's go ahead and switch to the front view and let's make it 1 " in thickness, so that's in the x-axis, 1 " just like that. Gi X. And let's put it right here in line with this other blank, this blank right here because they intersect. I didn't show you yet another reference image. Let me just show it to you. Let me just create a new reference image area here, image editor. So if we look at the back here, notice we have this joint and we need to work on that joint and will also work on these are the Joints here, so don't worry. So that's why we want this plank to be in line with this other plank right here. Because they intersect. Now, going here, Let's look at it from different angles to see what we can improve. Oh yeah. We're supposed to make the lower part slightly thicker. So while it's selected, I'm going to press forward slash on the numpad to isolate it. Rotates, can switch to edit mode with tab. Select this face scale, then Y twice, to switch to the local scale. There we go. I think that's a good thickness. Can reduce this S Why twice. Let's reduce that just like that. So it's 23. I think that's a good angle. So switch back to object mode and hit forward slash to an isolated. So now, now that we're satisfied with that, I'll select it. Control a, Apply all transforms. And I'll go inside here, inside the Modifiers and add a mirror modifier. And now it's mirrored across on the other side, Control S. So now let's go ahead and create this plank and this top plank. But one thing you need to know this is that they are slightly rounded. They're not just running from the left, the right, straight like the armrests. They are slightly slanted like that. So how do we achieve that? I want to go with this. Let me pick this shift D. Alright, let me first switch to the front view with one on the numpad. And then Shift D. Hold down Z before letting go to constrain it to the z-axis. And I want to pull, pull it up to the top right there. And there we have it. So switch to three G. And let's also rotate it to give it that angle. Scale in the Y. Wants to give it the same width as the top of this plank right here. So Y G to play seat smack at the top here. So as you can see, we need to rotate it slightly So rotated holding down Shift G. And let's put it right there. So now there we go. Control S. But now we need now to work to make it have that rounded corner. So how do we do that? So first of all, there's something I forgot to do all through. When you're creating a 3D object in Blender, It's always important for you to shade smooth. So I'll go ahead and select these and right-click and ado Shade Smooth. That gives it a nice shading. And sometimes you might notice some of your objects have some weird shading. And if you apply auto shading smooth, it solves everything. So that's what we're doing right now. Or to shade smooth. Even when you apply materials, they look better when you have odder shade smooth applied. So I think we've captured everything. So now let me go ahead and select this and switch to edit mode with tab. Now we're in edit mode. And I want to switch to the top view with seven on the numpad. Now we're viewing it from the top. Now, I want to hit Control R to bring up loop cuts. When that yellow line appears, I'm going to scroll upwards to increase the number of segments. I want to maybe get to something like 14 or 15. I just wanted to have one loop cut smack in the middle. So that's 15. 15 it is. Click once again to commit. Now with that, I want to activate the proportional editing mode right here by going to this dot with a wave here. Now, what this does is it allows you to influence whatever amount of the mesh you want influenced. So you can influence a huge area or a small area. And let me show you what I mean by that. So currently we have this sharp rounded waves selected, but I want to select this inverse square. So let me select this inverse square. And these define the shape of the influence. So if I activate these inverse square, this will turn blue. And now if I select just this edge, let me just switch. I want to select this entire edge. So I'll hold down Shift and Alt to select the entire edge loop all round. That's another thing you need to keep in mind to select an edge you hit, you just select it. But if you want to select the entire loop all round, you hold down Shift and Alt, then click the loop. So I want to select the middle loop with this activated. And when viewing it from the top view, seven. If I hit G to drag it backwards, now I'm dragging the middle loop. But notice all the other edges are also influenced by what I'm trying to do. But if I push the middle mouse button forward, you'll notice we had a circle outside. And now it's getting smaller and smaller it gets, the less the areas might grab tool is affecting. Remember we press G to be able to grab. So now this allows us to have this gradual rounded edge like that. And I want to leave it somewhere there. Let's reduce it slightly. Just like that. So now we have this rounded back area of the seat. So basically this is just a rough way of doing it. Of course, now, if I were doing this very professionally, I would take time to shape it and make it look absolutely phenomenal. But right now, this is me just showing you how to use these tools. So now, now that we're happy with what we have, I can switch to object mode. And I want to grab this G, Z and push it downwards slightly. Gee, why? Why? And push, hold down shift to push it forward slightly. I just wanted to get rid of that artifact that was here. So now they blend into each other very properly. And I liked that result. So the only thing we need to do is duplicate this and put it down here. So three to view, side view, select this shift D to duplicate. And let's put it somewhere. Let's put it right there. There we go. So now we have that rounded back, the rounded backrest, and I think we've captured it in the next lesson. Let's now start working on these meshes. So I'll see you shortly. 8. The Meshes: Welcome back. So now it's time to start working on these Meshes right here, this one and this one. So let's get down to it. So as usual, shift a, I want to ship a. This time I want to add a plane. And I want to switch. First of all, let's make it smaller. Scaled it down. Switch to front view with one on the numpad. Let's reduce the size once again and make sure it touches. Maybe it's somewhere in the middle of this backrest plank right here. So as you can see right here, it doesn't touch the edge. It's in the middle. That's what we're trying to achieve. Grab it, drag it in the z-axis, like that. Switch to the side view with three. Rotate it. And let's try it. First of all, let's reduce the size in the y-axis, because remember, it was the, this was the y-axis. We could have scaled it down in the wildlife that, but the moment we rotated it, remember, it still keeps its local y-axis. So scale it down in the Y axis, local y-axis. Like that. Then let's drag and drop it somewhere there. Get closer. Let's make sure it's parallel. So scale it down yet again in the local why? Up to somewhere there. Alright, so now rotate, hold down, Shift to move in small increments. G. Let's place it somewhere there. There we go. So now zooming out, of course it's not rounded. We need to make it rounded like this. So switching to the top view, zooming in. I want to switch, while this is elected, switch to Edit Mode. Now it's in edit mode. Remember what we did? We added a loop cut. So look at and before you click, increase it to 15, because the last time we made a look, the last time we made this curve equals 15 segments, so that we have this one at the middle. And now if I select the one on the middle, and with a proportional editing tool active, if I hit G. Remember we have this level of influence we used last time. So let me just hit Y to constrain it to the Y. Up to somewhere there. Let's say somewhere there. Alright, let's rotate and have a look at. The next thing we wanna do is subdivided this into cubes. So I'll hit R to create lookouts. Let's make them as cube like as possible. Just like that. And now what we want to do is select all a right-click sub-divide. Right-click sub-divide again. Alright, so now let's switch to object mode. Now. Of course, it's curved. But what we want to do is create a mesh. Note this solid here. So first of all, I want to select this control a, Apply all transforms, right-click, Shade Smooth. Now at least you see it's smoother than before. Shedding smooth. And I want to apply a modifier here called the wireframe modifiers. So let's look for the wireframe modifier. Here we go. Wireframe. So I'll select that and the wireframe modifier gets applied to it. Now, I can reduce this until it becomes a mesh. Let's continue reducing it. 0.06. There we go. And we can even take it further, maybe 0.04. So now that's a perfect mesh. There we go. So now let's repeat the same thing for these other mesh. And I've just noticed this blank right here doesn't go all the way to the Back and ours goes all the way to the back. So switching to the side view, selecting G and then white twice to go to the local space. I'm going to drag that all the way to here. I think I'm looking at this. Alright, so now We rotate. Yeah, that's exactly where it's supposed to be positioned. And this is supposed to be shorter because now it's protruding from these other ones in here. It's not. So I'll hit S X to reduce it in the x-axis. Hold down shift for small increments. There we go. Alright, so now it's time to create this mesh right here. So once again, shift a, add a plane, switched to three. Now switch to top view. Which seven? Scale it down. Zooming. Scale it up a little bit until it's halfway through this plank. And of course now we want to reduce this leg along the y-axis. So S for scale. Why? Y1's because we want to, we want the global scale just like that. G For Grab. Why for y-axis. So we can drag it towards the front. Let's switch to side view with three G Z to move it upwards. Zoom in R for rotate, hold down, shift to rotate in small increments. G, Let's place it somewhere there. I think it's well-positioned. Alright, so now let's increase the size along the y-axis on the local space. So S, Y twice. Hold down Shift. Remember we want it to be halfway through this blank and right here. So G, Y holding down Shift, I want to move it down a bit. Alright, so there we go. So control a, Apply all transforms. Shade, auto smooth. There we go. So now let's switch to Edit Mode and switch to the top view with seven zooming. And what we want to do is subdivided. So our first of all, I wanted to create eight segments in 15 segments. Let's see 14, 15. Now let's create squares by creating new loop cuts running along here. Like that. Then select all with a right-click sub-divide. And sub-divide just twice. Alright, so now switching back to object mode, Let's add our wireframe modifiers. Let's reduce these to 0.0 054 to the, I think that's a good spot. Now we have our Meshes. The next thing we wanna do is work on these joints to make sure we give it that I steady clip, beautiful, finished. So let's see how to do that in the next lesson, I'll see you shortly. 9. The Joints Part 1: Welcome back. Now, we're done with these Meshes. The next thing we wanna do is work on these joints to give it that nice finish. So let's start by zooming in on this. As you can see, we need to make some corrections here because right here these plank goes all the way to the Back and it has the same angle. So let's see how to do that. Selecting this zooming. I'm going to hit on the keyboard Alt Z. That will switch to x-ray view. Now while this is still selected, I'm going to switch to edit mode. And then hit number two below the F2 key on the keyboard. Or just select the edge selection mode here, and select this edge. Now, I'll hit number three on the keyboard to switch to side view. And now because the edge is still selected, I'll hit G. But before I hit G, Let me switch off proportional editing to avoid influencing all the other edges. So now that it's switched off, I'm going to hit G for Grab. And then drag it holding down shift all the way to the edge, the edge of that other plank right there. Alright. Next, I'm going to rotate and zoom out. Then grab that edge, switch to side view once again. Hit G. Holding down Shift to make sure we're moving in small increments. And there we go. So now at least our seat looks like this part. So the next thing we wanna do now is start working on this part. So let's do this. I'll switch back to object mode. And I'll hit out Z once again to toggle away from x-ray mode, or select this toggle x-ray mode, just like that. So now zoom out and shift a, add a cube. I'm going to scale it down. Switch the side view, zooming, grab it, place it somewhere there. I wanna give it a height of 1 ". So in the z-axis, one in 1 " is too big. So let's say 0.5 " and then hit R to rotate this slightly because he wants to be parallel to this plank. Grab it and place it somewhere there. Let me zoom in. S. Why twice scale it down in the Y axis. Are hold down, shift to rotate in smaller increments. Let me ship. Turns out it's, it's two peaks, so let's reduce the thickness once again. Let's say 0.4 " 0.4 ". I think that's the perfect size Shift D. We're doing this freestyle, so we didn't have these measurements beforehand. So help you understand. Let's separate these a little bit. So now that we had those, let's switch to the front side. Like that. Select both of them. So select the first one, hold down, Shift, select the second one, gi, X, move them in the x-axis. Alright, so let's scale them down in the X axis, just like that. Gx. Alright, so there we go. So what we want to do is use the Boolean modifier to cut this blank with these two small cadres we've created. So if I select this main plank right here, let me just drag this upwards and go inside. Modifiers, add modifier, Boolean. Alright, so now we've added the Boolean modifier. Now, this icon right here is an eyedropper and it allows us to select which object we want to cut with. Which object we want to cut the currently selected object width. So we want to cut it with this. So now we've cut it. And just to show you what I mean, as you can see, it's changed to cube 0011. This is cubed 0011. So now if I select outside, then select this plank and isolate it with a forward slash. As you can see, we've cut it. Alright, let's an isolated and repeat the same this. So once again, select the object we want to cut first. Then add another Boolean. We already had the Boolean we've just added a while ago. Now, this is the new one. Let's use this eyedropper to select this second cutter. Alright. So there we go. Let me isolate that for a second with forward slash. Just like that. Now, all we need to do is duplicate these two over across to the other side. So what I want to do is control a, Apply all transforms. Now the origin has moved to the center. And I want to go inside Add Modifier, mirror modifier. Now that's mirrored across. Let's repeat the same for the upper one. Add Modifier, mirror. There we go. So now if we isolate these two, now they have that cut. Now the next thing I want to do is duplicate these two colors. So Shift D and then just right-click, release them right where they are. So now we have 12.13. Those are the two new cubes, because first of all, want to select these and apply these two Booleans we just applied. Apply, then Apply. Now we can get rid of that. And that. So now we've gotten rid of the first Carter's, that was 10.11. Now we're left with the ones who just duplicate it. And we want to use those on this plank right here. 10. The Joints Part 2: So now let's just zoom in a little bit and I want to select this plank and the two cutters and hit Slash on the numpad to isolate them. Because we want to focus on this area for a minute. So now going back in here, but before we go there, let's go back here and switch the front view. So I'll hit one on the keyboard. And I wanted to make sure These two are on the very edge. Just like this. So once you align them very straight on that edge, now, let's switch back to where we were. Go back in here. And now, now we have them isolated. So what I want to do is select this and switch to side view. Just like there. With it selected, I'm going to switch to edit mode with tab. Now we're in edit mode. Then I want to switch to x-ray mode. So Alt Z. So we can see through then Control R, so we can create some loop cuts. Let me increase the number like that precisely. So I've added FOR loop cuts in their place precisely where the edges of these two are. And that's what we want. Because the next thing we're going to do right now is switch the front side. So one on the numpad. Remember we moved these to align to the edge of the other plank. So now is the time we're going to use this edge Control R to create a loop cut. Let's drag it all the way up to there. Let me zoom in. I think it's positioned correctly. So now let's switch off X-Ray mode. Now we can get rid of these to switch back to object mode. Delete that, and that, select this switch back to edit mode. And I were to rotate and switch to face selection mode. By selecting this or number three below F2 on your keyboard. Select that, hold down, Shift. Select those faces and delete them. Select these three phases. Delete them. Then select these four faces and delete them. Alright? So now what we want to do is fill up these spaces with new faces to leave only these two protrusions like that. So I'm going inside Edit Preferences, Add-ons. And I want to search for loop tools and make sure look tools is activated like that. Check this box and make sure you save the preferences. Once you've done that, you'll be able to select an edge. So if I select this edge, this edge holding down Shift, I can hit F to fill it with a face. I can do the same. Right here. Select that edge, hold down, Shift, select that edge, F. We filled up with a face. Let's repeat the same, this edge and that edge. Face, face and face. Next. Face. Face. There we go. So now let's switch to object mode with tab. And now hit forward slash on the numpad to an isolated. Alright, so there we go. Now, as you can see, this is what we were aiming for, but these seem to be a little bit deeper into the woods. So what we can do is select this switch to edit mode, switch to face selection mode, select this face and this phase. Switch to number three, sideview, zooming G to grab those faces and drag it all the way to somewhere there. Switch back to object mode. And I think we have a nice joint right there. It's not perfect, but at least you understand how to achieve such results. And you can take your time to create a perfect joint. And of course, we need to do the same thing we've done on this side of this blank, on this other side. So right now as you can see, what we've done on the other side is not reflecting right here. So switching to the front view with one on the numpad, I'm going to isolate this. Just like that. Switch to edit mode. And I want to create a loop cut. So Control R and bring it to the very center. Alright, so there we go. Now I'm going to select everything on this side. So everything rotates. So let's, I'm just going to use see, he'd see on the keyboard, just like that. Escape. And hit Delete. All faces. Enter. Alright, so select everything. Add Modifier, mirror modifier. So now we've reflected everything on this side to the service side, switch to object mode, an isolate everything. Now this side also looks awesome. There we go. So now, of course we haven't done the backside and that's an assignment I want to give you. Now that you understand how to work with the Boolean tool to create joints, to cut out parts of an object. Use that same knowledge to create these joint on the back of the seat. So that's a quick assignment for you to try and learn more about Boolean's. I think we're almost finished with the Modelling. The next thing we want to do is add the materials, do the lighting, the camera, and render our chair. So I'll see you shortly. 11. Apply the Modifiers: Welcome back. So now we're done with the Modelling. It's time to work on the materials and biomaterial, I mean, this wooden texture and this sort of beige color on the Meshes, just to make it look realistic. So right before we proceed, I've just noticed we have this joint right here. You might be wondering why we didn't make it slant. I think I like it exactly the way it looks embedded into this plank for stability. But just in case you wanted it to be flat all the way parallel to this. It's very easy. First of all, you need to apply this mirror. Alright, like that. And once it's applied, you can go ahead and hit Edit, isolate it. And now it's up to you to select these edges. Pushed them up and down as you please. Including these are the ones that are inside switching to three. Let me select this. G, Z holding down shift. So now that's the other side that's protruding. So as you can see, it's something that might take some time, but as you can see, it's possible to, to model it until it looks exactly the way you want it to. Gz. Select this GZ. Gz. Now at least the one on this side is slanted. So just take your time and continue working on it until it's flat and parallel to this edge and parallel to this lower edge. But as I mentioned, I like the way it's embedded into that plank. So I'm not going to spend time working on it. So let me just undo that. Finally there, that's where we were. But anyways, I still need to apply the Boolean modifier. Same case applies to all these others. Let's make sure we apply all those. So now after applying the mirror Modifiers, what happens is initially dispose a reflection of the mesh, but now these two have become meshes. So if I switch to edit mode, this is a mesh, and this is a mesh. So I can actually edit this. But remember initially I could only edit the original, know the reflection. And now to separate them into their own individual objects. I'll just let me show you what to do, because right now if I switch to object mode, Blender sees this as one object. When I select the original, it selects both. When I select this selects both. So how do you separate them? Because now they are their own objects. Edit mode, select one of them. Now, notice we've not selected the backside because it was hidden from us. To select the backside as well. You need to be in X-Ray mode like that. So now when you select, you select it all sides. So Shift Z, x-ray mode. So what I want to do now is hit P separate selection. So select that. And now switching to object mode. If I select this, it's an object, and this is an object. Let me do the same for this. So select that or that edit mode. Shift Z to switch to wireframe mode. Select that be separate selection. Shift Z to switch back to Solid mode, tab to sit back to object mode. And now they are separate objects. So do the same for all the other objects we have in here. 12. Add Texture and Materials: So now finally, let's go ahead and apply the materials. Let's switch over to Paul II haven very quickly. So let me switch to my browser. Poorly haven. This is a place you can find H DRIs, textures and models and download them for your projects. So we want textures. And as you can see, we have different types of textures that you can use. So I'll just type would search for a wooden texture. I like this dark wood. Let's see if we have some others. Wooden table one. I think I like this as well. Let me select that. Now you have the option to download it in different resolutions. I like downloading the list for these types of projects. So one K is okay, download it. There we go. So let me just pick this downloaded folder from my other screen right here. Here we go. So this is the texture. What I wanna do is switch back to Blender. And in here we have different workspaces. Now that it's time to do the materials and textures, Let's switch to the shading workspace that will bring up all the tools we need for our texture. Zooming on this. And I like switching from this outdoors HDRI to this indoors HDRI. Where is it this one? When working on objects that are usually indoors. Alright, so now selecting this leg, as you can see, it has a default material by the name material we can call it would Enter. And now what we need to do is add an image texture right here. So I'll hit Shift a texture, image texture. Drop it right there, and let me hook it up to the base color. And now it's black because we have installed Blender, what image texture we want to use. So we need to tell it by going to open. And now let's navigate to where we have that texture. We've just download it. So let me just pick it. Here it is. I want to drag and drop them in here. Let me double-click that. And now as you can see, it's changed to that wooden texture. Now, we can do the same on these. Now that we've already, let me select this. Now that we've created the wood texture Blender knows about its existence and all the textures will, we will create, will be listed here. So as you can see, what is the first one? So if I have this selected, I can go to this list and say I want to apply the wood texture to it just like that. Select this drop-down food Texture. Select this drop-down would texture. As you can see, it's a very straightforward process. Select that would just like that. There we go. So our wooden texture is now applied. Let me hit Control S to save. Now one thing a lot of 3D artists do when they're texturing, and I recommend you do it and learn how to do it. Is UV unwrapping? Uv unwrapping is an entire topic on its own that needs its own class. I recommend you go and study about it. Let me select this. Tab, edit mode. Select all with a you. Then smart UV project. Click, Okay. When I click Okay, if this pattern will change, as you've noticed, so switch from edit mode. And you can always change the direction of this pattern after UV unwrapping. So switching back to edit mode, I can go here and switch to UV editor. And now zoom out. As you can see, these are the UV unwrapped faces. If I select all with a, I can rotate them with R. And as I rotate them, the direction of the texture on the faces is changing as well. So I'll just leave you to experiment with it. Hitting tab to switch to object mode. So now to add the textures on the meshes, as you can see, if I switch back to layout, the mesh is sort of beige or brownish in color, light brown. So switch back to shading. I want to use something called the principle be ISPF. And if I select this, this is the principle be SDF is a shader. So selecting this, we can Add New, and this is it by default. So what we want to do is change the base color to that beige, just like that. Clicking outside. Alright, let me select that and call it mesh material. Alright, so I think it's to reach. Let's also reduce the saturation. Now let's increase the saturation a little bit. Now this is just to show you that you don't necessarily need to download images from poly haven to texture your objects. You can also use the principle be SDF and built-in tools within, within Blender to texture your materials. Let me also apply the same here, mesh material. So that's what we have right now. It's not perfect. You can also just go to Poly haven and look for, let me just go home. Textures. You can also just look for any similar colored texture here and added, including these rough concrete, we can just drag this fact the way it's rough. Can drag it and apply the same way we applied these textures. So just bringing an image texture, hook it up to the base color and apply this concrete material to the mesh. So now that's how to apply the textures. In the next lesson, we're going to do composition, lighting, and rendering the image out. So I'll see you shortly. 13. Lighting and Rendering: Welcome back. So now we're done with the texturing and material addition. Now it's time to create a scene for the seat, light it up and Rendering. So let's see how to do that. The first thing we need to do is switch back to layout, the layout workstation. And now that we're done with these, I just want to get rid of them. So in-between here, I'll right-click join areas. The same case applies to here. Right-click join areas. Right here. Click. There we go. Let's get to the front view. Zooming a to select everything G For Grab Z, so we can move it in the z-axis. Then when we get there, hold down Shift to move in small increments to make sure we play seat almost on the ground. We're assuming that this is the ground Shift a to add a plane because you want to add a backdrop. The plane is 2 m by 2 m, by default. Want to scale it up. So S, then ten to scale it up ten times. Zoom out. I want to grab it with G. Then why? Because I want to push it back in that direction, just like that. Now, while it's still selected, switch to edit mode with tab. Select that edge. Now we're in phase selection mode, so switch to edge selection mode. Edge selection mode. I'll hit E on the keyboard to extrude. And now I don't want to extrude ingest any direction Z to extrude upwards. That's the z-direction up somewhere there. Select this joint control be to bevel it. First of all, let me escape to zoom out. Control be to bevel that. Then scroll upwards on your mouse. We'll increase the segments and make it smooth. I'll switch to object mode. Control a, Apply all transforms, right-click, Shade Smooth to make it smooth. Now I want to increase the width as well. So scale in the X axis. Now zooming. I think now we have a nice backdrop, but I think that back is too far. We've pushed it too far. So Gy out to somewhere there. Control S to save that. Now, we're currently in solid mode, solely display. We want to switch to rendered view. Rendered display. This is the display that shows you what the final product is going to look like. So switching to that, it's very dark. And that's because we now need to add something very important in every scene. And that's lighting. Shift a light. And let's choose an area light. Here we go, G, Z, MOBI team the z-axis. Let's put it somewhere there. I want to increase the intensity. So while it's still selected, I'll go here to the object data properties, increase this to maybe 20. And I wanted to go back in here, ship a, Add Point Light, G, Z. So let me, first of all put that right there. I wanted under and then Shift D X to move it in the X axis. Shift D Once again X to move it to that other side. I want to select that and hold down shift with this G Z to move it upwards. Let's increase the intensity. Let's reduce the intensity of this five. I want to duplicate this one. Why to move it in the y-axis? So let's put it maybe somewhere here. Zhe Xie, push it upwards. Let's increase the intensity to maybe 20. I'm starting to like the result. We're actually just we just winging this. It's not a pre-planned lighting setup. So we're just trying to do this as we go. Maybe we can add another lights in the back. So let me select that shift. Shift D. Then why? Push it back? Jie Zhi. Let's increase the intensity to 20 Or maybe 30, know, maybe 50. Gee, why? Let's bring it closer. Just like that. Increase the intensity of this to 30. Gee, why we need closer GZ, push it down slightly. Alright, finally, I think I'm going to duplicate this Z to push it upwards. Then S to scale it up. And then let's increase the intensity to maybe 60. Let's see what that looks like. Maybe 100. To light up the entire scene as well. There we go. So Control S to save. And now we want to add the final thing before we Render. And that's the camera through which we're going to look at the final render. So shipped a camera. And there it is. So G, Z to push it upwards. We want to look at it from the top. So seven on the numpad, zoom out. Let me drag it up to somewhere there to view through the camera. Hit number zero on the numpad. There we go. So we can just hit G to drag it while we're viewing what we're seeing. Just like that. Now, once we fix the camera where we want it, for example, here, we can actually now rotate what we're looking at within the camera view. Right now, if we try to rotate or orbit, we're going to orbit together with a camera. Let me show you. You see now we're out of the camera view because we've rotated everything including the camera. But now hitting zero to go back to camera view. We can go to View, Lock to camera view. So if we check this, now, if we rotate our orbit, we're still within the camera view and this will allow us to arrange everything exactly the way we want it. So I'll select the backdrop, hit R and Z to rotate it in the z-axis. Alright, so that we don't have that hard edge right there. Finally, let me zoom out. I want to increase the intensity of this slide. It's still not enough. I want to increase its intensity while we're zoomed beams. So let's zoom in. Now let's go in here and say 200, like that. So now with that setup, Let's switch to the Render Settings right here, the render properties. And of course, the first thing we need to choose either Render Engine. I like using cycles because it produces more realistic results. So I've selected cycles and I want to select GPU, compute because I'm using a GPU. Now, make sure this noise is checked under Render. The noise that makes sure your Render doesn't have these particles. And now with those settings, I think we're good to go. Of course, you need different settings for different scenes and setups. Right now I'm just going to go with the default Render settings, except I've changed to the Cycles Render Engine. Now, let's go to the output properties to decide where we want to save these renders. So I'm going to the outputs, select this folder and now choose where you want to save your render. So I'll select wooden chair, That's the folder. And I'll accept so that's the folder. You can also select the file format. I'm good with PNG. We also have JPEG and all these others. So PNG is good. And with those settings, I think now we're ready to render. So going up here, Render, Render Image, zoom out. So basically that's how to set up your scene and render your models. I'm going to do a few more renders from different angles and share them at the end of this lesson. So here we go. 14. Outro: Congratulations, you've done it. You've successfully crafted a stunning 3D wooden chair. And I think you should feel proud of yourself because I am proud of you. And now is the right time to share your artistic achievements with a world. Don't forget to upload your final rendered images under the resources and projects tab below this video player right here. Sharing your artwork with the community not only allows others to admire your incredible talent, but also provides a fantastic opportunity for constructive feedback and inspiration. Speaking of feedback, I would be forever grateful if you could take just a moment of your time to leave a review of this class is going to take you less than a minute. Your honest thoughts and insights will immensely help other prospective students determine if this class is a right fit for them. Additionally, your valuable feedback will play a crucial role in shaping and improving my future classes, ensuring an even more rewarding learning experience for everyone. Now, if you're eating for more exciting adventures in the world of creativity and web design. Don't forget to check out my Skillshare profile. There you'll find a treasure trove of other captivating classes, all designed to help you build fully functioning websites and refine your artistic skills. Just in case you'd like to say you're 3D Modelling Skills online on your own website. So learn how to build your own website. Before we part ways. Remember, this is not goodbye, but a, see you soon. I genuinely cherish our time together and I'm already looking forward to welcoming you in my future classes. So for now I just wanted to say goodbye and I'll see you in the next class piece.