Transcripts
1. Introduction : Hello, and welcome to Blender Motion Graphics
for Beginners Part one, Modeling and Texture. I am Funky Polygon animation, and I'm really excited to take
you through this project. I have over eight
years experience teaching motion graphics and animation on a variety of software platforms
like Cinema four D, after effects,
Houdini and Blender. In this course, you
learn how to set up various blender references,
navigating the interface, how to work in three D
space with three D objects, working with image references, creating complex models from simple objects using modifiers while modeling,
working with curves, The standing in using geometry
nodes within the project, setting up materials for
the projects objects, creating and setting up lights, setting up cameras,
and rendering. This course is for
complete beginners with no prior experience in blender or working in
any three D software, as well as hobbyists and
professionals in related fields, such as graphic design. Aim with this course
is to break down complex concepts into
easy to follow lessons. These lessons aim to build a strong foundation in
modeling and texturing before we undertake
any animation within the project pipeline. Hope is that you will gain confidence to start
creating your own projects and unlock your creative
potential in the world of three D animation
and motion graphics. The final deliverable for this project is an
image such as this. I'm really interested to
see how you will be able to use the concepts that I
put across in your own work, and encourage you to be as
creative as you'd like to be. Further down the line in
Part two will animate all the elements that we've created to create
the final animation.
2. Blender Version In Use: In this video, I would
like to talk about the blender version that we're going to be using
for this series. Currently, I'm on Google, and I've searched for
the keyword Blender. I'll click on this
link blender.org, and that should take us
to the Blender website. The current version that is
available is Blender 4.1, and that means that
this is what I'm going to use for this
tutorial series. So if you're using a
different version, make sure that you
download Blender 4.1. I'll just click on download. And then once the website takes me to the
download section, what we can do is make sure that you install
the correct package. So that means if you're
working on windows, make sure you install
the windows package. If you're working on any
Linux platform or Mac OS, ensure that you install
the correct package. So I'm currently using windows. So the software or
rather the website itself has already
chosen windows for me. If you're using some
other platform, click on this section over here and click on the Dropdown. Once you click on
this drop down, you will have the
windows installer, different versions of
the Windows installer, different versions
for the MacOS, and different versions
for the Linux platform. So choose whatever
platform you're on. And once you've chosen that, just click on
download Blender 4.1, and if I click on download the download shoot immediately. Begin. So once the
download is done, ensure that you
install the package, and then of course, once it's installed, open it. So I'm not going to go through
the process of installing. I think that's going to be
a bit more straightforward. In the next one,
in the next video, we're going to now talk about a few things about the
software here and there, as well as set up
a few preferences.
3. Zoom to Mouse Positon Preferences: Once you have installed blender, and then you launch it. This is what you should see. We have the splash screen, and the splash screen, depending on if you
had other versions of blender already installed, it could have a
section where you can import existing settings. Or we can also
create new settings. In this instance, I'm
not going to change anything under
language or shortcuts or select with because
I do want us to select with the left mouse button. Then the space by
is set to play. Although we will
change it in a few, and the theme is blended duck, but you can choose
whatever you like from these options
that are available. I'll just click on
Save new settings, and then now this
other section pops up. But of course, if
you did not have any other thing available, or if you'd already launched it, it will take you to this
section immediately. So I'll just click elsewhere. So that's on the left. And currently, you can
see we have the camera. This is the camera,
we have a cube, and we have a light. So we'll get through the
software in a minute. What I want us to do is to
set up a few preferences. So, these preferences are things that we'll use
throughout the project. So the top left
of the interface, we have file, and
then we have edit. So if you click on
edit at the bottom, there's an option
called preferences. So click on preferences and one of the first
if I click on it. You will see that
the window will pop up and one of
the first things that the software
will allow you to change in terms of preferences
is your interface, and the last one is file parts. The first thing I want
us to change in terms of the preferences
is zooming in. What I want to do
is I want to be able moving this is the side so that I can
show you what I mean. I want to be able to zoom where the mouse is or the
casa is for the mouse. If the casa is somewhere
here and then I zoom in, I want As to zoom in
there instead of zooming into the three D casa over here. For that to be possible, we need to go to navigation. Under navigation,
we're going to look for Zoom method under Zoom. We have Zoom method,
we have zoom axis, and then we have
invert zoom direction. What I want to use is
Zoom to mouse position. If I place my mouse here, and then I zoom in, so I'm using the scroll wheel. Can be able to zoom in
where the casa is instead of where the center or
rather the three D casa is. So I'll turn this on. And on this preferences window, we have this button
on the bottom left. And if I click on that, currently, my preferences
are set on how to save, but you can come in here and
click on safe preferences, or you can choose to revert
to safe preferences. Load factory preferences. So I just want to click on self preferences,
and if I move this, so if I where I want to
zoom in with my Casa, that's exactly where
we're going to zoom in. So this is why I want to
change that fast option. This is going to be essential, especially if you have a lot
of things in your scene. You don't necessarily
always want to zoom in to the three D casa, which we'll actually talk about. Right now, I'm just saying
it is the three D cs, but I'll talk about what it is. I just want us to
first of all focus on the preferences first. That's how we ensure
that where we hover our cas that's where we
can be able to zoom in. That is the first preference
that we've changed.
4. Spacebar Search Preference: While we're still
other preferences. The next preference that I
would want us to change is what the space bar actually
does when we hit it. By default, when we
hit the space bar, the playing of the
animation should begin. So what that means is If I just hit the
space pad as it is, you can see at this bottom part where we have the timeline, we can see that the
animation is playing, although we don't have anything, but the playhead is moving. So that is what the space
pad does, play and pause. I'd also would like you to note that I have some of the
screen cast keys available. So if you want to see
sometimes what I've clicked, And maybe if it moves too quick, you can be able to pause and see what exactly is the keyboard shortcut that I have clicked. So I want us to change
what the Space Bar does. I want anytime I click
on the Space bar, I can be able to such
instead of it being the shortcut for playing and posing any animation
that we might have. So for that to be available, I'm still under preferences. We were under navigation. So now click on Kemp. If I click on Kemp, I'm looking for something
called Space bar action. So in this window,
we have preferences, select with mouse button, so we're selecting
with the left. Then we have space bar action. Spacebar action, we're
going to make it such. I'll click on the Sch option. And then if I just hit the
space bar, notice now, there's no playing that
happens on this bottom part, rather, what we have is the
option to such for tools. So I think this is an easier
way to find what we need. Real quick as we
create our project, so that's one of the other preferences that
we are going to be using.
5. Extra Shading Pie Menu: The next reference
that I would like to change is in regard to how we see our
object in the view. If I move this to the side, if you look at this cube, we can see its surface, and we can see the
surface color, which is this gray color. Sometimes you might not want
to see this gray color, you might want to
see, for example, outlines of this without
seeing the gray, or you might want to see
an x ray view of this, or you might want to see a view that has or other
object having materials. For that to be possible, we'll need to have more
than the defaults. So for us to be able to see
our objects in various ways. We have or you can hit
Z on your keyboard, and if you hit Z, you can be able to toggle
between these four options. You can choose to see your
object in rendered view. So how will it look like
when it's rendered? Then you can look
at it now in solid. Solid is the default, and then you can have
the material preview. So if you've set up material, material could be
just a simple color. If this cube was, let's say, it had a material that was
purple or blue or yellow, that's what you would see if you went to material preview, and then we also have wireframe. If for example,
click on wireframe. Notice, I just hit Z ones and this particular
pie menu popped up. A I'm doing is I'm just
hovering my casser over the options as
I move my mouse. If I choose wireframe, I can just see the
wires of this, the outlines of the cube. If I hit that again
and I choose solid, we go back to where we are at. If I choose that again
and I choose rendered, we can go to the rendered mode. But again, when it comes
to the rendered mode, you need to have a
bunch of lighting and all of that for it
to look pretty good. But if you don't have that, it's not going to look any different from let's say the solid view
or rather the solid option. So, I want us to have other extra options,
like for example, x ray and the ability to be
able to toggle overlays. The overlays are things like maybe we don't want to
see this boxed area. This is the grid. Maybe we don't want
to see the grid. We don't want to see
these lines that are red, this one that is
green, such stuff. So Still in this preferences
window, still under key. Under key, there is all we did here was change the
Spice bar action. To such. The next thing that
I want you to turn on is if you continue
reading through, there is this option called extra shading Pi menu
items. If I turn this on, and I move this to the side. Remember, my preferences are set to auto save preferences, so I don't have to
save it all the time. If I turn something on, I
can immediately test it. So if I hit again, notice that instead of
just having the four, which we wire frame material
preview rendered and solid. I now have tog x ray
and togal overlays. So for example, if I
click on togle overlays, notice that that grade
that I had is gone. Then if I hit again and I go and again hover over
togal overlays, and I click on that, it's back. Notice that if I hit, each particular shortcut has its numer each
particular Pi menu has its numerical shortcut. So we have the total
x ray, which is two, the solid six, the rendered nine until previous seven,
the ia frame four. So if you would like to use those shortcuts,
you're free to do so. But as far as this
course is concerned, anything that I want to use
from this particular Pi menu, I'll just hit Z, and I'll
select it from the pie. So this is how you
add extra options. To the menu, the
shading pi menu, which controls how we're
seeing the object. Do you want to see it
in its solid mode, in its rendered mode
with its materials? How do you want this
object to be shown to you by the software? This is the key extra
shading Pi menu items.
6. Extra Mesh Add Ons: To finish up with
the preferences. The last things that we need to activate are just two things, and these are add ons. So the options that if you look through this
preferences window, there is an option
called add ons. Add ons, these are extra
things that we might want to add in terms of cves, or meshes, new objects,
whatever it might be. So in our case, these are tools that
we're going to use in the modeling
stage of production. And they're going to
come really handy. So if you click on the add ons, you should jump to this
particular window. And all you're going to do is search and activate
these add ons. To do that, there's
this such option. So if I click on that, I could just type in. The first thing is loop Loop LP, then there is this add on
called mesh Loop tools. For this, I'll just turn it on. I'll click on this checkbox
to turn on the loop tools. And you can click on this
Delta, this triangle, and it could give
you a description of what this
particular add does. So mesh modeling two kit
several tools to aid modeling. So these are just
extra tools that we might need when we're modeling. Then we have if I just deactivate this or
rather not even deactivate, but click on this
x so that it kind of removes what I had typed in. What we can type
in next is mesh. And under mesh, we can look
for mesh extra objects. So if I look at this, and if I actually minimize this, We have all of these, and what we're looking for
is mesh, extra objects. There's this option called
Ad mesh extra objects. I think we could have
just written extra mesh. No, it doesn't show up. I
think mesh will show up. So mesh ad mesh, extra objects. This is what I want us to use. Again, you can open this up and just read
the description, so it just says add
extra mesh object types. So these are just extra
meshes that we might need. I'll just turn it on. I'll
click on the checkbox. And I think it's on
edit preferences. Yeah. I think I
clicked on it so many times that it closed itself. So just click on it once so that it
doesn't do what Min did. So if I just click on it, it should turn itself
on, and that's it. After that point, we have set up all the preferences
that we might need from the Zoom to mouse
position. If I just close. If I ho my he, that's where I'm
going to Zoom in to the space bar being
a such option. So if I hit the
space bar instead of the animation playing, we get the option to such to how we are able to have the
extra shedding pi menu. So if I just hit
on the keyboard, instead of having material
preview wire frame solid and rendered only, we can now have togle overlays
as well as togal x rays. And now we've added extra extra meshes to be available for us in
the modeling stage. So To that point, we have every single
thing that we need.
7. Blender Editors: Now let's talk about bits
within the software. The software has various small
windows, as you can see. We have this large window, which is the only three
D view that we have, which is the perspective. As you can see here
on the top left, it says user perspective. This is the perspective. And it's one of the or rather it is the only
three D view that you have. The other views that we have
are usually very flat views. This is one of the small windows that we have, it's quite large. Then below this perspective, we have this timeline. This is where you
come to animate, set your key frames, move them, adjust them. If you're adjusting
your motion cubs, which you're going
to do down the line, this is where you come
and do it. Then on the right hand side over
here, we have two, so we have this fast one. So this is the outliner, so it lists the
objects that we have. And then below that, we have the settings for the
objects that we might have. Notice that in each
of these editors, we have this icon on the
top left, there's an icon. So as you can see here as
well, we have this icon. This icon, and we
have this icon. And if you hove over e, it
just tells you editor type, current editor type for this area in this instance,
it says properties. And then if I hove over here, current editor type for
this area, outliner. And if I go and hover over
the perspective view one, says three D viewport
is the current editor. Down here, if I hover, it says that this
is the timeline. Depending on where you're
at, what you're doing, the particular editor that
you're in might change, and you can change it to
be whatever you like. For example, if I just
move this timeline up. For me to be able to
move it up a bit, I can just hover
over the boundary. We have the perspective,
we have the timeline. This is boundary if
you hover your CA. You get this line with two
arrows and if I click can hold and drag, then I release, then I can click
on this option over here. You can see that we
have other editors. Depending on what you choose,
the window will change. For example, right
now on the timeline, if I choose the graph editor, I'll get something different. If I choose the drivers, I'll get something different, as well as if I choose things
like three D viewport, we could have two of them. If I click again and choose
things like the image editor, have something
different. This is something that
could change based on what it is you're doing or maybe you want
to have an extra window. You're free to do that.
So in this instance, I'll take this back to timeline. It's important that you
note that there are different editors
that are available within the software
and that you can change them in any
given moment in time, based on whatever it is that
you're trying to achieve. It will never be the same. Remember, it's also user
based based on you, what you're choosing to
do at any given moment.
8. Navigation: So now let's talk
about navigation. So how do you move around? So theses way you can
move around is if you click and hold on the
middle mouse button, and then you drag your mouse, you can be able to rotate, look around your object. That's one way. Then there's
another way where if I release my left my
middle mouse, sorry, and then I hold
down the shift key, then I click on the
middle mouse and I can move left and
right up and down. So this is another way you
can be able to navigate. Remember also, you can be able to hover your casa
wherever you like. Wherever you hover your casa, you can now adjust
your middle mouse and you're zooming
in and out based on or rather the zooming
in and out is going to be dependent on where
the casa is placed because if I place
it here in zooming, that's where we're
going to be zooming in. So keep that in mind. So you can click and
hold down shift, and then the middle mouse to move left and
right up and down. You can also just hold down
the middle mouse and then move your mouse around. As you hold down the shift
and you're rotating ad. Then you can also use the scroll wheel to
zoom in and out. But keep in mind to check where the cast is because that's where the zooming in
is going to be occurring, or the zooming out is going
to be occurring as well. So that's how you navigate around the particular
views of your choice.
9. Moving Objects: Now that we've
talked about how you move around the
perspective view, let's talk about
how you can be able to move the object in terms of position,
scale, and rotation. Since we're working with
the three D software, we're going to be working
with three different axis, so we have the X,
the y, and the Z. In this particular software, the x is this red line. The y is the green one, and then the z is the blue one. So the Z is always
a vertical one. If you ever forget what
which axis is which, what you can do is this icon on the top right and
you can look at x, x is the red, y is green, Z is blue. Then if you just
hover and then you just click and hold
and then you drag, you can be able to rotate around your object through this, which is similar
to just hovering your case in the perspective, then holding down the
middle mouse pattern, and then dragging your
mouse, similar to that. When it comes to moving your object, if you
want to move it, the shortcut for
moving your object is the key G on the keyboard. If you G on the
keyboard, and then drag. You can be able to move this
cube wherever you like. If you want it to move to
this particular point, you can hit the left
most button to accept, and that means that's
where the object will be. If you do not like this result, you can undo by
hitting Control Z. If I hit control, that undoes that particular
change that I had made. Sometimes you can move
an object I hit G and maybe I do not want
to make that change. If you want to deactivate
this active move option, you can click on the
right mouse button. If I take it, let's say here, and then I hit the
right mouse button, it takes it back to
where it was previously. If you want to cancel
something that you're doing, just click on the
right mouse button and that will be canceled. That is how you move your
object by hitting the G key, which stands for grab. Hit G and then move. But again, sometimes
you might want to move your object in a
particular direction. For example, if I
wanted to move it along this red line or along this
green line or along the z, Um, how can I be
able to do that? So we can hit G on the keyboard, and then we can specify
x x is the red line. If I hit x, then I drag, I can be able to move it
specifically on the x. If I cancel this by clicking
on the right most button, it's going to go back
to the defaults. But again, I can hit G. X and then take it to
where I want it to be. Maybe I want it to
be here and click and click on the left
most button to accept. It's going to go
where exactly where I wanted it to be at. Then what I want you to
notice is on the properties. With this cube selected, we do have a bunch of options here, a bunch of icons here. This is the properties window if features over this editor type. In the properties,
and right now, we're in this it's a small square with
right angles around it. If you hove over this, it
says object properties, and here you have transform. So we have location X Y Z. So when you move an object, when you grab it
and make it move on the x or the y or the z, what we're doing is we're
changing the location. Notice that because
I only chose the x, the location is the X Y Z, the only axis that has value is the x because I
didn't move it on the y. Or on the Z. But if I chose to do to move
it on the Z or on the y, it would actually show up and notice that these
values are in meters. If I select this cube, so if I hit G again and then Z, and then I move it
up and then click on the left mouse
button to accept, then you notice that now I have a new value on the z instead
of the value being zero. So Sometimes you do pick whichever direction you want
to move your object in. Sometimes you just move
it in all directions. That is dependent on what
you're trying to achieve. Now I can undo all of this, and the object should go
back to the defaults. Notice that now the
location is zero, zero, zero on all the
locations x y and z.
10. Global and Local Transforms: Now that we've talked
about moving the objects. I want to talk about
something called the global and the local. So there are two ways you can be able to move your object, either in the global
or in the local, and it's important for you to
understand what that means. So in this instance, I We'll talk about two things. I will talk about how
do you duplicate in the software and
how do you parent? And then finally, we'll
talk about the difference between the global
and the local. So I have this cube. I want to duplicate it. So for you to duplicate, the shortcut is shift
D on the keyboard. So if I hit shift and
D, I have duplicated, but I'm still here to hit
the left mouse button. But before I do that, I will hit x so that I can now
move the duplicate. Then now I can click on the left mouse button
to accept that. Then I will want to maybe
make this a bit longer. So I'll need to
change its length. So for that to be possible, I will need to scale this. So if I want to change
the size of an object, can also do it in the x
in the y or in Z axis. I'll hit S, and I want it
to be longer horizontally, so then I'll hit x. Now if I click and drag, I can be able to
elongate this on the x. Then for me to accept
this, left mouse button. Then I can move this, so I
can hit g x, move it a bit. Now I have two cubes. I have the first one and
then I have the second one. What I want to do is I want to use one of them to
control the other. I want to use this one to control the duplicated
one, the duplicate. For this to be possible, I'll need to select
the duplicate, then hold down shift, select the original one. Once I select the original one, then I can hit control
and P on the keyable. So Control P. Control
P is for parenting. Parenting means that I want
to create a hierarchy, whereby I have a
child and a parent. Usually in a hierarchy where you have a
parent and a child, that means whatever
you do to the parent, the child will do the same. But the child is also
independent of the parent, so you can still select
the child and move it and make all the adjustments
you'd like to make. Um, even though whatever
you do to the parent, the child will receive. Now that I have hit Control P, I have this small menu here
which says said parent two, and I just want to parent
this to the object. We'll just use the
first one for now. I'll click on object. If I click on object, now If I select this cube, and I it G, and I move this. Notice that the child, which is this one, follows this. Whenever you want to
create a hierarchy, you need to select
all the objects that you want to be children. Then finally, select the object that you want to be the parent, then you hit control P. You
cannot do it any other way. If you try and do
it any other way, it's not going to parent
in the correct way. You want to parent, you
select the children, and then select hold down shift, select the parent, then hit control P and choose
to parent to object. Now notice if I
choose to move this, if I hit G, move it let's say on the Z axis, move it up, the the
child still follows. But if I do this, what I
actually want to talk about is, what if I chose to rotate? Because I've talked
about scaling slightly the way that I
made this a bit thicker. But what if I wanted
to rotate this? We can rotate the parent, I can hit R on the
keyboard and then z. If I hit r in Z, then I drag this. Notice that I am rotating and the child follows.
Then if I move, And look at it from
this particular angle. What if I wanted to
move this object? If I wanted to move it, but in a straight line,
how would I do it? And if I wanted to move it in a straight line, it would be x. But if I do like G x, it's not moving the
way I want it to move. Let me cancel this by hitting
the right mouse button. What I want is I want to move this cube based on
its own origin. So if you look at this cube, there is this particular dot. That is the origin as well as if you look at
this other one, it has this dot over here, which is its origin. So what I want is I
want to move this, but in this particular line, I don't want it to veer off this particular path
that has been set. So for me to be able to
do that, I would need to move it locally because right now
it's moving globally. So when you say an object
is moving in a global way, that means that it's
moving in the axis that governs the direction
in the overall model. So the general axis that
governs the direction. But I want it to look at
itself and its current um, orientation, be it the rotation that is and
the position and the scale. The best way to
look at this is if with this selected
at the top here, top right, we have the options. If I click on this
and turn on origins, notice that now the x for
this is vastly different from this x and the y for e is vastly different from
this y as well as the z. So I want to make sure that
I'm moving in its local it's local axis so
that I can move it in the direction that I want
instead of the global, in its own origin direction
position and scale. If I go back to options
and I turn off origins. For us to be able to do that, at the top here, we have
this option called Global, and I can click on this Delta, and here we have global, local, normal gimbal view, all of this. I want to choose local. Now with this selected
and I hit G x. Notice that now it does
move in its local. Of course, I can cancel
this mouse button. So I'll take this
back to global. But of course, sometimes
you don't want to switch from this manually. So what you can
do you can hit G, then x x twice, then move in its own local. Similar to G, y y, then move it in its local. If you hit a
particular axis twice, that means you're moving
in the local direction. G x x notice that this is
actually moving in the local, so keep that in mind. I've talked about parenting. Remember in your parenting,
you select the child. Then you hold down shift, select the parent, then
you hit control P, and then select or other
choose set parent to object. When you move the parent, the child will follow. But of course, you
can move the child independent of the parent to make it do whatever you like. Be even if I continued
to move this, let's say even if I
didn't move it in its local, let's move it there. But then if I
select the cube and hit R and rotate it on the Z. Notice that this will still work because they are parented. Rather this cube is
parented to this. Let me just do that. That's something
that is important to keep in mind when
should you use the global, when should you use the local. Sometimes when you're parenting
and you move the parent, of course, the children, the axis is going
to be a bit of, sometimes you need
to move scale and rotate in the local axis so that things can move in a way that maybe makes
a bit more sense.
11. Rotation and Scale: Now that we talked
about parenting and the global and
local transforms, I would like to talk
about the scaling. If you hit S and drug, and of course, the rotation. When it comes to rotation, you can again choose
to rotate on x, y, z. Similar to scale, you can hit S, and then scale on the x. You can hit S again, scale on the y, and then you can hit S again,
scale on the z. Then of course, remember to at the left button in order
to accept the change. With the rotation, you can
rotate at r, rotate on the x. And then of course, I can
cancel this right mouse button. Rotate it on the hit the Y. Then I can cancel that with the right mouse
button, rotate Z. Then you can also hit
R twice like R R, and when you do that, you're going to have
a track ball results. So double r will allow you to have that track ball result
that you've seen currently. So I'll cancel this as well. So that is how you use
the shortcuts for moving, which is G for grab. Then you have R for
rotation as for scale. Remember, you can choose to do all types of movement of your object in all
types of direction. Whether it's the x,
whether it's the y, whether it's the set, the
chase is always yours. But of course, you can still
use the icons themselves, or rather the tools themselves without using the shortcuts. So for that to be possible, on the fartherst left, we have this icon that
looks like a plus. If you have over
it it, says move. We have next to that rotate. Then below the rotate,
we have the scale. So we can click on move and
you get to see the move tool, and you can now move
this manually yourself. We also have the rotate, which you can activate and
notice with the rotate, it's like a sphere that
you can be able to move around to your
heart's content, and then we have the scale
where you can also be able to adjust the
size of your object. Of course, we can change this to instead of working in the global, we can
work in the local. You'll notice that of course, what you'll get will be different because
it's going to be considering the X Y Z
of the origin itself. Instead of looking at the direction that governs
the overall model, it's going to look at the
model itself and its own axis. Then of course, if you
don't want to use this, you can click on
this first icon, which is select box. You can click on it, and
now you can no longer um, use the move, the rotate, and the scale as tools, but you can still
hit G and move, you can hit S and scale, and you can hit R and rotate. So that is something
that you need to keep in mind as well.
12. Creating New Objects & Using Collections: O. Next, I want to talk about how we can add new objects and how we can
work with collections. At this point, I want to get rid of everything
that we have. To do that, I will hit the
letter A on the keyboard, and then I will delete this. To delete, I will hit. A to select e and
then to delete. Once you hit X,
the software will ask you Iso you want to delete. I can just click on
delete and it's come. To add new objects. If I just zoom in,
add new objects, we will need to heat shift A. And before we actually
add a new object, we have this icon over here. This ring that has the
pattern that is red, white, red, white, red, white. This is the three D cursor. The three D cursor, this
is where you or rather, this is where the object is placed when you choose
to add a new object. By default, the three D cursor
is always at the center. That means in regards to x yn Z, it's at 000 on X N Z, This doesn't mean that
you cannot change the position of
the three D casa. You can change it, and this
is something that we're going to do often
in our project. But at this point,
I'll just like you to know that the three D casa is where the object is
going to be placed. To add a new object, we
can hit shift and A. And once you hit shifting A, this menu pops up and you can
add anything from a mesh, a curve, surface, a meta, a text, anything
that you'd like. If I go to mesh, we can add a new cube and I
can click on cube. But again, you can see you
have other types of options. In our preferences, there's
an option that we turned on, things like extra
extra mesh objects, and they added some
of these options that we have currently from
single vat up to extras. So what I want to add
actually is just a cube. I'll click on cube,
and if I zoom out, we have the cube. Right now, we only have
a singular object. Well, previously, we had a cube, we had a light, and
we had a camera. If we go to the outliner
on the top right, sorry, not the left, the top right, we have the scene collection, we have the collection,
and then we have a cube. This collection is something that is used to
organize your project. It's kind of like
I would call them like folders where
you can be able to organize your project and
stack things or arrange them based on maybe what
you want them to do or what they're
doing in the scene, or maybe they're
similar objects, could it could be
things that you put in a collection based on
what you like, basically. So there's no standard in saying that this is
where you use a selection. Normally, it's for organization. So if you want to
have a collections within collections within
collections, it is possible. So we have the
default collection that is created by
the software when we create or rather
open the software. So I'll click on this word, Sen collection, and then to
create a new collection. See on the top um in this
outliner, the top right. We have this small icon, which if you have overt, it says a new collection, add a new collection,
inside selected collection. Inside selected collection is the keyword because notice
that I selected this. If I select this and I
add a new collection, it's going to be
inside this one. So I'll select sin collection, then I will click on this and then I'll have
collection two. If I click on it
again, I have three, and four and five and six,
and so on and so forth. So I can select all of these. I'll select the
last one who down shift, then I'll delete. I've just hit the delete key. So you can also have collections within collections,
so I can select this. Then click on the
collection icon. And now notice I
have collection one, but it is inside collection. I'll select it and I'll delete. Collections are usually used
for organization normally, and the use of collections
is usually up to you. You can choose to just
use one general one, or you can have several ones. That's your choice,
but it's important to know that that
option is available. Then of course, still in here, you can be able
to rename things, so I can double click
on the word collection, and I will call this maybe cube, and then I hit enter to accept. Then I can add a new collection. So if I select scene collection, then click on that
collection icon. I can select collection two. Then in my perspective,
I hit shift A. Then I can go to let's say mesh, and I can add, let's say
a plane or something. Then I can hit G y,
then I can move this. Notice that now since I
selected collection two, the plane itself, this
plane is in collection two. But if I had created
this collection two, but I selected this
cube collection, then this plate would be moved
in this cube collection. Keep in mind, if you want to put things in a collection
in a particular way, you need to make sure that things are selected as
they should be selected. But sometimes you might forget. And if you want to make that change, you
can still do that. So for example, I can
select this plane, and on my key where I can hit M. M is to move to a
collection, sorry. So if I wanted this plane to
be in the cube selection, I can select the plane,
M. And when I hit M, I get move to collection. I have new collection, I have scene collection,
cube collection two. If I want it to be placed
in the cube collection, I can just click on cube. If you look at this, you can
see under cube collection, I have the cube and
I have the plane, and then collection
two has nothing because I moved the plane
from collection two to the cube collection
just by selecting the plane and hitting M. I can also do the
opposite of this cube. I can select the cube, heat, and then select collection two, and that does the same. Actually does the opposite, it moves the cube
into collection two. That's something you
should keep in mind. So, remember, you can
rename your objects. You just need to double click on the name and then call
it wherever you like. Similar to your collection, you can double click, call
it whatever you like. Also in your collection,
you can minimize, you can click on this Delta, you can minimize if you like, because sometimes you can
have a lot of collections, and you don't want everything in all your collections
to be exposed, you can be able to
minimize as you see fit. So that is how you create new objects and then add
them to a collection. Another thing that you
should keep in mind, if I select all of
this and I hit delete. If I select this cube
cube collection, and then I hit shift A, Let me go to Mesh cube. You'll notice when
I create a cube, there's an option on
this perspective window on the bottom left, there's an option over
here. It says add cube. If I click on this Delta, it opens up the
settings for the cube. Anytime you create an object, you're going to get this option. But this is an option
that pops up once. So you can come in and
increase the size, you can change the location. The X Z, you can
choose to rotate, you can choose to
do lots of things. And these settings, they change
depending on the object. Because for example, if
I chose another object, if I select this
cube, at x delete, and if I hit shift A
and use something else, instead of like a cube, maybe I could use
cylinder, maybe. Notice under Add cylinder,
the settings have changed. Now you're dealing with
things like partices, and radius and
depths and cp fiel, and alignment is it
aligned on the world, the view three DCs, the location, the rotation, the settings will always change, and this is something that
you should keep in mind. Be Remember, if there's
anything you want to change, you need to change
it when you add the object because you
cannot go back a step. So I I choose to move this, if I hit G and I move
it, and then I click. Notice that those
options are gone. You cannot recover
those options. So when you want to change
anything within your object, make sure that once you add it, the object settings
that will pop up, make sure you change
them immediately if that is your intention.
13. Object and Edit Mode: Now, I would like for us to
talk about the difference between the object mode
and the edit mode. So we'll hit A to
select everything, but it's just the cylinder
second, select the cylinder. Hit x, choose to delete. Then I can hit shift A, mesh, and I'll use a cube. So when you're working, there are always two different
modes that you work in? You have the object mode
and you have the edit mode. So currently, if we look at
what we have in the meantime, this is the object mode. So we can hit G,
move the object, scale it up, rotate
it, and all that. Still works fine. But what if I wanted to start modeling this, how would I be able to do it? In the object mode, what you usually do
is you choose things like the type of
smoothing you want. If I select this cube and
click, we have object. This is the object mode setting. We have things
like Shade Smooth, shed smooth per angle, shed flat, convert two. You can convert this to a curve or mesh or use
gspencil or curves. Then we have things
like set origin. The origin is this dot that I talked about. That
is the origin. If I write click, Sometimes the origin could be a bit
off it could be really far away from the object
and you want it to be maybe at the center of the object or place super close
to your object, depending on what
you want to do. You can come and it click. You can come and
make the changes, which is something
you're going to do a lot in our own project. You can choose to
copy, to paste to duplicate, and all that. There are many
things you can do in the object mode
in this instance. But then we do have the T mode. For you to get into
the edit mode on the top left here,
we have object mode. You can click on this option, and then you get Edit mode, scalt mode, vertex paint
weight, paint, texture paint. If you choose Edit mode, now we are mode. In edit mode, you can be able to access three things,
your points, which are the
vertices, your edges, and the faces of the polygons. At the top here where
you have edit mode, you have these three icons. The first one is the vertices. The second one is the edge, and the third one is the faces. Currently, we are on vertices and you can select a vertice, and you can move it
so you can hit g, and you can move this
Then once you're happy, you click on the
left mouse button. You can select this as well. Hit G move it, you can choose to also rotate points if
that's what you'd like. But in the edit mode, you come in and you are able to move the components
that make up the object. Those are the points, the
edges, and the faces. You can also select the edge, select this edge,
move it up, maybe G, select a face, this one, maybe move it G Y, so this is the edit mode. Of course, we're going to get into this when we
start our project, but on a surface level, this is what the edit mode is. It allows you to
make adjustments. So instead of going
to the top left all the time to toggle between
the edit and the object, what we can do is we
can use the tab key. If you hit the tab, we can toggle between edit and objects. Now that I've hit the tab,
I'm no longer in edit mode, but I am in object mode, and then if I hit tub again, I'm now in edit mode. You can tub in and tub
tubing and tub out two pgal within those two modes. If I tub into the edit mode, remember we activated
the space bar action. If I hit the space bar, can be able to such. For example, if I
select this edge, sorry this face is
not an edge, space, then I hit the space bar, can choose to extrude. We can search for extrude. And notice you have
a lot of options. Because this is a face, we
can choose extrude faces. Usually because we've
activated at the such, you can see the
shortcut control F. If I click on extrude faces, and then now I drag, we can see that we have an ext. And once you drag
and then click, you can accept and you
can see that you now have a new thickness. You come to the edit
mode to model usually, then of course, in object mode, that's where you
move your objects, choose things like the origins, You want to move
them in different collections and and the like. So I'll just tub out. So this is the model mode. Another thing that
we should mention if we go to not actually
the model mode, but the object mode. Another thing I
should mention about the edit mode, if I hit tub, you don't always need to come
and click at the top here, the points, the
edges, and the faces. What you can do, you can hit the key one on your keyboard. One for vertices, two, for edges and three for faces. One, two, three. I think that's easy to
remember, and of course, the numerical order
is in sequence, one for vertices, two for
edges, three for faces. Then of, we do have
the other views because primarily we've been focused on this
perspective view, but we do have the other views. The other views, there is
the key on top of the tab, which is called the Tilda key, which if I click on it, we can see that we
have this Pi menu, but this is for the views. So we have the left view, the front view, the top,
the back, the right. Notice that there are
numerical shortcuts for this, if you'd
like to use that. But I do prefer
using Pi menu a lot. So this is what I'm going to
be using most of the time, that is the Tilda key. That is the key on
top of the tab. So Tilda, then you can go to the
front. This is what we have. Again, if I hit the tilda,
you can go to the top. If I hit the tilder again,
we can go to the back. If I hit the tilder key
again, we have the right, I I hit the tilder key again, we can look at the bottom. We can choose view
camera, but of course, we don't have a camera, so it's a bit ilgical to choose that. But this is what we have, the back, the right,
the top, the front. If you click on and hold
on the middle most button, you go back to your perspective. So this is what I'm going
to be using the Tilda key, which is the key above the tub to be going
through the other views. Like I said, the
perspective view is the only three D view that you have because notice these other ones,
they're very flat. They lack that three
Ds that maybe you might like from the perspective. So that's something that
you should keep in mind. But these are very useful views, especially when it
comes to modeling. Help you be able to
ensure that you are modeling things in the correct
dimensions in all views, instead of focusing on one. Let's say people
who like focusing too much on the
perspective view, but then they may find that maybe the object that
they've been modeling is a bit skewed if they look at the other views
that they might have. It's important to make
use of the other views.
14. Setting Up the Project References: When creating the project, we're going to start loading
up the reference images. In this instance, we're going
to have just two images. If I go to my folder, that is called reference images, I have two specific images. I have this one that
has the words Ma, and then I have the second one, which has the robotic arm. We're going to
first of all start by modeling the robotic arm. Then after we create
the robotic arm, we'll create this first
image that has the text. So each section is going to rely on the other when we
come to the animation part. So when we're setting
up the model, you have to keep
in mind that these are things that later down the line are going
to be animated, so there's some considerations
that we'll have to make. So if I jump into blender, This is what we have. I'm actually going to delete it, so I'll hit A to select
everything and then x to delete. So once you hit x, choose
the delete option. Now, if I just ho over over
here and just move this, we have a collection that
basically has nothing. What you're going to do is
I'll select this collection, not the s collection,
but collection. Then I will switch my view, so I'm going to use
the right view. So I will click on the
key just above the tab. So that's the tilder key. Then I'll go to the right view. In this view, I want
to load up the image. So what I'm going to do is I'll hit shift A and under shift A, we're going to look for image. Under image, we
look for reference, and I'll click on that. Then I'll go to where
I have save my image. It's under three D objects, reference images, and
I want mechanical arm. Then I'll click on load. There is the image. Then one thing that
we'll need to do, we'll need to place it flat on the y axis. I'll
need to bring it up. I'll hit G on the keyboard
and then to bring it up, I'll hit said, then
I'll drag this up. Somewhere there. Because
this is an image, that means we have the ability to change a few things
here and there. But notice under the
collection, it says empty. So I'll rename it, doable click on it, and
I'll call it robotic. Then over here where we
have the properties. We're currently on object. I want you to jump
into the data option. In the data option,
we have the option to change a few things
about this image. The first thing we can
change is the opacity, we have the display size offset side show in and then
we have the opacity. So show in autographic, this is the autographic, and then the perspective is the three D view
that we usually get. I'll turn on opacity and
then I will lower it. The reason I'm lowering
the opacity is because I want to be able to place it exactly where
I need this to be. I need this base to lie
flat on this y axis. I can't be able to do that if
the opacity is set to one. Of course, yes, I can do it, but just to be super super
sure, I'll just lower this. Then I can click on the move to, then I can bring it
down. To that point. Now we have our image set up, and then what we can do. I can just click and hold on the middle mouse
button and drag. Then in here, we're now
back to the perspective, Al hoova over this x, or you can just hit G x.
I'll move this back a bit. The reason I'm moving it is so that the model can be here. Um instead of everything
being at one place, the model will be here, and the image is
somewhere a bit off. But of course, if I go
back to the right view, this is still well aligned. Then, we have things
like the size, I the size to the
default 5 meters. And that's because this is it's a robot that we assume is in a warehouse and warehouses
are quite large. So I think this is
fine because I'm not creating anything to
scale, if I could say so. But of course, if you're
creating something to scale, we need to adjust this, but in this instance, we
don't need to. This is fine. Now if I go back to the
perspective by clicking and holding on the
middle mouse button, what we can do is we can lock this particular image
and to do that. Over here in the outliner, on the top right. We have the collection
icon and then below that. O next to that, we
have this other icon, which if you click, we
have restriction toggles. Restriction togles allow
you to choose what you want to see on the farest end of
whatever object you have, so this particular area. What I want to add is
actually the second one, which if I hover over
it, it says selectable. What I want to do is I want
to turn this on so that I can choose to have this image not to be selectable,
so I cannot move it. I can't scale it,
I can't rotate it. It's just locked. I'll click on this. What happens is this icon for
selectable will be added. Now I have it over here, which if I turn it off. Notice that it's no longer
there, but if I turn it on, we can be able to have
it available to us. I will click this icon. And once I click on it, that means that I
cannot select this. Although the collection itself, the selectable option is on, that means I can be able to select other things
in the collection. But this particular object, this particular image, I
cannot be able to select it. What I'm going to do is I'll
rename this collection. I'll double click on it,
and I'll call it reference. Reference images. Then I also turn off
the selectable option. Now that we have this
particular image setup, we can start our
modeling process.
15. Setting Up the Robotic Base: A. Before we model, I would like to save this file. So I'll go to file, save S. And I'm going to go to
this area call system, and I'll just scroll down and look for three D
objects because that's where I'm saving my stuff. Here I have the
reference images folder. I'll click on this icon with
a folder icon with a plus. And then a new folder
will be created, and I'll call this
blender files. Then I'll get into this
blender files folder. Then I'll get into O rather
I'll create a new folder. I could call it mega flash sale. Then in here, I can come at this bottom part
of this window, and I could just call this 01. I usually like using a
numerical naming system. I call it 01 something. Here I would call it
01 mega flash sell. 01 under score mega flash steel. And then I can click on savers. Throughout the project,
I'm going to be using numerical system of saving just to store my progress over time.
I click on save. Then what we can do, we can switch to the right view. So again, click on
the Tilda key right, and I'll zoom in, and I want to create this particular base. So this is going to be a
super simple cylinder. What I'm going to do
before actually created, I'll click on scene
collection in the outliner. Then I'll create
a new collection. I'll click on the
new collection icon. Then it's going to create a new collection,
so collection two. Then I'll double click
on that collection, and I'll just call this models. Then make sure that
you're selected within the collection that you want
the object to be placed in. Because of course, if I
selected reference images, that's where the
object will be placed. So I have to make sure that that's something
that I mentioned. So select the collection that you want the
object to be in. So that is models.
Then a shift A. Then I'll go to mesh cylinder. Then the cylinder will be added, and if I zoom out,
that's the cylinder. Remember any time
you add an object, this is a small menu that kind of appears on the bottom left. So here we have the
added cylinder option. And we need to
change a few things. First of all, things
like the Vatices, the radius, maybe,
and the depth. So what we can do is
reduce the vertices. The vertices are the
number of points, which 32 is a bit much. I could use maybe half of this, half of 32 is 16. You could double click
and type the value, or you could just click and
drag until you're satisfied. Then, of course, for just seeing like this particular surface, so I want to be able
to sit through it, so I can hit Z to
toggle this pi menu, and then I can choose
wire frame or x ray. Let's toggle x ray. The object is still there,
but we can sit through it. Then we can reduce the depth. I could make it a bit smaller. Then we can also
reduce the radius. If I zoom in. Let me reduce
the depth once more. So if you click and drag on any value and
then hold on shift, you can be able to
make small increments of the particular
value you're changing. So say something like that. I'm holding down shift, and then clicking on
the left mouse button, and I'm satisfied with this, so I can move it and
move it somewhere here. So because I've moved
it, that means I've deactivated the add
cylinder option. So for me to make
any sort of change, I would need to now
scale things manually. So the cylinder is quite large, it goes beyond the reference. So what I can do, I can it tab so that we can
go to the points. Mode, then hit A to
select everything. Then I can hit S to scale. And then remember you
can hold down shift. And this time, I'm not specifying
the X, the y or the z. So I'll just click and hold
then once I'm satisfied, you just click on the left
most button to accept. And if I rotate this, you can see we
have our cylinder. Now I can tab out to get
out of the edit mode, then I can hit z and click on Tgle x ray just
to turn it off, and we have our base. So what we can do, this, we can add a bit of
definition to it, so we can make it make
this area a bit rounded. To do that, we can
use a few modifiers. The first modifier we
can use is the bevel. With the bevel, it's
going to add a bit of thickness at this
area over here. And make it a bit more
smoother than it is currently. So in the properties
window here, we're currently in this
particular area, which is data. So I want us to
jump to this icon. So the modifiers, then click on Ad Modifier and under Add
modifier, go to generate. Under Generate, you
can choose Bevel. If you choose Bevel, of course, you do get this strange results. One thing that I would
like for us to enable. If I just get rid of
the Bevel for minute. When you add the modifier, you have the name
of the modifier, and then you have
these three icons, then you have this x, which is to get rid of this modifier. I can remove it so I
can click on this. What I want is I want
us to go to the top here where we have the icons so selectability
and visibility, then we have the Showgizmo, and then we have overlays. If we go to overlays and
click on this Delta, I want to turn on wireframe, There is section called
geometry wire frame turnton, so that if I select, we can be able to see the
edges of this particular mesh. Then if I select this cylinder, click on add modifier, generate, and choose Bevel, then we can be able to see the changes
that we are making. So in the bevel, we want to
bevel edges, not vatices. By default, the software
will take you to edges. What we need to
change is the amount. So the amount is 0.1. So I can click and drag on
this and hold down shift. So if I just use the shift key, and then I click and drug. So somewhere here
maybe 0.001 meters. Then I can add another segment.
There are two segments. Then what I've done is I've added an extra
rounding on the edge. This makes it look
a bit more better, less flat than it
was looking before. Then if I go back to overlays
and turn off wire frame, you can see this
is what we have. Then I can select this object, then I can click and say
I want to shade smooth. So it doesn't look that
appealing at this point. What I can do, I can
add another modifier. So I can go to add modifier, generate
subdivision surface. Once the subdivision
surface is added, as you can see, there's a slight delay
there. Sorry about that. Once the subdivision
surface is added, it actually smoothens
the result that we have, and this looks a bit better. So that's why I've added it so that it
smoothens everything that we had because it was
looking a bit a bit strange, not that appealing. So in the subdivision modifier, we have the Of course, it takes you to the
cat pool clock. We have levels viewpot, and then we have
renders render sorry. So in the levels viewpot, that means the quality or how many subdivisions it does
in the perspective view, and then in the render,
how many subdivisions will it do when we render? So when we render the subdivision
value is always higher. But you can make them
match if you'd like, but I think this is fine. The reason I shaded
smooth is just to see how it would look
like if I choose it to be really smooth end by default by the
software itself before adding the subdivision surface. But adding the subdivision
surface makes this look a bit more appealing than it was. Notice I did not add
the subdivision fast. I added the bevel fast. One thing about modifiers, how you add them is essential. If you add them
in a strange way, sometimes things could
become very baggy, and of course, you'll have a few freeze ups here and there. So it's important to
look at the order. So I bevel first, then
I add the subdivision. I don't subdivide,
then add the bevel. So now we have that base. So what I can do, I can call
it robot base robotic base. So you can just double click on the word cylinder,
call it robotic. Base. Okay. Of course, I can
go to file Save as and change the numerical value and then click on save so 902. And that's how we create
this robotic base.
16. Creating the Rounded Robot Base: Now we need to create
this particular area. If I switch to the right, this part over here. Notice because we've used
the subdivision surface, our fast cylinder seems to be a bit off if you look
at it from the reference. I can select it tb. Then I can scale it up. I can hit S, then scale it up. Remember to hold down shift. X, then tub out. Now it
matches a bit better. If I move it a
bit, tub in again, it has shift, then tub out. Now I want to create
another cylinder that should form this
particular area over here. This particular area. For that to be possible. Anytime I add an
object is going to be placed where the
three D casa is. The three decasa is this circle that alternates
between red and white. I want the three D
cassa to be placed at the origin of this particular cylinder
that I have selected. For that to be possible, you can hold down
shift and S. Keyboard, then you'll get the
options for the A. So you can take the s to the
grid to the world origin to selected to active to
the selection to grid, selection to active,
selection to A. So selection to A means I can take whatever I
have selected to the s, selection to active,
selection to grid, can also do the same. So there are many options
that you have available here. What I want is Asa to selected. The Asa is going to be
taken to the origin, which is this particular
dot, as you can see. Any object that I add is going to be placed where the casa is. I'll hit shift A. Then I'll
go to cylinder once more. Then the software remember the settings that we had before, so I can just change
things like the depth, and then I can switch
to the right view. But of course, if
I choose to move this, this will disappear. But there's nothing I
need to change here rather than maybe the radius. If I just soll down shift,
I think that's fine. Then I can click on the
Seelect box over here. Then I can hit G, Z because
I want to move this up. Remember, you can hit the
Z key and Tgal x ray. Then I need to scale this
so I can scale it on the Z. Tabin hit A to make
sure everything is selected. Then I can hit S, then Z so that I can
scale this down. Remember to hold on shift. If you want the increments
to be a bit smaller, if you want to control
the increments. Then I can hit G Z, Then I can scale this a bit. I I hit S, then G to move it. Then have these points at
the top, I'll select them. Be I'm on select box, and if you click on
select box and hold, you can choose to tweak,
select box, select sac, select las I select box. Click and drag, and then
we can move this down. G Z so that it aligns
with the reference. We need to find a way to get
this curvature over here. For that to be possible, if I just rotate, we'll need to switch
to the edges. We have points, we have edges, then we have the faces.
I'll switch to edges. Then I'll hold down Alt, then double click on the edge, one edge, and it should
select the whole loop. If you hold down Alt and then
double click on an edge, it should select the whole loop. Then I can go to the right view. Then if I zoom in, I can hit the space bar to such. For us to get this curvature, we'll need to be vel this edge. I'll click on bevel. This time, we're
not going to use the bevel modifier
because we want a specific part to be beveled
and not the whole mesh. I'll choose bevel edges. The shortcut as you
can see is control B. Then I'll drag. And as a drag, you can see that we are getting close to
the shape that we want. But we're not yet
getting the curvature. So the bevel is still active, so I've just dragged it
down up to that point. Then I'll drag my middle mouse up to add an edge and then drag it up again
to add another edge. And as you can see, we
get that curvature. So that is how you can be
able to attain the curvature. Now that I'm
satisfied with this, I can click on the left mouse
button and This is set up. And as you can see, you do
have the bevel settings, but I'm not going to
change anything here because what I have
is satisfactory. So then I can tab out, then I can hit Z togal of x ray. Then I can select this, right click and choose
to shade smooth, and it looks a bit strange. We need to add a few
reinforcements to this. To do that, I can hit tab. Then I can add another loop. I want to add a loop just to reinforce the shape because
when it's smoothed, it does not look really good. So I need some edges
that are going to reinforce the shape or rather maintain the shape that I want. Before I do that, let's look
at the reference once more. So I will click on
the Tilder key, we'll go to the right view. I'll hit Z tub x ray. So I'll add a loop here because this is where I now
want to add the screws. I need to define that
area where I should have a small indentation of
this particular mesh. Then I need to add a support
loop here at the bottom. So let's do just that. With the cylinder,
still under the edges. For me to add a loop, I can hit Control
R. With control r, notice that now if
I hover anywhere, we do get this yellow line, and that is the loop. All you have to do is
click and then drag. I've clicked and I've dragged and I'm making sure
that I'm aligning it where the reference shows that I should
have that indentation. So I've added my first loop. So the shortcut is Control R. So there is the loop.
Then I want to add another loop at the base here just to reinforce the shape. So again, control r, I'll click, then
I'll drag it down. Then once I am satisfied,
I can click on that. Then I can tab out,
so I can hit tab, then hit the Z key, turn off togal x ray. Now if I select it and
click, Shade Smooth. Notice that now that black kind of result that we're
getting is now gone. So now, I can tab in again, then this edge will need to bevel it so that we
have that indentation. So again, to select
the whole loop, hold on alt, then double
click on one of the edges, the whole loop will be selected. Then I can hit the space bar, then choose to bevel edges. Then I can click and drag and notice that
this is very hue. So So it's a slight
clicking and dragging. Then use the middle mouse. Let me just exaggerate it. So use the middle mouse, the scroll wheel to add to the number of edges
that you need. I only need that. Then I can just move
my mouse slightly. Up to that point. Then now I
can select this middle edge. I can hold on, double click. Then I can scale, so I can hit S. But I don't
want to scale on the z. So L et me zoom out. If I activate the scale, I only want to scale on the x and the y. I don't
want to scale upwards. So when you're using the shortcut for scaling,
so we can hit S, and then because I don't want to scale upwards or downwards, we can hit shift Z to
remove Z from the scaling. Then I can adjust this and
I can now scale it on X. Ad the X, Y. Instead of outwards, it
has to be inwards like so then just has to be a bit. Then I can click on that. Then if I tub out
and look at it, it isn't as pleasing
as you might imagine. So we need to add more
edge reinforcements, so I can hit tab. Then I need to add an edge
here and an edge here. So select that edge, so
I've clicked elsewhere. Then Control R. Then I'll click, and I'll drag that edge down. So here, then Control R, click and drag this here. Then if I tub out, this is what we have, and if I add a subdivision modifier, this should look really good. This cylinder is selected, can go to the modifier, add modifier, generate,
subdivision surface, and this is what we have. But notice the base here it's
very soft, as you can see. If I add the levels in
the viewport to two, fixes that just a bit, but it still isn't to
the level that I want. What I can do is I
can just tab in. And when you're
in the modifiers, we do have these icons. We have the first one on cage. I'm going from left to right. Then we have edit mode. We have real time display, modify in viewpot, right
now in the viewpot, you can turn it off
and it's going to not display the effect the
modifier has on your mesh. Then of course, you can
also choose to che. You can also choose to have the modifier B in or be
in the render or not. That's something that you
could play around with. I just want to add
an edge over here. Control R, just want one. I'll click and then I'll
drag at this point. Then I'll type out
and see what I have, then I'll turn this back on
because I turn them off. Now it's a bit
better to look at. I can also select this,
open the subdivision, and increase the levels to two so that it also
looks super sharp. That's how we create that part. If we go to the right view, notice it's a bit, not super
aligned to the reference. So we can tab in at A, then we can scale this. But remember to hold
down shift so that it's in small increments. Then click on that, and I'll tab out. We're done with that particular
section of the model.
17. Creation of the Robot Arm Stand: The next thing we
need to create, if I go to the right view
is this stand over here. For this, we're going
to use a plane. But before we create it, I would like to
rename this cylinder. I'll double click on
it in the outliner. Then I'll call it
grounded robot base. So now we can create the
plane shift A, mesh plane. And we do have the
plane settings. If I protate, we do have
the plane settings, and the size is quite large. At this point, it's fine. We can scale it down or you can just reduce
it if you'd like, but at this point, I
would like to see it. So we do have the plane, and I would like for it
to be aligned vertically. So for this to be
possible, I'll at r, and then y, on the keyboard, and then I want it
to be vertical, so I'll type in 90. So R y 90, then of course, it's
aligned vertically. Now I can click on the left mouse button
to accept that change. Then I'll switch
to the right view. Then I'll hit togal x ray. Then I will now tab into the
plane to go to the it mode. Then of course, choose
between points, edges, faces, the chose is s. Then I can hit S. Make sure everything
is selected by heating A. Then I can hit S. Then I
can hit G and move this up, and of course, you can
specify on the Z axis. Then I'll move it
somewhere here, like so. Then I can select the
points at the top, then G, s, we can do that. Let me select the points. G sad move this up. Select this G y. If you ever forget, always
look at this gizmo, so it's going to tell you
which which x is which. G x G Y again. We need to create this
particular shape. But of course, we can
select this point only and then just
move it like so. We need an edge loop over
here or just a singular edge. I'll just select that point, then we can hit to control r, then we can be able
to create a new edge. If I hove somewhere here, I do get that yellow
line, then I can click, then drag it where
I want it to be, then I can select these points. Then g y, move this a bit. Then I can select the
singular point and then hit G and move it where
I needed to be at. Some are there. We have
defined this shape. If I just move
this down, G said, We have defined this
shape, to the reference. At this point, it's just a flat flat surface
because it's a plane. It doesn't have much going on. It's just a flat surface, and if I go to the perspective, that's essentially what we have. What I'm going to do,
I'm going to hit A, then I'll hit G x. To move it on the x.
Let's t to that point. Then I'll switch
over to the faces, or you can it three
on the keypad. Then we can hit E.
E is for extrude. Then if I start moving this, you can see that it
creates a thickness. So by selecting the
faces and heating E, I'm able to extrude. But of course, if I
just click to accept, you can hit the space bar, type in ex, and then
you can choose faces. So if I hit that
and total of x ray, this is what we have, which
is quite satisfactory. But of course, if you are
not satisfied with this, you can hit A, and then you can scale, and you can scale this on
the x, as you can see. So if you wanted
it to be thicker, thinner, as is here. I'll just cancel this
operation by clicking on the right mouse button. Because I don't have
any other reference, I'll just have to just visually see what works
and what doesn't. But I think this is fine. I could make it thick a bit. S X a bit and I can hold on shift so that the
increments are very slight. There we have that
robotic stand. Then of course, we can bevel. These edges so that we have a nice rounded shape,
we can tub out. Then we can select this plane. We can go to modifier. Add modifier, generate,
we can generate a bevel. Then we can go to overlay
and turn on wire frame. Then once you turn
on wire frame, I can now come in,
and under amount, I can hold down shift, then click and drag
to that point. Very small value. Then I
can add one segment just to reinforce that
particular beveling. Then I can go back to overlays, turn it off, and there
we have our shape. This is the stand for the robot. I didn't use any complicated
method, which is good. We're just going to be
using the same methods, the same techniques throughout the creation of this project.
18. Checking the Mesh Normals: Before we create
any other object, I would like for us to look at the normals of our
current measures. The normals of an object refers to an object that is
perpendicular to a given object. In three D, it's
used to determine a surfaces orientation
towards the light source. In our case, which
is in Blender, it refers to the side
of the face that gets textures and describes what is inside or outside the mesh. So for us to be able to see these normals,
what we need to do? We need to go to the overlays. So We've gone to the
overlays before, and that is just to
turn on wire frame. But now I want us to turn
on face orientation. So I click on face orientation, and now, what we're
seeing are the normals. O normals should always
be the blue color. But for this plane that I'm
yet to rename, it's a red. So we need to make sure
that it is also a blue. What we can do, we can tab in, then we can go two phases. I'll at three.
Then I will hit A. Then I can hit Alt
N on the keyboard, Alt n, and then you'll get
the settings for the normals. Once you get the settings, we'll choose to flip and that
will reverse the normals. Instead of them being
red, there no blue, then I can at tab to
get out of edit mode. Then I can rename this plane, so I'll call it robot stand. I'll just a book click
and call it robot stand. But it's important to consider
the normals anytime you're modeling so that when you start applying materials or
textures or shaders, things do not misbehave
and start looking strange.
19. Creating the Screw: A. Now that we've ensured that the normals are
facing the right direction. We can go back to the overlays and tunnel phase orientation. One thing we need to
create the screws. If I go to the right view, and Tg x ray. This screws that so be
organized around this base. For the screws, we're just
going to create a simple one. It's not going to be too
details because they're not going to be
too much in focus. So I'll just hit and
I ton of tuple x ray. So what I can do is, um, I can shift A. Let me go to mesh mesh, I'll use a cylinder. With the cylinder, I'll
change the vertices. I'll reduce the value
to something lower than 16, maybe 12. The radius is quite large, but that doesn't matter for now. We don't need to reduce
it at this point. We can reduce it once we
move the the cylinder. I can actually move it on the y or location,
so I can move it. Then I can reduce the size. Then of course, notice that I also need
to reduce the depth. The radius once more, maybe hold on shift. Then the depth again. Yeah.
I think this is fine. Select this tab. That be in the edit mode. Then I'll at three
and select this face. Then I'll extrude
it E to extrude. Then I've not hit, I just hit E, then I'll just raise it up, maybe
up to that point. Then I can scale, so I can hit S to that point. Then I can look at the base
of this so I can select this. Then this time,
I'll not extrude. I'll hit the space bar, and we'll look for an
option called inset faces, which the shortcut is Control F. I'll click on inset faces. Then I'll click and drag down. Not even down but to the
left up to that point. If I shift and use the middle mouse just to be
able to see this quite well. Then I'll heat the
space bar again in set faces and drag once more. Once you accept, we need
to extrude this face, so I'll at E, then
drag this down. After that point, then
I'll hit again, drop down, then accept, then hit S, scale this in just a bit. Then I can tap out, and there
we have a simple screw. For this screw, what we can do, we can add a bevel modifier. So selected, we can go to add
modifier, generate Bevel. It looks strange. I'll reduce the amount. To something really small. 0.002 doesn't work,
so let's try 0.0 005. There we can increase a segment. Then I can click, Shade Smooth. Doesn't look as appealing. What about 0.0 004. It's still not as appealing. Let's try and add a
subdivision surface. Again, add modifier generate
subdivision surface. Then in the render, can
reduce this to one. Then I can come in and what I can do is maybe play around with this
value, maybe 0.35. Okay. Let me tub. Let me add a few
more edge loops, so Control R. Once I
have over the edge, I can drag the middle mouse. Then I can tub out. At t again. Let me get rid of the subs. Let me also get
rid of the bevel. L et me tab in Control R. Let
me do that. Let me do that. Control R, drag this here. Control R, click
and drag this here. I'm just adding
the edges myself. Control R. To that point, Control r, add one there. Then we can go to
pass. I'll hit three. Then I will hit the space bar
and I'll choose to inset, then again space bar, inset, and tub out Admdifier
subdivision surface. I think it looks better
without the level. Then I'll tubing, disable this in edit mode by
clicking on this icon, Control R, and I'll
reinforce the edge. So the reason I'm
reinforcing it myself. It's something that the
Bevel should have done, but it's kind of damaging
the result that I have. So me adding or rather placing these edges closer to already existing
edges means that I'm trying to sharpen them a bit more than they are by
default, as you can see it. It has become a bit
sharper, less softer. Then F three, can select this in set or rather
let me hit tab. No tub space bar. Then set space bar again
in set, then tub out. Then we can reinforce
this area over here. So Tubing Control R,
click and drag this. I'm pretty satisfied with this. I'll just reduce its
resolution in the render, then what I'm going to do is
I will apply the modifier. I don't want it to
be constantly there, and because I need them
to be several of them. So it's not only
one that I have, I need several of them. For these to be
easier on processing, it's better if I apply
the subdivision. To apply the subdivision, you always start from the
first one to the last one. If I had five of them, I'd apply from the first one, the second one,
the third one, the fourth one and the fifth one. It's important that
you apply them in the order that
you place them in. So first, second,
third, fourth, fifth. If you have five, if
you disregard that, then the application is
going to be a bit strange, and you might start seeing weird stuff happening
with your mesh. So to apply this, we have this drop down or
rather this Delta, which if I can click on it, we have the option to apply. And once I apply,
that means that the modifier is now baked
within the object itself. And there we have our screw. So I will double click on
the cylinder, call it screw. And this is going
to be the screw that we're going to
organize or rather distribute around this and
as well as on the arm stand. So this arm stand.
20. Distribiuting the Screws Around the Robot Base: A. Now I want us to place this screw around
this particular object, this rounded robot base. What I'm going to do first of all, is I'm going to move this. I'm going to move it on the y, so G Y here. Then if I rotate the view, I need to rotate
the screw as well, so I'll hit r, then
type in x n -90. If you've tateen 90, this a minus and it
should do the opposite. Then accept this. Then I
will switch to the front. Actually the front,
the right, sorry. Then I will hit
said Tubal x ray, the screw is already here, I'll g, and move it. Then I can scale it a bit. So Let me hold on shift. What I'm looking for is that it enters inside the
rounded base, just a bit. So. Then if I hit the
t of togal x ray, the other thing I need
to do is I need to apply these objects scale and rotation so that
they can be reset. So we can go to The
screen selected, we can go to the
object properties. Here you can see, we have
the scale, which is 0.885. We have rotational values, so I want to reset them. So at Control A, and then you'll get
the apply menu. In the apply, we choose
rotation and scale. So everything is reset, but do not reset the location. Because if you do
that, it's going to be taken to where the three DCA is, which is not what we want. So I could also move this down, so GZ, just down a bit, like so. Now that I have reset the
rotation and the scale. What we can do, we
can select this base, and then I can hit Shift S. What I want is I
want the three D CASA. I I let me The three D casa was here at the center
of this robot base. Remember, we did tell the three D casa to move
to the center of this. Next, I want to do the same
with the rounded robot base. W this selected, I
can hit shift S, then I'll say cs to active. It's going to be
placed at the center of this particular base. Then I want to add
something called an empty. This empty is going
to allow me to duplicate the screw around, and it's the one
that's going to allow the distribution of the screws. So let me show you what I mean. So with this selected, I can hit shift A, and here we can go to empty
and choose empty plane axis. So there it is. Then what I need to
do as well is to ensure that the This
particular screw. Its origin. See this dot. Its origin is set to the same
origin as the plain axis. Or even this, but I'd
rather use the plain axis. I'll select this
then right click. That is selecting the
screw right click. Then go set origin
origin to three D casa, and the origin moves to where
the three D casa is at. So now, because of course, this is going to
be a bit ological, because this is a bit too high. What I can do, I can switch. So let's go to the right view, and I can hit the Z to x ray, then we can select the empty, and we can move it down so that it gets to this
part over here. G z, and I move it down. Then with this empty selected, I can hit shift S, then say CA to active. Then I can select this screw. Then I can click and say
set origin, origin 23d CA. Then with this screw selected, we can go to the modifier. The modifier that I want
to use is the array. I'll place the array modifier on the screw and
then we will use the empty to control the
distribution of the screws. So, let me hit Z,
turn off x ray. So I'll click on ad modifier, then I'll go to generate array. Then under the array, I'll turn off relative offset. Then I will go to object offset, turn it on because you
want to use an object. The object that we want
to use is this empty. Click on this icon
on the farthest end, the eye dropper, then
select the empty. Then we can increase the count. Let's say to eight. Then we can select this empty. With the empty selected, go to the object properties, and then we need to rotate this. So it's going to be on the Z. If I distribute this, we can do maybe 45. If I rotate through, you can see that we
have our screws. Then one thing I can do is
if I select the screw and go to the modifier. I can turn it off just a bit so that I look
for the original one. This one. Now I think I
should move it just a bit. G, y, move it in just a bit. We won't need to apply
anything because I've just changed the
position, the location. I can turn this back on. And what we have is we
distributed the this particular. Let's see. Let me G Y. We've distributed the
screws around this base. The controller is this empty, and it's quite helpful using the empty because we can add as
many screws as we'd like. If I select the screw, I can
continue adding to the cot, and then I can just select the
ET and continue the degree and I can have various
distributions based on my liking. So maybe I could use that. And there we have our screws. That is how we distribute the screws around
this particular base. At this point, I could
apply the array, but I won't apply just yet
because I want to duplicate this screw and place
it on this base. I think we'll do that next.
21. Placing Screws Around the Robot Arm Stand: Thank you. The next thing is
we need to place the screws around them, the robotic arm stand. I'll select the
screw that we had. Then I'll hit shift
D to duplicate. I'll just click to accept. Then in the collection, you'll see we have
screw.001. This is. What I'm going to do with
this screw 001 selected, I can get rid of the array. Then what I can do
is hit Control A, and then say I want to reset or rather apply all transforms. Then I will click because
the origin is a bit off. I'll select screw a 00. Click, set origin
origin to geometry. That's going to center the
origin to the geometry. Then I can switch to the top view so
that I can move this. We can actually just click on
this move and just move it. Then I can move it on
the x, move it up. But you can use the
shortcuts if you'd like. Then I need to rotate this so I can activate
the rotation. That's going to be on the Z, and I can hit n on
the keyboard and we can get these items on
the right hand side. So come in here and type in -90. Then I'll click on the select. Then I'll switch
to the right view. I'll hit, togal x ray, then I'll shift and hit G
and move this should be. There. Then I can rotate and see if there's anything
else I need to do. If I hit Z, togal x ray
of, and I can move this. Let's see, GX move it in a bit. Then I can go back
to the right view, the z tubal x ray, and then we can
continue duplicating. I'll just hit shift D, then y, it moves in a straight line. Come over here, shift D here, and Shift D again. D, and we've handled
the front side. If I hit that again,
turn off double x ray, we have our screws. We could repeat for
the other side. We just need to do a shift D. Then I click so I can accept, then I can move it
to the other side. Then I can rotate. But
this time it's going to be 90 on the z. Then I can look
at the side view. Then I can go to the right, a total x ray, and all you have to do is
just duplicate and move. Shift D move this here. Shift D, move this here. Co I'll zoom in and move this. Shift D once more, move and then shift D this here. Now if we check at
ten of double x ray, we have our screws distributed around this base, which is okay. We have so many screws
currently, it's fine, but we'll fix this down the line because this
is a bit ological, but this works quite well. Now that we have
this, what we can do, we can get rid of the MT, but we need first of
all to apply the array. So I'll select the screw, the one that is distributed
around this base. Then we'll go to the modifier. Go to the ray. Then
we need to apply. So click on this drop down. Select Apply. Then now we can select this empty,
then we can delete it. Now if you look at this screw, it's only one mesh, which is what we want. But we have distributed these
screws around this base, which is which is
actually okay for now. So I can double click
the original screws, the ones around the base. So I can write it maybe screw. Around base, just to know
which ones they are for. But I think this is
coming along quite well. But yeah, that's how
you create the screws, distribute them around something that is radial,
which is a circle, and then how you also
use the same screw, but you duplicate and
get rid of the body fire and distribute it around other areas where you
require the screw.
22. Creating the Cable Inlets: O. The next thing I want us to do is to create
if I go to the right view, to create the inlets
for the cables. Before we do that, there's
something I would like to do. We have this screws,
screw 00 up to screw 010. I'll select the first
one, hold down shift. Select the last one, all
of them are selected. Then I can hit the spp, then I can type join, and then I can click on Join. Then the screws are
for the arm stand. So I'll call it screws. So let me click, call it screw. Screws robot stand.
That's so therefore. Okay. Then another adjustment
I'll make is on the screws that
are around the base. I just want to scale them in just a bit because I
don't like seeing this. So this kind of section, I want them to be flush
with the rounded part. So I will hit S. I cannot scale immediately because I
don't want them to be scaled upwards or downwards,
so that's on the Z. So I'll heat shift.
Then hold on shift, and then just scale inwards. And then click on the right
mouse part on satisfied. Now they're a bit better. I feel like, which is great. Now to create the inlets, if I switch to the right view. It's a simple cylinder actually. We can just go to
shift A mesh cylinder. Then this cylinder, we can just move it from the
settings of the cylinder. I'll move it on the y
that I can see the size. I can increase the depth,
which is the height. 12 tses is fine. I'm going to make any changes
to that, but this is okay. I think this is satisfactory. I'm just using the
settings from before. I've only moved it on the y, and I have increased the depth. That's it. Now I can switch to the right view and
then I'll move it up. Then we can activate
the rotate or we can just use r x 90. The Chases use which
method you want to use, but all of them get
to the same results. I'll go back to the right, make sure it's well aligned
so I can hit z and do a to x ray and g move it like so. My the S then g, move it here maybe. Then I can hit Z, total x ray, then I can select
this cylinder, heat tab. Then we can go to edge. Actually, the edge.
I'll hit two. H dot, double click on the edge. Then I will hit the space per, and I'll choose two b. Based on the same
technique is to create this this cylinder. Now if I hold on Alt again the
book click Bevel. Oh, wow. That's kind of misbehaving. So let me see what the issue is. Bevel edges. S.
That was the issue. Let me actually hit a scap
to cancel that operation. Then let's hit Z togal x ray. Then what we can do is again, hit the space bar, Bevel edges. I'll click on one of the
edges to select the loop. Then remember, you want
to create more loops. Use the scroll wheel. Up to this point, maybe. Then I can move this, G Y. Something like that. Then
I can select this edge. I'll do click. I can
choose to scale it. I'll do click on this and
then I can also scale it. So. So Z Tg x ray. This is okay. Then I'll select it,
right click Shade Smooth. It does look quite okay. We can select this. We can go to Add modifier. So click on this
icon, Ad modifier, generate subdivision surface, and I can lower the
render subdivision. Then I can apply. So
click on this drop down and apply. There we have that. Then I can go to the right view. And maybe move this up like J. Actually, I noticed there's something I didn't do
because this looks weird. Let me do just a few steps. Before I get rid of the
subdivision, so here. What I want is I
want to add an edge, a support edge so that it
solves looking this strange. So here I have a
problem. Let me see. With this screws, let
me fix this first. So I can hit S, then shift, then push it out a bit like so. Then with this, we can isolate. With isolation, we can
click on the back slash, and then we can just see
that singular object. Then I can tab in, and we just need to add
support edge loops. Control R, click and
drug, as you can see. The subdivision
surface is still on, so any change that I make, you can see that it's being
updated in real time. Then I can hit three,
select this face, then I can hit the space, and I can choose to insert
these faces, just a bit. Then again face ba in
set faces to that point, then I can tub out. Then I can click on
the B slash again. Then now we can get rid of the subdivision,
so we can apply it. I'll click on the drop down. Apply. So now it's not a
strange if I look inside. Now I'll go to the right. Then we can duplicate. This is the cable inlet. So double click on this
cylinder in the outliner. I call it Cable Inlet one. Then I'll shift D, move it here. Then we can again, duplicate it for the
other side, so shift D. Then we can choose to
only move on the y, so heat y so that we're
only moving on the y. If I rotate the
view, rotate this, I'll activate the
rotation and rotate this input on
transform, I input one. Then we can go
check on the right. G, y, then shift D,
and move this here. We have our inlets. So we can select them. Select the first
one, hold on shift, select the last one,
then we can hit the spacea and we
can choose to join. Then it's just going to
be called cable inlets. That's it. We are making quite
good progress on this. All that is left is
to create the cables. We think we'll now be
done with the base once you've created the cables.
23. Creating the Cable: Before we draw the cable, I would like to
check the normals so we can go to the overlay. Click on that drop down and we can turn on face orientation. I'm just checking to make sure everything is blue
as it should be. Then I can go back to overlays and turn off
face orientation. Now I think we can track able. For that, we can hit shift A. First of all, I'll hit n so
that I can hide these items, n. I'll hit shift A and go to C and a calve,
I'll choose path. So this is the path,
as you can see. So I'm going to rotate it, so I'll do a r y nine. Let me do that. It's R. Yeah. I don't know if I choose the y, but it's R. Then I'll hit tab. Once you hit tab,
you get points, one, two, three, four, five,
there are five points. I'll click tub just
to get out of that. Then I will go to the top view, and then I'll move
this on the y. G Y, move this. Then I'll go to the right. Hold on shift and just zoom out. Then I will hit tab and
start moving the points. For example, I have this one, I'll just move it to here because I wanted
to originate from here. You could have used
the other side. Then I can use this here. The curve itself
is a bit strange. If I rotate. If I
tub out and select, you can sit straight line. I need for it to curve, so I'll hit tab again to Tubin. Then I'll select these points. The second one and
the third one, then I will choose to click. Then I'll choose to subdivide. Of course, you can hit the space per look for subdivide,
the same thing. Then I can choose
the number of cuts. Maybe two, three, I
think three is enough. Then I'll switch to the right. Then I'll move this g. Then
I'll move this as well. Select this and move it. You can subdivide
this between the two, so select those two, subdivide, then I can move this freely. I move. I'm looking to
make this life flat, and I'm looking at
this axis the y. I can select this in this,
right click, subdivide, then I can move this.
And then select this. You can see this one,
then I can move. I subdividing based on my needs. So some are there.
Then G again to move. So I think I need as some
points between this too. So subdivide. Then I'll bring
this up, like so. Then I'll bring this up. So. So again, here and here, I'll
need to subdivide. Then I'll bring this up.
Then for these parts, I can move them individually. I bring this here.
Bring this here. This as well. And this
too. After that point. The length of this
is going to be determined by the length of the warehouse that
we're going to have. At this point,
we're just creating the basic shape. I fight about. The length should not bother
you too much because we can still extend the length
at any given moment in time. But as you can see, we do have the path for this. It's just a simple
and that's it. The next thing would be to
add a surface for this, which is something that I
think we're going to do next.
24. Finishing Up the Cables: A. To create the thickness of
the cable that we've drawn. We can select the path. Then we can go to the data icon. The object properties for this. Then in here, we have
a lot of options, but for us to be able to
create the thickness, we need to go to the geometry. N geometry, we have
the geometry itself, we have Bevel, we have
start and mapping. We can choose to extrude which gives us
a really flat results, which is not what I want. I need to reset this value. Sometimes if you adjust something and you don't
remember the default value, we can just hover over the value and then hit the backspace. The software should reset it for you. This is not what I want. What we're going to do, we're
going to use another calve that is going to act as
our source of thickness. So I will hit the shift
A and we'll go to calve and think
we'll use theabsco. The Nab saco is what we
use. It's really huge. With the Nab sacle selected,
it's going to be added. Then we're not going to change
the radius or anything. But here we'll go
to the Nabs path. Be careful about what
you select because the Na circle and the nabs path. If you go to the objects data properties,
they're similar. The path is the
one that we drew. But if you feel
like you're going to confuse the selection, you can just rename
the Nabs path, so we can double click it, call it cable one. With this one, we can go to Bevel instead
of using geometry. Then we can go to object. We're going to use
this nab sale to determine how the
thickness of the B. Here we have an object,
we have object, we can pick the object
we want to use, which is the nab sacle. I'll click on this hydroper
then select the nab sale, and whatever result
we get is humongous. Then we have the option
to turn on field caps. Field caps means you're
filling in this hole, so we can turn that on. We can select the Nb circle, then we can hit tab, then A. If all your points
are not selected, just hit A to select
all the points, then we can scale this down, and then the small
eight becomes. We now start holding down shift, and then click until
we are satisfied. I can hit tab again, A, sorry, I can
select the Nb circle, it tab, then A to
select everything, then S for scaling
up, scaling down. But of course, this is okay. The thickness for this is okay. So I'm satisfied with that. Then I can select I can
get out of the tab. I can tap out of the cackle, select the cable, it tub. Then we can switch
this to right. Then I can hit, togal x ray, then I can select this and
I'll start moving this. I can still make my adjustments, and I can hit turn off to x ray, and I think that's okay. Then I can stat bringing
these points up, so that the life flat on the y. My main concern is the y. Then I can select all
of these points Zoom, then G, then raise it up
so that cling on the y. We have our first calve and it's being driven
the first cable rather, and the s thickness is being
driven by this nab saco. And that is being defined
in able one under object. Under B object, then we
define the nab saco. Remember to turn on fill
cups so that the ends are closed of close
instead of being open. That's a bit essential. What you can do is we can
now duplicate the able. We can do like a shift D. Shift D. Then
we have able 1001, I'll just replace
it with able two. Then we can now start
making adjustments. I can select this
Cable two at tab, so if we can go to the points. Then I will click
on the Tilda key. Then we can go to the right. Then I can start moving
some of these points up. Okay. Then we can switch. I can again, click on
the Tilda, go to top. Then now start moving these
points to the side. This one. This just to have
some variation. This can go that way, because cables are not
always super uniform, so I can move this to my
hearts content, I guess. You can adjust them
as much as you like. So I can now tab out, then a cable one, you can hit tab. Then now start moving this. A bit. Then here where
we have intersections. I example here, we can switch to the right and then
can bring this up. Just a bit. If you feel like you
need extra points, you can select
this, right click, subdivide, then this middle one, we can move it down
a bit down a bit. Then we can move up, so. Then this one we
can move it down. We can select this right click, subdivide and make the
changes as need be. So that the cables themselves, they look a bit more appealing. And natural when they
are criss crossing. We'll do the same thing here. I'll select this point, hold down shift, select
this other one. Right click, subdivide. G, move this up. You can define the Z axis. G. Then here and here, I can select this
two, right click, subdivide, then
subdivide some more. Then I can now move
the points down. Actually, let me cancel that by clicking on the
right mouse button. Then switch to the right view. Then we can hit double x rays. What we can do, we can hide the collection with the images just a minute by
clicking on this, which is the visibility
icon so that we can work just by seeing
what we need to move. Okay. So again, right. So I'm just making sure
that they're actually lying on the y. Okay? I'll toggle x ray of then I'll tub out
and see what we have. We do have cables
that look a bit natural because of
the intersections. For the other cables
on the other side, how you can create
them is really simple. You just need to duplicate
from what we have. How we can easily do that. If you select, for example, cable one, look at the
origin, it's a bit off. What we can do, we can
select this click and say set set origin and say
origin to three D casa. The origin will move
to the three D casa. Then we can do a
shift D to duplicate. Then I call this cable three. Then I can activate the
rotate and we can rotate. If I hit n, just to see the
items and to be able to see the transform and continue
adjusting this up to to 70. Then I'll click on this. It's not going to be perfect, so you'll need to come in, make your adjustments
as you deem fit, so I'll hit the tub, then I'll go to the right. Then I'll make my adjustments
I'll start moving this so on and so forth. But I think I should leave
this to you because it would be pointless for me to repeat the same thing
that we've been doing. In the next one, I'll have my cables
created for both sides. The technique is
the same as before. Once I'm done with this,
I'll just duplicate it, then make a few changes
here and there just like I did for this other side. This is how you
create your cables.
25. Creating the Face for Robot Arm 1: A I have created my cables for the other
side, as you can see. The process was the same. So I mean that I spend more
time making adjustments here in there and making
sure that the cables, if I go to the right view, they're lying on the y axis. So they're not
going beyond the y, they're not dipping
to go to values that are lower than this green line. So I will bring back
the reference image. So I'll go to the icon and bring back the
reference image. Make sure that
you're clicked into the models collection because
sometimes you might make that mistake and add things to the reference
images collection. What I want to do
in this instance, now that we're done with the
base elements of the robot. I'd like to come and create this robotic
arm. This first one. So for this, we're going
to use a simple shape, and we're going to start
by creating a saco. So I'll hit shift A, go to mesh, and
I'll choose saco. When the cackle is added, I'll reduce the vertices to
a number that makes sense. In this instance, I'll
use eight as the number. The radius itself, I can
rotate through this. You can see the
radius is very large, but it doesn't matter for now. We can reduce it, but it
truly doesn't matter for now. Now that I've reduced
the number of tses 32-8, we can rotate this. So I can select this circle. Then I can hit R y 90. Then I can go to the right view. Then I can tub in, go
two points, so hit one, or click on this icon
on the top left. Then I can hit S to
scale this down. Then g to move it up, then I'll zoom in, and I'll
move this to this section. Then I'll hit S to scale it up. The bit. Now that we have this, I will duplicate the setup. What we can do, we
can hit shift D, we're duplicating
within the mesh. Shift D, and then I'll hit S, and I can scale the duplicate. Then I can also move it, so I can hit G, Then
I can switch to edge, so I can go to the edge
option at the top here, or so that is the top left or you can just hit
two on the keyboard. Then I'll hit A, and I've
selected all my edges, and that's because I want to
create new faces from this. So I'll hit the space er
and I'll look for bridge. There's an option called
Bridge edge loops. I'll click on that and we now have some edge loops,
as you can see. Then I'll go back to the right. These edge loops that we have hit A to
select all of them, then shift d to duplicate. Then of course, if I drag, I'm going to be moving this, but I want to move it
on the y, so I'll at y. Then I'll move this and
take it to the other side. Once we do that, then we need to figure out how
to create this shape. We're still in the edges, so I'll select this edge. One, two, three,
four. These are four. I'll go to the other side.
This is on the right. Hold on shift one,
two, three, four. Then I'll click on the space bar and then I'll look for
bridge edge loops. This list I've used recently, Bridge edge loops was
what I used a moment ago. I'll click on that and
we have our edge loops. Then once we do that, what we can do actually, I don't like the results that
this has, these two faces. So what we can do,
I can go to faces, select this face,
select this face. I'll select this face.
Hold down control. Actually, no, select this one. Select this control click. Wow. I'll select this. Let me just select
them individually, and I'll hit S X, sorry, not S X. Then I will choose
to delete faces. Then I'll select this phase, it X, and choose
to delete faces. Then the reason I deleted
those is because I don't like how they've been
set up by the bridge to. I'll just have to
build it myself. What I'm going to do
is go back to edge. We can hit two, and
I'll select this this. I'm holding down
shift select this. Then I'll hit E, to extrude, then S to scale. Then this is what we have. I'll just scale it just
a bit after that point. Then we'll go to Vatics, I'll hit one on the keyboard. Then I will move this. I'll start moving
them by heating G. And we can activate
the wire frame. We can also go to isolation. If this is what you
want to see only, you can click on the
Backslash and you should be able to isolate this. So I'll just make
adjustments here and there. I'll move that. C in
move that as well. Then I can hit set total x ray, then select this point G, move it and G move it. Make sure that you don't have really huge faces or you don't stretch the
faces too much like this. That's what I'm looking at. Then we repeat the process
for the other side. I'll jump two edges. I'll click on this
icon on the top left, or you can just hit two, then I'll select this edge, shift, and select
all of these edges. Then we can extrude E tot, then S to scale. Then we can go to
atices, so at one, then start moving
using the G key. Look at the floor and make your adjustments
based on that. Okay. Now we can jump two edges. I'll hit two. I'll
select this edge. Hold on shift, select
this other one. Hit the spacepa, and
bridge edge loops. Then I'll do the
same for the other side, select this edge. Hold on shift, select this edge. Space bridge edge loops. Then I'll hit one
for the vertices, and I'll just agg this one. I hit G. Make the adjustment. Up to that point, we have
the face that should form if I just tub out and
hit and turn off togal x ray, we do have the face that's
going to form the robotic arm. So That's how we create
that particular area. Notice that we began with a
simple circle and then we built from that and we duplicated
within the mesh itself. That is something
that is possible, and that we should take note of because sometimes or rather
what we've been doing, we've been duplicating
entire objects, but we've not been
duplicating things like faces within the edit mode. So We're going to
continue from here, we'll create the thickness
and add onto this. Keep in mind, I've
been saving my work. Currently, I'm on
the sixth iteration of this file or this project. So make sure that you're saving so that you don't
lose your progress in case maybe the software crashes or in case of any other
situation that may arise.
26. Extruding the Robot Arm Faces: Now we'll need to add a
bit more detail to this. I will select it and heat tab. I'll need to add
several edge loops that are more vertical. So I'll heat control r, and the software will show me where it's guessing
the first loop should be at, but I will use the
wheel and add four. Edges like so. Just go up
using the middle mouse, scroll wheel, then click. Then of course, click
again to accept. So you're clicking twice. Now, I need to make these lines
straight. I'll go to the front. Actually not the right, sorry. I'll select these points. Then I'll hit S. That's
going to be y zero. Then I'll do the
same for the rest. S y zero, then click
to accept S Y zero, then enter to accept. S y zero and time to accept. I just want them to be straight lines that
it's a bit more orderly than what the
software itself set up. Then I want to select all
the points. I'll at A. Then I'll move to
actually not the points. Let's switch and go to
faces and at three. Then I will go to the top view. In the top view, I'll
move this on the x. G x. I'll move
it somewhere here. And click. Then we can zoom in, then G x again. I just want to move
it just a bit off. What I want to do is
I want to extrude, I want to create the thickness. That's where it's not
exactly where this stand is. After that point, then I can hit the E because I have
selected the faces, so I can hit E for extruion, and then extrude this
to the other side. Then click to accept, then I can hit Z, then I'll togal x ray
and actually check. S it meet my standard
on what I want, similar to the other side. I can move this inner
bit, just a tiny bit. G x, just a bit like so. Then if I check in
the perspective, if I hit Z and turn
off total x y, we do have the
thickness that we need. Then I will di
select those faces. Then I'll hit Control
R so that I can add edge loops on
this other side, so I will add four of them. These are three,
so I'll scroll up again using the middle
most scroll wel. Then I'll click on
that and click again. So Control R, we'll do that. Now that we have
this, we can easily smooth this out using
the subdivision surface, make it look a bit better. If I tub out, we can go
to the settings for this. We can go to the modifier. Then we can go to generate
subdivision surface, and this is what we have. It is coming along quite well, although it's not that perfect, but this is essentially
how this is created. We need to add a bit
more detailing in terms of this being
too smoothed out, as well as we need a
section here where we have the er cavity, where the second arm
should originate from. But after this point, this
is pleasant, I should say. I'll remove this subdivision, so I will just click
on this close, and I'll remove that
subdivision modifier. In the next one,
we'll continue adding details to this
particular model.
27. Refining the Robot Arm 1: We need to start refining the robot m. The first
thing we'll do is This area where
we have the stand. We should have an intrusion on the robot arm so that
it looks more realistic. So I will go to the right. Then I will tab in it
to togo wire frame. Then I'll hit one to
go to the points, select these points at the top. Then I will hit Z and I'll
just bring this up a bit. Then I'll select these points and just move them
a bit like so. Then G, up to that point. The tub out. Now if I hit that and
go back to solid. This area should
have an intrusion like an actual intrusion
on the inside. What I mean is, if I
isolate this and we go to overlays and we
look at quire frame. The faces here. If I hit
three or four faces, so the faces here should
be extruded on the inside. That's what I mean. For
that to be possible, we're going to need to if I
get out of isolation mode, We'll need to create a loop
here, like an edge loop. Control R, and
I'll zoom in here. Actually, let me escape and
choose a better positioning, so things is fine. Control R, then I'll come here, click and then drag this
to this point. There. Then I'll switch to the right. Then I'll hit said wire frame. I'll hit one, then I'll
select these points, and I just want to
make them straight. S y zero, and I'll hit enter. Then what I'm going
to do is if I hit z, go back to solid, I'll go
to pass, I'll hit three. Then these phases from here
to if I hold on shift here. I'll need to inset them. I will go to isolation mode. I'll hit the back space the back space, but
the back slash. Then I'll hold shift
and select these. Then I will bring back or
get out of isolation mode. Then I will inset, I'll
type in inset paces. Space bar inset. Then
I'll track down, hold on shift so that you
can control the increments. Then I will scale this down. So this is S y. S y, then something like that. So if I hold down shift,
something like that. Okay. On this other side, I'll need to find that edge. Let me go to isolation. Hit two for edges, select this, this and this and this and
this. Then I'll go back. Then I'll hit g, y. Then I'll move this
to this point. So I'm just making
sure that I have the proper in the proper faces
before I make the intruion, before extrude on the inside. Now I can p space. Then I can select the faces and select these
faces here once more. Hold on shift and select. Then I will go to
the right view. Then I will exit isolation mode, and actually, let me
go back to right. I'll hit the z togal x ray. Go two faces. The faces
are selected ensure that that is what you have in
my case, they are selected. So again, the tilda
key right view, then I will hit E, then drag this outwards
like so I'm trying to match the distance that the robot stand is kind of inside
this particular. Then I'll isolate. If I look at this, I'll
isolate the robot, then I'll do a quick inset. So Space bar inset. Just a tiny bit, hold down
shift. Just a tiny bit. Then I will hit Z. We go back to rather
turn of togal x ray. Then I'll hit tab to
get out of edit mode. Then on this mesh, can change or rather
we can add a modifier, go to generate
subdivision surface. If we look at it, it's not much, we'll need to add more
resolution to this. What we can do, I'll
disable this just a bit. Then I will tab I'll
create an edge loop. So on the inside of the
faces, this inside. Control R. Then I'll click. Then I'll turn this back on. Not much of a difference. Then I can change the
levels in the viewport. I can increase this 22. Okay. Then what I'm
going to do next. Let me disable Under overlays, let me disable wire frame so that now I
can add new loops. I'll add a loop here and
a loop on the other side. Control R, click, then drug and do the
same on the other side. Control R, click. And truck, then accept that. Then if I tub out, select this
right click, Shade Smooth. If I bring back everything,
how does it look like? If you look at the shape, it has actually come
out really well. Now we need to refine
this even further, so heat tab, turn
off this a bit. Then we need to add edge loops around really close
to this edge. If I add double click, we need to add an edge loop here and on the
other side as well. To do that. Let's do control. Then click, then drag this here. Do the same on the
other side, Control R. Control R. Need one. Click then drug. Then we need to do the same for these holes over
here. This opening. Control R, click and do
the same on the inside. Control R, click drug. Okay. Control R, click and drag. Control R, click and drag. Then we can turn this back
on and see what we have. It's very defined.
So what we're doing is defining the shape of this. Okay. Then we'll do the
same for this other side. I'll tab into the edit mode, Control R, let me turn this off, then hit Control R again. So click and drag. And then Control R once more, click and drag this. But to hold down
shift, then rotate. Control R, click and drug
Control R, click and drug. Then click to accept. Now if I tub out, and
then I smoothen this out. This is what we have. If we compare this
with the reference, if I jump to the right view, you'll notice that this
doesn't fit the reference, but we can make
adjustments for that. So I think we'll do
that on the next one, just fixing ensuring
that this meets the expectations
of the reference, because it's a bit off in a way. But so far so good, our shape has come along really well if I
select it and isolate. It has come along superbly. And this is great if
I exit isolation. So I'll save this once
more so I'll save. This is my eighth pile now, so I'll click on Saver s. So ensure that you're
saving just to have good progress of your work. And of course, it's going to show you where you
began and all the things that we've been
adding up to this point.
28. Editing the Robot Arm using Proportional Editing: Y. Next, we need
to make sure that this robotic arm fits the reference or rather
matches the reference. So I will go to the right view, and I will hit the tab and I will hit Z and
go to wire frame. Then I'll go to point mode because I'm ready in edit mode, I just need to
select the vatices, which are the points,
and then I will need to turn off the
subdivision surface. The mesh is selected, so I can just turn off the
subdivision in edit mode. And then we need to
make a few adjustments. For these adjustments
to be uniform, we'll need to use something
called proportional editing. Proportional editing is found at the top here where we have this icon that is like a circle and then it has a
small dot at the center. If you have over 18 ss, proportional editing, proportional edit
mode, shortcut zero. So I'll just click on
that icon to turn it on. Once I turn it on, we can have a look at the
various options. If I click on the drop down, the proportional
editing allows you to have the available options, smooth sphere root,
inverse square sharp, linear constant random. And what this does is whichever points are
selected in this instance. So for example, if I
select these points, and then I want to move them. So if I hit G, I actually have this really, really huge suckle, and sometimes it might be
so huge that you can't see. Sometimes it could
be really tiny. So to adjust the
size of that cackle, we can use the middle
mouse scroll wheel. If I scroll up and down, you can see we have this suckle. Proportional editing
means that anything that is going to come into contact with this suckle will be moved. So if I move this, notice
that anything that is outside is not
going to be moved. So if I cancel this motion by hitting the
right mouse button, You can change the various types of proportional editing
you might need. The first one is smooth, the second on is
sphere, and if I hit G, then this is going to be moving this using a sphere of fall off. Then I will cancel this by clicking on the
right mouse button. And you can test out the root. So these are things that you can test out yourself,
see what they do. But in general, I mostly
use smooth for most things, and that's what
we're going to use in this particular section. So we need to use
proportional editing so that we're not moving the
points ourselves manually. So if I select this
particular points, or you can even
select this three. So if I just click in drug, and then I activate the
subdivision modifier. So if I click on
that icon that I had turned off on the modifier, Then the smoothing will occur. Then now if I hit G and adjust that proportional
edit sphere, then I can constrain
this to the Y axis. Then I can move this,
and as you can see, I don't have to do
the editing myself. Up to that point. I just
need it to be quite small. Then I can come here, select
these points, and again, hit G and move this, select the ones,
hit G, and move. Then I can come over here at G, move this as well. Select this and at G and
make your adjustment. It has to be super subtle. If I tub out of the
edit mode for a minute, you can see that the shape actually is in line
with the reference. We'll go do the same
for this other side. I'll click on the tab,
then select this points. I'll start with this three,
G y, then move this. Then I can come and select
the individual ones and hit G. Is hit G, this hit G, not that I
leave that as it is. So this hit G like so what I'm looking at
is the curvature itself, the curvature of
the smooth mesh, not actually the cage, if I could call it, so the the cage that we can be
able to select our points. That's not what I'm looking at. So sometimes it
might be confusing. What I'm looking at is the result that I'm
getting because remember, the visibility of this modifier in the edit mode is active, so I can actually
see the end result. If I tub out, you can see that
I have made this actually fit the reference just by using
the proportional editing. What we can do next
is to rename this, so it can't be called SCO. I'll double click on it and
I'll call it robot one. This nabsacle is the one that is being used
by these cables. I could call it sub click on it and call it cable profile. And it enter, and I'm sure if I select the cable and we go to the object data
for the cable, that is this particular nabs, we can see that the
name has changed. We don't need to
tell the software again to refer to it
or to reference it. So once we have this, this is somewhat done, not completely,
but somewhat done. And if I hit the solid, Notice that we didn't in anything when you were using
the proportional editing. We're just refining what we had. So make sure that you turn off the proportional editing because
if I click on tab again, the proportional editing is on. Keep in mind that if I tab
out and I'm in object mode, the proportional
editing is not active. So I'll need to go back to the edit mode
and then turn off proportional editing
and then tab out to go back to object mode.
29. Creating the Base for the Second Robot Arm: The next thing we're going to do is to create the second um. If I go back to the right view, this particular um is
what we need to create, and for that to be possible, we'll need to actually derive
that base from the first. We need to extract a few
phases so that can be our starting point for the second m. Then once we
create the second arm, we'll need to delete
a few phases here so that we have space for where the second arm will
be because there cannot be any sort of intersection
between the two arms. So with this robotic
arm selected, I'll go to modifiers,
and under modifier, I'll turn off the subdivision, both in the editing, in the render and in the
display. So currently. So I'll hit tab, to get into edit mode. Then I'll hit three, or you
can click on this icon. What I want to do
is I want to select these faces and extract them. To do that, Al Hova over
one of these edges, hold on at and then click. Then Al Hva over the
next edge loop or rather face loop because these are not edges that I'm trying
to extract, but faces. All Hova over one of
these edges over here. Then hold on out
and hold on shift, and then click so that I also
extract this loop as well. Then I can hit shift
D to duplicate, so shift B to duplicate. Then I can hit the spacepa, and then I can
choose to separate. So just type in separate
and you'll get this option, separate a selection.
So I'll click on this. And now, if you look
at the outliner, I have Robot m one, I
have Robot m 1.001. This is what I have extracted. I will get out of it mode. I'll click on the tab. Then I can select
this duplicate, and I can isolate by
clicking on the Backslash. As you can see, we have
extracted these cases. Then I again get out
of isolation mode. Then what I want to do is
switch to the right view. I'll go to the right view. Then I will hit the Z key. Then I'll choose wire frame. Then This m, I will scale it up. So if I hit S and
tran scale it up, it's a bit strange,
as you can see, because the origin is a
bit off. It's over here. What we'll do first, with this robot mesh
selected, I click. Then we'll go to set origin. Then we say origin to geometry. So that now the origin
is at the center. So then I can click on
the Tilda key go to the right view and it S. Then I can scale
this up slightly. So I just want it to
be slightly bigger than the m that this section
that's already here. So I'll heat shift just to
have very small increments. And then I'll click
on this move icon. Then I'll move this
slightly inside. And of course, we can
use the top view. I'll click on the Tilda
key or to the top view, and then I can zoom
in and start moving, so maybe up to this point. Once we have that,
Then I can start creating the shape for the
robotic m, the second one. What I can do instead of this
being called robot m 1.001, I can double click on it and
just replace that 1.0 012. Then I can switch
to the right view. Then I can hit the tab key. Then I can hit A because
I'm in the pass mode. Hit shift d to duplicate, and then I can move this here. Then because we have
a reference here, if I just move it down a bit, I can scale this down, so I can hit S, then
g to move this. So Okay, that's fine. Then we can select some of
these edges, so I can isolate. I can it on isolation mode. Then we can go to edge mode, or you can it two
on the keyboard, and then I can select
this edge in this edge. Hold down shift, select
this edge in this edge, this edge, and this edge. So when I'm selecting, I will hold down shift. Then I'll hit the space. Then I'll type in bridge. Edge loops. Then I'll click on that and I've bridge
those edge loops. Then we need to select
these edges over here. So from here, here as well
as from here to here, and then we can be able to ext, then finish creating this shape. I'll select this,
hold on shift and select the ones that follow. Then I will exit
isolation mode so that I can see how much I
should extrude this. I'll hit E, and then I will heat S so that I scale the extrusion. E to extrude S to scale. So Let's have to that point. Then I can hit one to
go to my vertices, then I can start moving
these vertices to my desire. I'm just looking at this line. I'm just eyeballing
where this should be, and then I can move this in because I'm looking at
this line, as you can see, then I'm taking care
that this does not go beyond the robotic arm
that's the first one. I also need to just
move this a bit. Let's say here. Then this
one, this one is fine. Then I can hit two
to go back to edges, select these edges, sorry. These edges should be selected, then I'll hit E S to scale. Hit those keys successively. Then I'll click to accept, then I'll hit one
to go to atices, then I'll start
now shaping this. I'll select this G. Select this point, G.
G in this as well. It. Then now I can hit the
number two on the keyboard. And I can select this edge. Hold on shift, select
this other one, then hit the Space bar,
Bridge edge loops. Then select this, and then select the second
one shift, click. Space bar Bridge edge loops. Then we can hit one and make a few adjustments where
adjustments need to be made. Make those adjustments. I think it's fine. Now I can tab out, so I can click on tab, then I'll click on select box. Then if I rotate, as you can see, we have this
shape and it's quite flat. But if I hit the Z key
and we go to solid, this is actually the basis
for the first robot m. So we've just extracted a few face loops
from the previous m, and then we've used
those face loops to build this shape for
the second robot m.
30. Creating the Cavity in Robot Arm 1: Now we can create the thickness for this second robot arm, so we can tab into
the second robot arm. Then we can go to the
faces, so I can hit three. Then I'll hit a to
select all the faces. Then I can Stop using the perspective
and we can use the top. So I hit on the tiler
key right right top. Then I will hit the key. Then I will move this
to somewhere here. I'm just eyeballing how
thick I want this to be. I'm looking at how thick it is on this side
and the distance I should move it on this other side so that
they kind of match. Now that we've done that, we
have the base for the robot, the second one that is
So let me talk about, but we do have the issue
of this intersection. So we need to start creating this particular hole
where we're going to have this second robot
be able to move within. Because if we left it
as it is right now, this is not going to be the most appealing results out there. So I will first of all, I'll go to the overlays and
I'll choose wire frame. The reason I'm choosing
wireframe is I want to see what areas
should be deleted. To begin with, we need to
add an edge loop here so that we can be able to delete the faces because
this face is quite large, so we can't delete
the whole face. So I'll tab, that is
to the first arm. Then I'll hit control r. Then I'll click and I'll
drag it somewhat here. Then of course,
we're going to have this jagged kind of edge. So I'll hit one. And because I had that
edge loop selected, the points for that edge loop are the ones that are
going to be selected. Then what I'm going to
do is I'm going to hit S, then on the y, and then zero so
that I can flatten out those points in
a way that is much more appealing visually to me because that's what
I prefer to look like. Now that we have this, we do have a basis on
what we should delete. But just to be sure we can switch views, go
to the right view. It, go to wire frame. Then you see this edge loop, we need to move it a bit
back because as you can see, if I just delete at this point, it's going to be
a bit cumbersome, there's going to be
steel intersections. I'm going to hit G y on the keyboard,
then I'll move this. The points are not
yet di selected, so I'll move it somewhat there. Then now that I've
confirmed what I or which area should
have the faces deleted. Then I can hit Z, solid, then I can isolate. Let me first of all, hit
three, to go to faces. I'll select that. Then I'll hold down shift and select
that so that I can have some sort of knowledge
as to no knowledge, but rather reference to know that to this is what
should be deleted, this whole area, in this, if I hold down shift,
including this, this area. Keep in mind, I'm not selecting this particular faces here because I want this to be
part of the thickness. I'm not selecting
this, so don't select it because you'll have
to manually create it. Now I can isolate this by
clicking on the Backslash, and I can start
selecting these faces. I'm just holding down shift and selecting these
as well as the O. Of course, I could just
click and drag and select, but I don't want to do that
because I want to be really, really sure about
what I'm deleting. So once those phases are
selected, I can hit S, and then under delete, I can choose delete phases.
Then that's what we have. Then we have this
area over here, which we also need to delete. So what I can do is
I'll hold down out. Then I'll click on
one of the edges. Then I so select the loop. Then I'll hit X, then I'll
choose to delete phases, and that is gone. But keep in mind,
I'm not going to be deleting this at all. I did this thickness, or rather this extrusion. So I'm not going to
delete it in any way. Now we can start
forming the shape, but before we do, I will
need to exit isolation mode. Then I will need to click on the Tilda key and can
go to the top view. I want this to
curve just a bit so I can hit the said wire frame. Then I can hit one. Then I can select these points. Then I can, it G, and this is going to be
G Y. M this slightly, then these two points
in the middle. G y. I just wanted to
have a slight deep. That's all I want. Now
I can hit Z, solid. Then again, back to
isolation mode, the B slash. Then now I will hit
two to go two edges. Then I will start bridging
some of the edges together. So I will select this I'm holding down shift
as I select all of these. Then I can hit the spacepa
and just typing bridge. I choose bridge edge loops. Then once we have done
that, what we can do. Remember, we did
maintain this thickness, and we do have the
thickness here. We're going to start bridging each edge to its
coinciding edge. I'll select this edge and hold
on shift, select this one. Hit the space bar
bridge edge loops. Of course, sometimes you'll
get some strange results. Sometimes you could be from
selection of the wrong edge. So in this instance, that's
the case, so I'll do. I need this edge, and
then hold on shift. Click on that. Hit space
bar bridge edge loops. Sometimes you might
select the wrong edge or an edge that is a bit on the inside, not
the one that we want. So that could be a
bit problematic. So you have to
make sure that you check you cross check
what you're doing. I'll click on this. And
then hold on shift, select this, then space
bar bridge edge loops. Then I'll do the same for
this other one. Select this. Hold on shift, select that. Hit the space bar,
Bridge edge loops. This is a very
repetitive process. Of course, if you look at this, it's a bit strange
in its presentation. But this is due to the normals, so we'll fix that issue
with the normals. But I can also select this edge over here,
select this one. Space bar Bridge edge
loops, select this one. Select this one. Shift
bridge edge loops. I've remained with
one, two, three, four edges that
need to be bridged. Then we can repeat the
same on this other side. Select this edge,
shift, select on this. Let me do that. I selected
the romance, so control. H enter bridge edge
loops or spacepasory, Spacep bridge edge loops. Space by bridge edge loops. We're bringing a
bunch of bridging. We're filling this
space because it cannot be open a
cities by default. Bridging is going to
help us quite a lot. Now I have one, two,
three, four, four edges. To finish this, we're
going to need to create, We're going to need to create
a few edge loops here. Control R and Al Hova
over these faces. This is where I need to
create the edge loops. Then I will increase the number of edge
loops, two, three. Then I'll click to
accept, then click again. You need to click twice. The first click is to accept, the second click is to
choose the positioning. Then I can bridge
between this and this. If I select this, hold on shift,
select this bridge. Look at this other
one. This one. And this one, bridge,
and this bridge. Then finally, this and
this and we can bridge. Some of these look weird, and I'm sure it's because of the normals because if I go to points and I select this
point and I move it, you can see, I'm
moving the face. But it's a bit straight, so
let me cancel this operation. If I go to the overlays
and face orientation, this is what we have,
and this should be blue. That's why we're
getting weird results. So we're going to
change this later. Once I finish fixing
the other side. I'll go back to edges,
so I'll hit two. Select this edge.
Select this edge. Shift, click bridge and
bridge this as well. So I think we can select
this together bridge. Then finally, we
can bridge this. Now we've created the
cavity where we should have the part particular area where the robot m should
be rotating from. In the next one, we'll
fix this area over here and then continue
refining this shape.
31. Finishing Up the Robot Arm One Cavity: For this area over here. Think I might have
bridged things wrongly. So I just need to select
these three faces, and I can hit X to delete, and I'll choose faces. Then I'll bridge afresh, so I'll hit two for the edges, and make sure I select
the correct edge. Then I'll hit the space
bar and choose the bridge. Same with this, the
space bar bridge. Then this and this hit
the space bar and bridge. And the strangeness
stops because I think I selected an edge
that is on the inside. So now that we have this, um We can actually get
out of isolation node, and this is what we have
and notice that it fits perfectly just like
desired, which is okay. What I need to do next is
to actually fix facate. Isolate this, I need
to fix the normals. We'll go to the overlays
at the top here. Click on the drop down and
alter non face orientation. Then I'll hit three. Then I'll hit A to select everything. Then I will hit Alt n, and then I will choose
to recalculate outside. So that now, all my faces that are on the outside
are this blue shade, which is what we want. Then The other thing we need
to do is turn this off. I'll turn off the
phase orientation. Then we can actually
smooth this, so we can go to the modifier and turn on this three icons, and then I can tub
out, and of course, go back to the overlay
tunnel fire frame and see the results that I have. If you like this smooth kind of results, you can maintain it, but again, you can still refine
it to your satisfaction. So you can add edge loops, so you can tab in, turn
this off in edit mode. Then I can hit control r, and then I can add
an edge loop here, and then click and drug to
choose where I want it to be. Okay. She's okay. Then I can add an p, so control R. Once more, click and drag if
that's what you want. Then I'll click to accept. Then you can see that
reinforces what we have, makes the edge a bit
harder, less smoother. So if that's what you
want, that's fine. Then another thing we could do, I would like to have
a holow result. So I would need to breach
these edges. So this edge. If I hold on out, let's
see. This edge over here. If I hold on lt, notice it
doesn't select the whole loop. With this one, we'll
need to hold down shift to select this, this edge, and if I go to this other side, hold down Alt and shift, double click, then
hold down shift, now to select the edges
that we need added. Then I can hit the space bar. Then I can choose to bridge. And there we have
the hollow section. Then we can check the normals. I'll go to the overlays
face orientation. This is causing an issue. I can go to three for the faces. I click on one of the edges. Then I can hit Alt n
and choose to flip. I'd prefer if this inside
looked better than this. I've fixed that
particular issue. Then I'll go back to the or overlay, internal
face orientation. Then I can add more
edge loops here, so Control R, and I can
add edge loops and accept, so click twice once to add the edge loop and the other to accept the position
replaced the edge loop. So this is fine. If I activate the
subdivision surface and tub out, this
is what we have. So I'm just looking
around seeing if we have any puny things happening,
so far so good. This is great, actually. If I exit isolation node, This is what we have.
It's pretty cool. We did take a lot of
steps to get here, but we did create that cavity that is needed
to accommodate the robotic. So make sure that you save. Currently, I'm on the tenth
iteration of my file, so I'll go file save as, and I'll save this as the 11th. And frequence s. So that's how we create
that particular cavity for the robot m one that is supposed to
accommodate robot m two. In the next one,
we're going to refine the second robot m so that we can move to other
elements of the model.
32. Refining Robot Arm 2: Let's now refine this second
m. So I will isolate it. I'll click on the backslash. Then I will hit n to get rid
of these options over here. Then I will go to the tab option and de select whatever we
might have selected. I'll add four edge loops
on this thickness. Control R CA over one of these, then of course, drag
your middle mouse. And then click once,
click again to accept. Then I'll need to do the
same on the vertical. The diagonal in this instance. Control R, then four of these. And then I'll now start coming in and adding
edge loops around here. Control R, and I'll click,
then I'll drag this. Click on that. To accept, go to this other side. I shift Control R.
Click and drag. I'll add more edge loops
on the inside of this, Control R or maybe not. Let me leave that as it is, but maybe change the
one on the bottom, so Control R, I'll add
three, and I'll accept that. Then of course, if I
go to the modifier, we did have the subdivision modify that I turned
off the options, so I'll bring back
these three options. Then I can tap out
and see what we have. And if I exit isolation mode
by clicking on the B slash, this is exactly what we have. Then we can swap
to the right view. And again, we can use proportional
editing to ensure that this particular arm kind of
aligns with the reference, so I will hit tab again. Then I'll hit one
for the vertices. And then I will activate
proportional editing, and I will choose smooth. Then I will select
this point. Hold down. Actually, before I
select the points, let me just hit set,
and I'll use wireframe. I'm using wireframe so that
all the points are selected. If I do this in solid mode, that would mean that some points are not going to be selected, so that's why I keep on using wireframe every time
I want to do this. Shift and select on
this on the other side. I hit G. Then I'll just
move this to that point. Then I'll select this. Hit G. Move that, select the G
and move that as well. Then I can now tub
out and this actually fits the reference quite well. Then I can hit the Z and
choose the solid option. So we now have our robotic arm, the first one, the second one. And the technique for creating both of these
has been the same. We just started with
simple shapes, circles. And these are techniques
that used to model anything. You just start with a
basic shape and then you build upon it using the modeling tools that
are available in blender. So this is quite nice results. So in the next one, what we're going to do if
I go to the right view is we're going to create
this particular section.
33. Creating the Robot Arm 2 Cavity: Now, I want us to create
this section here. For this to be possible, I would like for us to
have a placeholder for that particular area
so that we have a guide as to how the
shape should turn out. I'll click on the select box. Then I'll select
this robotic arm. And then I'll hit tub. And what I want to do
is I want this cas, this three D casa to move from weights at to
somewhere here. So I'll hit three on the keyboard so that
I can go to faces. Then I'll select this face. Then I'll do a shift S to get the settings for
the casa or rather the Pi menu for the cas. In this Pi menu, I want
to select Cs to active. That means I want to
move the casa from where it is to what I've selected, which is active.
I'll click on that. Then I'll tap out.
Then I'll hit shift A. Then I want to add a mesh and that mesh is going to be a cube. Then in the settings
for the cube, I can scale this down
or rather reduce the size. Something like that. Then with the cube, notice that I can't
be able to select it. I think I've placed it in the reference images
collection by mistake, so that's the issue. So I'll make the selectable
option to be on. Then I'll just select
the cube from here, it M and then choose which collection I want this cube to be in,
which is models. Then I can now turn
off selectable. So everything on the reference
images cannot be selected. Then with this cube selected, I can switch to the right view. Then I can hit set,
to go to y a frame. Then I can tab to go
to the edit mode, then I'll hit 14 points. Then I'll select these points
and just move them down, so G. So the G and the
s. Then this is G y. And then select
this g y as well. There we have the placeholder.
Then I'll tap out. For this placeholder,
if you look at it now, it's quite thick, so
I'll scale it down, but on the x, so I'll hit S x and just make it
up slightly thinner. Then I will hit Z and turn off or rather,
go back to solid. Then I will select
the robot two, and then I will turn
off the subdivision, all the buttons for
the subdivision. Then we go to overlays, and then I will
turn on wire frame. The reason I'm turning on
wireframe is because I want to define the area where the
faces should be deleted. Because for this to be here, we don't point an intersection, we actually want an area where the faces can be deleted
and we have a cavity. For that to be possible.
We'll first of all add a loop like an
edge loop that goes from here because this is such
a huge face at this point, so we'll need to split it. I'll select this it tub control r. Then I'll go
over somewhere here, click, strike down,
somewhere there. Then the faces that I'm going to delete are if I hit three, We might think that these
faces are quite large, but it's important
that we delete from here because what I want
to achieve is this. If I select this cube, and let me right click and say set origin,
origin to geometry. If I rotate, activate
the rotation, and then I hove over this, if I start rotating this, I want this to be able
to move to this point. That means I need to
have a space here. But the backward motion, I don't want it to
be too aggressive. Having it be after that
point maximum is enough. If I just hit n and
under rotation, take this back to zero, I know that I need to delete
the faces from here from this part up to
this section here. I'll select the
robot arm it tub. Then I will hit 34 faces. Then I'll select the three
faces one, two, three. I'll go to this other side, and then I'll select the
three faces one, two, three. One thing you'll note
is that I'm looking at this new edge that I
created a moment ago. I'm not deleting faces randomly. I am considering the edge
that I'm deleting from. Then I can add to
selection so I can hold down shift and continue selecting this as well as thee. Okay. Then I can hit X on the
keyboard and choose faces, and now the faces are gone. Then I can go to
isolation mode by clicking on the back slash. Then I need to
delete this so I can hold down at and click. This whole loop is going
to be selected X pieces. And now we have an open section. So we're going to create
this just like we created the cavity for the robot one. So the technique is going
to be the same like before. Nothing will be dd
off way too much. So I think we'll do that next. But this is good
progress at this point.
34. Filling in the Robot Arm 2 Cavity: Now it's time to
fill up this cavity. We'll start by
extracting these faces. I'll hold down Alt, hover over one of
the edges and click. Then I'll hold down shift and
then click on the next one. Then I will hit shift D, and then I will hit the X. So that it moves on the x. Shift, then x. Then of course, in your case, it could be a bit different. Just make sure that
you look at both axis, your case could be z x, y, so it depends. I'll click on this move,
then I'll switch to top. Then on the top, I'll hit Z and we'll switch to wire frame, and I want to align it
exactly where this edge is. I'll move this to that point. Then I'll duplicate and
place it on the other side, so I'll hit shift d x, and I'll move the duplicate
to the other side. Then if I now wrote it. You can see we have two of this. Then I can hit Z, solid, and now we can start creating or feeling
this particular cavity. I can select this edge. If I hit two to go to edges, select this edge, hold down
shift, select this one. Select this edge. Shift
click, shift click. I'm just holding down
shift and clicking. Then I'll hit this space. Then I'll type in a bridge. Bridge edge loops. It
does look a bit strange. Let me do this for a minute. I, select the correct edges. Again, bridge edge loops. Then we can go
under overlays and look for pase orientation. So this is the issue
of the orientation. Fix that in a minute. I'll turn this off. Then I'll select this edge and select this one and let
me click on Select box. Then just bridge and do
the same for this and this bridge Then once
we get to that point, I need to select this edges. This this and this and this. Then I'll hit the space
bar and I'll bridge. Then on the other side,
we repeat the process. I'll select this edge. Hold on ship, select this one, space bar bridge,
select this and this. I s into that. This
space bar bridge. Select this edge and this
edge, space bar bridge, this and this space
bridge and then this, and that space
bridge edge loops. We do have edge loops. So now what we can do. We can look at how we are
going to fill this section. So currently, we have an availability of edges. So we have one,
two, three, five. What we could do, we could
actually try something. I could add an edge loop. I could hit Control R. Come over here,
add an edge loop, click and click to accept. Then I'll select this edge
and shift click to this one. Make sure you select
the right one. Space ba bridge. Then I'll select this and
this Spacebar bridge. Then now we have one, two, three edge loops that
need to be fixed. I'll come to this other side and I'll create an edge
loop just like I did. Control R, come here, click and then drug this up, then click to accept. I'll select this and
this space bar bridge, this and this space bridge. Now I need to add edge
loops here, so I need one, two, three, so I
need two edge loops. Control R, then drag to
add another edge loop, then click, click to accept. Then I can bridge this to this, this to this, this to this. Then I can hit the space bar
and choose bridge. Let me I don't know what
happened there, but this and this bridge, this and this bridge, this and this bridge. Let will do the same
for the other side. And this bridge and this
bridge this and this bridge. Then I can t out and I can click on select box and I can
turn on the subdivision. Icons, and then I can go to overlays and turn off wire
frame and see what we have. I do have things
that are wrong here. If I go to overlays and choose face orientation,
this is the issue. What we can do, I can tab in heat three for faces, heat A, and then I will do an alt n and I'll choose
recalculate outside. And I'll tub out and
that issue is now gone. Whenever you get
issues with your mesh, always check the orientation of your normals because that is always going to be the culprit. Now I can start refining this. First of all, let me turn
of the phase orientation. Let me turn of the
subdivision icons. Then what I can come and do, I can start bridging, creating a hollow
surface on this area. So I'll hit two. Zooming. I'll click on that
and then on the other side, I'll hold on I'll shift, and I'll click on this
edge Spacebar bridge. Then on the other side,
I can do the same. I'll click. Then I shift, click on the other one. Then space bar bridge. Then now I need to
bridge this to this. I'll select this loop. I'll click on that. It shift, click on that space bar Bridge. And that's what we have. I can add more loops
to this Control R, and I'll add three, and I'll click to accept. Then we can change or check the phase orientation.
It's okay. In this instance, this
doesn't matter so much. But we can actually change
this by going to pass three. I'll click on that, add shift, and I'll click. Then I can hit Alt n
and I can choose to flip you can do that as well. Now I can go back
to the overlay, turn off pace orientation. Turn on the subdivision icons, tub out, see what we have. You can add more resolution, so if I tub, we can do a control r and I
can add an edge loop. That goes around
here so that this is a more sharper edge
because it's really soft. I can click and then drag
and then click to accept. Then I can tap out
and see what I have, and now it's no
longer a soft edge. Now that we have this, I
can exit isolation mode, and this is what we have. She is actually great. The next thing would
be to define this, which at this point,
we're going to need to modify from what we have.
35. Creating the Logo Face Arm: The next thing I want us
to do is to define this m, and we're not going
to use this one. We're going to extract one from our current model
for the robot arm. What I'm going to do is
I'm going to first of all, into the the robot two, then ensure that edit
on the modifier is off, that is the
subdivision modifier. And what I'm looking
for is I want to make sure that if I hit Z wire frame, I added three edges, and I want two of those edges. For example, this one, and if
I hold down shift this one, these two edges, I want them
to be a bit on the outside. If I hit that, I want them to be not
hidden by this cube. So check your own mesh
and if for example, example, if I just select
this and I click on move. If for example, this is
hidden on the inside, what you can do, you can of
course hit Z wire frame. Then hold on out, click on that loop. Then hit the space ber,
then look for edge slide. Click on edge slide and then
click and drug and you can be able to move that loop. You can slide that edge, and you can do the same
for the other one. The reason I'm doing this
is because I want to extract these faces
from this section, I'm not going to use the cube, the cubes a place holder. So I'll hit that solid. Then for this cube,
I'll just hide it, and then I'll select at two, and then I'll go to faces, hold down Alt and
select that face loop, hold down shift and lt, and then select the next one. Then I'll hit shift d to
duplicate. I'll accept. Then I'll hit the spper, then I'll choose to separate and I'll look for me
separate selection. Then I do have another mesh
that has been created, and this is what is
going to form the arm. Now I can tab out
of the robot arm, and then we have
this robot m2001. So I'll just call this
I'll call it robot arm or L et me call it logo face because this is what is going to be
moving the logo pace. Then I can tab in, and then now we can
start extruding. So I'll select a few faces. So let's select this, this, this, and this. Remember to hold down shift. Then I'll switch this view
from perspective to right. Then this time, I'm not
going to just hit E, I'll at E, and then I will choose to extrude
pass along normals. I'll click on that
and then I can drag. Actually, let me at skip. Then let's hit the total
x ray so we can see. So L et me go back to
meter of togal x ray. Then I'll e extrude
faces along normals. This is what I want just a bit. Then I'll accept
this. I'll click. I'll click on this move. Then I'll switch
to the right view. I hit Z, Tgal x ray,
and I can move this. Actually, there's something
funny happening and that's because my
proportional editing is on. If I try and move, I get
some crazy stuff happening. Turn off proportional
editing if it's on, and then I can move this. Then what I'll need to do is
I'll need to flatten this. What I'll do is I'll hit S, y and zero because
it's on the y axis. Then I'll move this
down slightly. Then I'll scale it down just a bit so I'll activate the scale and scale
it down just a bit. Then I will go to
the right view. Then I'll click on the
move and move this. When it comes to this section, I'm not following the
reference to the letter. I want to create something slightly different
for this section. I'm not going to be
following it to the letter. Although for most things, I've been following
them to the letter. Now I can hit Z, turn
off togal x ray. Then we'll need to do the
same for the front side. If I go to the right for the front side, we
need to do the same. I'll select these faces, and this time, they're
just going to be two. Then we go to the right view. Hat, double x ray, and then I can hit E. Then I can move this.
Actually let me at skip. I can actually
select this as well. Let me go to z, tog x ray of, I can
select this as well. Then this time, I'll hit E and choose extrude faces
along normals. So that came out a bit strange. But let's see. Let me do this. I'll select this and it G, try to move it, so there's
nothing wrong with it. I'm just confirming
that I hadn't done like a double extrusion because
it happens sometimes. So I can I'm just
trying something, then I cancel it using
the right mouse button. I'll select this.
Then I'll hit E. Extrude phases along normals. Yeah, this is what I
want. Then I just click. Then I activate the scale
and I'll scale this down. Le so. Then I'll
go to the right, and then I'll activate
the move, I'll move this. Then I will hit the S y, zero. Then I will activate the scale and scale
this again once more. Then I can click on the move and I'll move this
up to that point. I took some liberty with this particular
section of the model. Now I can come in and
start adding edge loops. Control R. I'll add two
here. Then I'll hit one. Then If you want the
edges to be straight, we can hit S zero. But this misses up. If I do this, we'll have to
select this individually, so I'll do click. Then S y zero. I'll double click
on this S y zero. S he skip, I think I heat shift, so S y zero. Then for this, I'll hat x
and then I will dissolve, let me make them edges and
dissolve x dissolve edges. If I dissolve tices, it deletes the whole
thing, so dissolve edges. Then control r into
the same here. Then if I activate or if I
activate the object mode, this is what we have.
No that appealing. It's quite boring to be honest. There's no definition.
As you can see here. What we can do is
we can add a bevel. I'll go to add modifier,
generate bevel, and the stacking order is super important when
it comes to modifiers. If I minimize this
by clicking on this Delta and
minimize that as well. This is button on the fast end. If you click on it and drag, you can be able to
swap the order. I just wanted to level
that fast, then subdivide. Then of course, I have some strange things
happening here. I need to select this tab, then a control r, add an edge loop, move it. Maybe select this
and move them down. So I'm using the move, and then let me tap out
and see what I have. So it hasn't solved a
thing, so let me undo. Let me actually isolate this. This is the issue. So
I can bridge this. So I can select this loop. Click on shift and
select this other loop. Then I can hit the space
b and choose bridge. He deselect
something. Let's see. So Bridge. Okay. This is not working like I
expected. Let me just undo it. I think we'll need to
find another technique to solve this issue. Because if I add the
subdivision and I tub out, we do have an issue
with the mesh. We need to find a way
to solve this issue. I think we'll do that
in the next one. I'll just save this,
I'll go to file Save 12. Click on saves. Y
36. Creating the Logo Face Holder: Now let's fix the issue
that we are having. First of all, I'll select this logo fis and I'll
get rid of the bevel. Then I'll tub in, and I'll turn off
the subdivision. In the edit mode that is. Then I'll select this edge. I'll Notice if I hold
on out and I click, it doesn't select
the edge loop for. That is sacular. It actually
selects the inside one, which is ilgical,
so that tells me that I have an issue
somewhere. So I'll hit one. No select this point, and let me click on Select box. I hit on G and move this. It seems like I have duplicates. So I'll select this point, and then I'll hold down shift. What I want to do is when I hold on shift and
select the second point, I want to march them. I
want to combine them. So I'll hit M to
get the march menu, and I want to march
them at last. So the one that I selected last. So if I select this,
then hold down shift and select
this, and I hit M, and then I say I want
to march at last, that means the last one is
the one that's going to be the marching position. Then I can also select
this and check. Then I can cancel
that operation. I can hit G and check. If I have an issue
here, that definitely means I have an issue
on this other side, so I can just hit G and move
this and click to accept. Then I'll hold on shift, select this and hit M
and choose at last. Then here, of
course, if I hit G, and move this, I also
have the same issue. Click on that to at last. And I think now we're good. So if I hit two for the edge, and I hold on alt and
click on one edge. Io select the whole loop. Once it selects the whole loop, then I know that I solve my
issue in terms of bridging. So what I'm going to do is I'll hold on Alt again and shift, then click on this
other edge loop. Then I will, I'll hit E, then S, and then
I'll scale inwards. A bit. Like so. Then I'll activate the scale, and then I'll use the X and
push this out just a bit. Not too much, just a bit. Now I can hit the space bar. I can type in bridge. I can get bridge edge loops, and now the bridging will occur. If I turn on the subdivision,
this is what we have. And if I click on
select box and tub out. I can select this right click and say I want
to Shade Smooth, and it does look a bit
better than it did before. So that was the issue
that was occurring because I kind of duplicated faces without knowing
that I duplicated them. So that's why I was
having an issue. Another problem I have
is this, see this line, have this extra edge, that if I tab and I hit
three for the faces. Notice that I'm selecting
such a huge face, and this edge is
seemingly not there. So what I can do, I can just disable the subdivision
forming it. Then I can hit two for edges. I can select this
edge, hold on out. Then I'm going to
delete so heat x, and then choose delete edges. And if I activate the
subdivision in edit mode, I can be able to see
the result that I have. So you can refine
this shape further. So to do that, I
can hit Control R, and I can come and click
and just refine it. So I'll add an edge loop there. So Control R again, add an edge loop here as well. I can hit tab and
see what I have. And if I exit isolation mode, m can look at what we have, and this is actually usable. I do want this to be
super hard edged. But of course, you can continue refining this if
that's what you like. You're free to do whatever you might want to
experiment with. But at this point,
I'm happy with this. I solve my issue
that I had with it. But I did get rid of the bevel because I realized it wasn't causing a problem,
but I didn't need it. Is what I want to say. We're done with
this logo face arm, and next would be to create
this if I go to the right, this particular shape,
which is just a cube. I think we can do
that real quick. I can hit shift A, mesh. Let me first of all, make
sure I'm selected in the collection for the models. Then shift A mesh, cube, and then I can reduce
the size of the cube. Then I can move it forward. G, then I can hit Z
activate wire frame. With this cube selected,
I can hit one. Once I hit one, actually, let me I've hit one, and it has hidden everything. Let me unhide everything. That that was a
mistake on my part. So let's go back to the right. Tab, then I hit one. Then I can be able to
move this points up, G Z. Then this as well, G,
then this as well. But this is going to be G Y. Then I need to determine
the size of this. I can actually scale it, but on the X, S, something like that. Okay. Then I can hit Z, solid and there we have it. This is our lobo fase. So this is the m, and this
should be the holder. So base Holder. U I can add a lo for this so Control R just because I wanted to be a bit more
harder than it is. Similar to the sits
tab, Control R. Then tub out. For this, we can
add a simple bevel, so we can select it to
modifier, add modifier, generate bevel, and we can
go to phase orientation, so that is under overlays and
you can reduce the amount. And then I can also
activate the wire frame. So I'll add a few segments
and lower this further. Then I can click and say
I want to shade smooth. Let's see how it looks
like it looks okay. The faces are facing
the correct direction, but for this, we'll
have to fix it. So tab, go to faces, at three, at A, Alt n and choose
to recalculate outside. Then I can out. Making sure that the normals are working in our favor so that when we're setting
up our materials, we do not encounter any issues. So after this point, we have actually
completed creating the fn of the wireframe
and the face orientation. We've actually finished creating this model, this robotic arm. Um The next thing would be to start creating the cylinder that would fit
inside these holes, instead of them
just being empty. But he could have them be empty. It could be a stylistic choice, but I'm going to create a cylinder that's going
to fill in these holes.
37. Finishing up the Robotic Arm: Let's create the cylinder that's going to fill
in these holes. I'll click on shift A. We'll go to mesh, and
we'll create a cylinder. That cylinder has been taken
to the top part, which is. I'll reduce the tes
to let's say 12. The radius as well, and the
depth, which is the height. And so make the radius more. So holding down shift
to get a smaller size. Okay. Then I'll hit. I'll select the cylinder, and I think it's under
the reference images. So this time, instead
of hitting M, you can just select the
cylinder, click on it, hold, and then drag it to
the models collection. Then I can select it. Then I can do an r. So let
me activate the rotation. That's going to be on
the Y. I'll come over here where we have the
options and input -90. Then I'll click on
that on select box. I'll just move it a bit,
so I'll go to the top, and then I will hit z wireframe, actually not wireframe,
but solid z togal x ray. I'll hit g y. And then I will
scale it just a bit. Hold on shift. Then gy, then S shift. Then I want to
scale it on the x, so I want to be it longer. S X I took it here because I
want to use this S A base. Then I'll hit, I'll
turn off x ray, then I will hit G Z
to bring this down like Then I can scale it
down so as shift a bit. Then I can isolate this. I'll at the back space. I'll go to tab, at 34 faces. And what I'm going to do. Actually, I'm not going
to use the faces. I can use the edges. So
I'll hit two for edges. Hold on. It, click on that. Shift out, click on that. Then I can hit the space bar, then I can choose perf edges. Then I can drag this and drug
or adjust the middle mouse. Once add the segments, you need let's say two. Then click on that, tub out. Then I can select this. It's already selected,
right click, Shade Smooth. Doesn't look as appealing, so we can add modifier. So click on add modifier, subdivision surface, and levels
in viewport, make it two. Then I can tab and I I Exit isolation mode. Let me see how this looks like. I can scale it up a bit, S then shift to
scale it up a bit. Let me do this because
I want to scale it up, but I want to do it I
I activate this scale, I only want to do
it on the y and z. This, I don't want to do it on any other axis but those two. I don't want to do it on the
x because the x will make it longer. So now I have that. And it has filled that, so it looks a bit more better
to me, so I'll leave it. So I'll rename it. So
I'll call it Robot. Um two hole mesh. I'm just specifying
what it's for. Then I'll go to the right
click on select box, H shift D to duplicate. I'm not in edit mode. Shift D, then I'll
move this here. Then I'll zoom in.
Then I can activate the move and now move
it to my designs. Then I can of course,
use the scale. Again, on the y and
the D, Iino the x. Then this is for robot 1:00 P.M. One. Then again, shift
d to duplicate, and then move this on the y. Then I'll zoom in and
now I'll specify myself. Now we can check
on the top view. Z wire frame. Make sure things are not funny. So I call this Robert
Arm Holmes two. Then I'll hit, solid, and there we have our
complete robotic. One thing we could
do, select this, activate the scale and
adjust it a bit on the X. Let's look at this as well. Sd bit on the son is fine. Make sure that you look at
your model from all angles, just to see if there's anything else that
you need to add, if you'd like, you're
free to do so. After this point, we're actually
done with the robot arm. The next thing will be to
create the text elements. The text elements that have the face of the logo that's going to be
placed somewhere here. So that's that for the robotic
38. Creating the Screws For the Logo Arm Stand: Before we start creating
the logo phase. That is the section that
has the names of what this logopas is going to say together with any elements that that logopas might have. Before we do that,
we need to create some screws for this
particular logopas, with this selected, we'll
need to look through our objects to see where we
can extract the screws from. Keep in mind our screws
are one huge mesh, if I select this,
as well as this. So we'll need to extract one screw from one of
these meshes that we have. So to do that, I would select this particular mesh hit
tab to go to edit mode, and I can hit three,
to go to faces, and I can zoom into
this, select one face. And because I want to
select the whole screw, just this singular screw, I can hit L on the keyboard. Once I hit L, it's
going to select all the faces that are
within this particular mesh. Then what I can do is I can
hit shift D to duplicate, then click to accept. Then I'll click
on the space bar, then I'll type in separate
and two separate selection. Click on that. If I scroll
down in the outliner, you can see that I
do have a duplicate, so I'll just hit tub to get out of the edit mode for
screw robot stand. Then we have this duplicate. One thing we'll do, we'll fix the origin because
it's a bit off. I'll select the mesh, right click, set origin, and say origin to geometry. Then I will switch
to the right view. Then I'll select the screw and hit G and move this
way it should be. I'll hit g again and
move this somewhat here. If you find this to
be a bit too large, we can scale, so we
can hit scale this. Then G. Then we can now rotate. If I just move out of this just to see that it's in
the correct position, so it, it needs to be here. We're going to hit G x on
the keyboard and move. And then G x again, I just move it in
slightly. So that point. Then I can switch to the
right view, then duplicate. I just need to have three more. Shift D. And I'll heat so that it's
duplicated in the vertical, shift D, and I'll heat y so that I can clock this
on the horizontal. Then I'll move this down, so G, G. I've hidden that. Let me unhide it. I've clicked on this
feasibility econ. G y, and then shift D, then I'll heat Z
to move this up. And then g z again
to move this up. We have the screws for one side. We need the screws for the
other, this other side. I could select this
and I hit shift D. Click to accept.
Then I can activate this rotation icon and
rotate it on the z. Here I'll go to the transform, so you can hit n if you
do not see this panel. Then if I just don't do this, can I just this
maybe two minus 270. And I can click on select Box, then g x, and move this there. Then I'll switch to the
right view once more. Go to Z, choose y frame. Then all I'm going to do is just duplicate and match positions. Shift D, and then
I'll move this here. I'll contra on the Z. Shift D once more to duplicate, then this I'll
constrain on the Y. Move up to this point. Then I'll move this down, G, then shift D, move
this up on the Z. And if I wrote it through, we do have our screws. If I hit Z, solid, we have our screws. For this, I don't like how
they too much on the outside, so I can select them, then hit G x and
just move them in. Then I can select this screws. Screw robot arm stand 001. Hold on shift,
select the last one. Then I can hit the space but, then I can type in join.
Now we have one mesh. This is for this logo face m. Screws go face. There we have a screws. So this is one of the last steps before we
create the front reference. So I think we can create
the front reference that is for the logo
in the next one. So I'll just as the iter.
39. Loading Up the Logo Face Reference Image: So now let's bring
up the reference for the face of the logo. So the face of the logo should
be created somewhere here. The first thing I'll do
is with this selected, I can hit shift S, and I want to bring
up the A pi menu, and I want to move the CA to whatever I have
selected actively. So I'll say A to active. So whatever I've selected, the c should come to its origin. So as you can see, the ca has moved to that
particular objects origin. Then I need to go to the view that I can be able
to place that reference. So I'll click on the Tilda key. Then I'll go to the front. But don't start with the front. What I'm actually seeing is the back side of
the robotic arm. So I will switch this
and we'll use the back. Instead of using the
front, choose the back. This shows us what
we need to see. Then I will go to my outliner, select this collection called reference images and then
turn on selectable for both. Actually, yeah, for both. Let's so for both
and alternative. Select this collection. Then we can hit Shift A. Under Shift A, we can choose to load an image and we
want that image to be the reference. I'll
click on reference. Then I'll just browse up and find that full of that
if called reference images, and then there is that
image called Black Friday, select it, and I'll click
on Lod reference Images. Then this is quite large, so we'll need to scale
it down just a pinch. What I'm going to do is I'll
heat S on the keyboard, then I'll type in 0.8
so that the image is scaled by 0.8 on all axis
x z, then I'll heat enter. Since I still have this active,
if you look at the scale, you can see x 0.8, y 0.8 z 0.8. Then in the collection, Currently, the image
is called empty. So I just a book click on
it and call it Mega flash. Sale. Then we can go to the settings of this particular reference. So we'll go to the
properties and go to data. Under data, we can
turn on opacity, just like we did before with
the other reference images. I will click on this value, which is set to 1.0 T 0.5. Then I'm going to turn off
the selectable option. For all of this. I don't
want this to be selectable. Then for this robotic arm, I will turn off the reference. I'll hide in viewpot, and
I'll also hide in renderer. Everything in these three
icons is turned off. It's not selectable, it cannot
be seen in the viewport and it cannot be seen
in the renderer. Now, if I rotate, we can see that our image is well placed. So now we can start on creating some of these
elements that are required.
40. Creating the Logo Face Ouline using Curves: Y. We can now start creating
some of these elements. We'll start by creating this
outline that goes around. If I go to the back view, we have this outline that goes around this particular face. To create that, we'll
need super simple. Make sure that you're not in the collection for
reference images, select the collection
for models. Then I'll a shift A. When I a shift A,
I'll go to mesh, and what I'm looking for
is actually single vat. A single vat is a single point. Remember when we were
setting up preferences. There is an add on
that we turned on, which was extra objects, and this is where now
that comes into play. I'll click on a single vat
and a single v is added, as you can see, here it is. And the software actually takes
us directly to edit mode, so I'll hit one so that I
can go to the aties mode. Then I'll now start extruding this point
around this outline. First of all, I'll
if I just at A. Then I'll hit G, and
I'll move this here, as you can see, this dot. Then on I move it here, then I can start extruding. With this point
selected, you can hit E. Then I'll take this here. And click to accept E
again and take this here. E, but the same
I'll hit Z as well so that it's constrained
on the Z axis. Take this summer here, and then E take this here. Then E and plate this here. Then notice we have
this open gap. So we can select the two
points and then we can hit F F to create
this particular edge. Then we can now come in and
start making adjustments. What I'm going to do is
I'll tub out to get out of edit mode and because I want to have control
over the curvature, because for example, this
is a really long edge. Be I want to have control
over the curvature, I'll need to convert this
from being a mesh to a curve. Since I'm in object mode, and that vats mesh is selected. We can click and
go to convert two, and I'll choose
convert to curve. Then I can tab in and nothing
drastic has happened, but I can hit A to
select all the points. Then I can click, and then I can go
to set handle type. Actually, set spline type. Set spline type,
and I'll choose Bs. Reason I'm choosing Bezier is because I want to have handles. If I select this point, notice there's no way that I can be able to make this calve. But if I choose Bezier, I can get Bezier
handles that are going to allow me to be able to make this particular calve because a calve to
calve actually. I hit A, right click
Set spline type Bs. Now If I zoom in here I
notice I have handles and they do have
points on either side. That's what we're
going to be adjusting. I'll just hold on shift and move up using the middle
mouse as well. Then I'll start
making adjustments. For example, here,
this is point, I'll select this handle. Make sure you hover
over the handle, click and drag and then hit G, and I'll move the point up
like so, as you can see. Then you can push it in,
you can push it out. The choice is yours, depending on what you're
trying to achieve. I'll move it up to that point. Then I'll select this point. F over that handle, hit G, then I'll push this in. Be it can't be this long, so I need to push it in. Then once you're
satisfied, accept that. Then I'll come to
this other side, select that handle, hit G, move this up, and then select
this, select that handle. G, move it up and push it in. I can adjust this further. Let me click and drag and
just move this by heating G. We can go into isolation mode and see exactly what we have
and as you can see, because we have access
to those Bezier handles, we're able to make this curve. So I'll exit isolation mode. Then I'm going to go
do the same here. I'll select that point. Hop over this handle, click and drug. Now hit G. One thing about this bottom part
is it won't be enough. Let me cancel this by clicking
on the right mouse button. The one point here and another
one here won't be enough, so we need to add another
point in the middle. I'll click on this and drug. Hold on shift, click
and drag on the second. Then I can right click
and choose subdivide, and I'll only subdivide one. You have the subdivide settings, number of cuts one. Now I can select this point, it G and move it down. Then come over here, select this point, hove
over its handle. Then I can adjust it, push it in and up
up to that point. Then I can now come
here, select this point, hove over this handle. Hit G, move this down, so Then I'll select this point and hold on shift,
select this other one. Then right click and
we'll choose subdivide. So let me do that, select
this point and this point. Make sure these handles are not selected because
if you subdivide, sometimes they can subdivide
the handle as well, and that's not what
I want you to do. So I'll right click
and subdivide. Now we have this point, which you can move
down so you can hit G. Then I can come over here, ho over this handle
and hit G as well. Select this, move
this. That was fine. With this, G, push it in up, so I have this select
this handle, it G. Let me go to isolation
and see what I have. This is not as pleasing
as I'd like it to be. Let me make an adjustment. Let me go back to is, I rather exit isolation. Select this, select this. It's kind of getting there. So you can tinker here and there until you get
your desired results. So Then I can select this. Select that handle,
G, move this down. Then hold over this handle. Let's get out of let's go
to isolation mode and then I'll hit G. So then
I can adjust this. Let's look at our reference
again, this down a bit. Select this, G, move it
in. Then select this. Oh. And let's go to isolation
mode and see what we have. This is actually
pleasant enough. Then I can tub out and exit isolation
mode. See what we have. We've created the
outline that we need. So I'll double click on this. I don't want it
to be called fat. So I just call it logo outline. It's not yet done, of course. I will just keep on adding
to this as we progress.
41. Finishing the Logo Face Outline: Now we can refine the
outline that we've created. What I'm going to do
first is I'm going to convert it to a mesh. Right now I'm in object mode. I can just click,
convert two mesh. Once I convert it to A mesh, that means if I tub in, now I can have access to points to the edges
and the faces. I'm going to hit
two for the edges. Then I'll hit A to
select everything. Then I will hit shift
D to duplicate. Then I will hit S, and
then I will scale down. If I A, you should
have two outlines, one for the outside, one for the inside. Once I hit A, I need to
create a face from this. What I can do is I can hit the spacebar and I
can type in bridge. If I click on bridge, I should have my faces created. That we have this,
you can come in and compare with your reference. But I think this is
going to be fine. Of course, if I rotate, this is lying plot
on that reference. What I'm going to do is
I'll at three, four phases, then I'll it E for extrusion, and then y for the y axis, and then click and drug. Then I can click to accept once I'm satisfied
with the thickness. I can still click on the move with this face is
still selected, and I can still continue moving this to my heart's content
if that's what I want to do. I'll go back to select box. I'm just trying to see
if this is thick enough. Maybe if I increase
the thickness a bit, maybe something like
that. Then I can tap out. If I go to the back,
we have our outline. Now what I want us to do is I want us to refine this shape. I'll go to the edit mode, and I'll go to edges. Of course, there's something
funny with your mesh. For example, this
part, if I hit one, this part over here, I can go to the back and make
the adjustment. I'll hit Z wireframe, go to select box, select this, G, move
it, just a bit. Sometimes things
won't be perfect. You'll need to move a few
things here and there. And we can also select
these points and turn on proportional editing, and I'm still going
to be using smooth, and I can hit G. Then I
can use the scroll wheel. Then I can move this up a bit. Then turn off
proportional editing. Heat, solid, and I'll tb out. So this is quite fine. Then I'll go back to edit mode. Heat two for edges. Then I'll start
adding edge loops. So heat control R. Then I'll add an edge
loop right at this edge. I could bevel, to be honest, but I just want to have full control over
where I'm placing things. I'm just going to
do it manually. I'll click and drag
somewhere here. Then I'll do it on
the other side, so control r, click
and drag here. Remember if you're not happy, you can just hold
on I, double click. Hit the space bar,
then type in slide, choose e slide, then we
can slide this edge. Again, so let me
just isolate this. Control R, click and
drag to this point. Control R, click and drug. Again, I feel like the
distance is too large. I'll do an edge slide.
Similar to this. I'll double click, type
in slide, edge slide. Then I'll do the same
for this edge loop. Right here, this one. Control R. We can drug. Control as well for
this other side. And do the same for
this other side, so Control R. It's
quite repetitive, what it is that we're doing
for this particular section. Then I can add an edge
loop that goes round. The thickness, so Control R, and this same I'll scroll
up to add two segments or two edges and click and
click again to accept, and on the inside, do the same. Control R, scroll up, click to accept as well. Then we can go to the
modifier in the properties and add modifier, generate
subdivision surface. Then I can tap out and notice that we do have some
nice rounding over here, but this is messed up. For this part, let me turn off the subdivision in
the edit and hit. We're going to bevel this. I'll hold on, double click, and then I'll hold down shift, then then double click
on this other side. Then I'll hit the space
per and choose to bevel. I should have
defined bevel edges. I'll I'll shift do click. Bevel. Bele edges. Then I can click and drop, then scroll up to add a segment. It's just a tiny change. You can still come
in the settings and make your adjustment. Because you've
clicked to accept, doesn't mean you
can't make changes. You can still come
here. Hold on, shift and make your change. Then I can tap out and
turn this back on. And as you can see,
this is more appealing. If we select this and right click and choose Shade Smooth, this is what we have, which looks pretty nice. You can still do the
same here if you wanted this to be
over a sharper edge. You can bevel that,
but I don't want that, so this is fine with me. And the reason I manually added the edge loose
myself is because I didn't want this to be um to be like
an edge similar to this. I didn't want it
to be rounded or founded it to be super smooth, so that's one of
the reasons why. Now we have our logo
outline finished. Now we can create the logo face.
42. Creating the Logo Face: Now we need to create
the logo phase. Exit isolation mode. For the logo face, we'll
need to extract the face itself from an edge. We're going to use this logo
outline that we just created to extract an edge
and create the face. So I'll just hit
tab. Then of course, the software remembers
the previous selection. I will just want to select one loop and
I'll choose this one, so I'll hold on, click, then I'll hit shift D. Then accept that change by clicking on the
left most button, hit the space bar
and then choose to separate and choose
separate by selection. Now if you look at
the collection, you can see, we have
logo outline 001. So I'll just deactivate the edit mode for
the logo outline. I'll just click on this
icon just to the left of it to get out of Edit mode. Then with this, I'll
just double click and call it logo face. Then I can disable the
subdivision surface. I've disabled all the icons, then I can switch to the right. Can hit wire frame. Then I can move this. I just want to move
it up to here. This is G. Then it said again solid. Then we can tab to
go to edit mode, go to two to select
edges, heat A, then heat F to feel that face. Then I can go to three, four fases, heat A. Then I can do a or rather in. I just want to Inset this a bit. So it this spacebar,
type in inset, and choose inset faces, and then I'll just drag this
a bit and click to accept. Then I'll hit A to
select everything. Then I'll switch to the right. Then I hit Z, to
go to wire frame. Then I'll hit E on the keyboard. Actually, I'll just hit
Let me do that. Hit E. Let me make sure that m I don't have anything extruded
yet. So let me just hit G. Yeah, it's fine. I go back
to right Z wireframe, then we'll go to E and y. Bring this forward
up to that point. I'm using these lines. I'm using this and this as the basis for how I how
thick this should be. Now if I hit that solid, we do have the face, we can come in and add a
few things here in there. The first being, let's
go to isolation mode and let me turn back
on the subdivision, all the icons for the
subdivision, all three of these. Once I turn this back on, the result that I get
is not that pleasing. If I tub out, so we'll need
to do a few extra things. I can Control R, then we can start
adding edge loops, we can add an edge loop there. Another one here, so Control R. And then control arr again add some
here at the center. Two. Then I can tub out, turn this back on and
look at what we have. Now this is super pleasing, can select it, right
click Shad Smooth, and we have a replica
of the previous model. It's only that now this
one has a thickness. Then I can now exit
isolation mode. Once we do that,
That's how we have finished creating the logo face. The other thing I want to do is if I just go to
the collections, I want to hide the reference image collections for a minute, and then I need to
align this too, and this, I need
to move them back. This time, I'll go to the top, and then I will hit Z wireframe. I need to make sure that this
thickness is the one that touches this particular
mesh over here. I can hit G, y, and then I'll move
this up to that point. Because I did check that the thickness should go from here and move all
the way to here. This is what I'm
using as a basis. Then I can hit Z solid, and that's exactly what we have. I can move it a bit more again, so that's G y. That's it. Now that we have that, we
have created our logo face. We can just go to file save.
43. Creating the Flash Outline: Now let's enable the
reference images. So I'll enable the
collection visibility. Then I'll select the
models collection. Then I'll switch to Actually, I'll switch to the back view, hit Z and choose wire frame. What I want to create
is this outline for this flash section. For this, we're going
to use simply a plane. What I'm going to do
is I'll hit shift A, go to mesh and choose
to add a plane. The plane has been
added where the CA is, so I'll heat r, and
I'll choose the x axis, and I'll choose 90. If I rotate, you can see that it did actually rotate it on the x and the 90 degree angle. Then I'll go back to the front. Sorry the back. I remember you can still use the
rotation to if you'd like. Then I'll tab in go to
one, select my points. Then I'll heat z.
T Then I'll hit G, move this up, and I'll select
these points at the bottom. Then G, move it down. Then select these points. G x, move this here, as well as this other side, G x. Then we need to create
this rounding it cs. For that, we'll need to bevel, but we're going
to bevel Vatices. I'll select everything
by hitting A, it this space bar, then
we'll choose bevel. This time we will
say Bevel vertices, and then I'll click and drug, and you can add more
points by using the scroll wheel. I
think this is enough. I don't want to overdo it. And then once you're satisfied, you can click to accept. If there's something you need to adjust, especially the width, you can come to
the Bevel settings and make your adjustments. Then I can tab out, and then I can go to isolation, hit Z, solid, remember,
it's a plane. Then I'll exit isolation. Then I'll move this forward. That is going to be G Y. I can actually use the top view to make sure that I'm
moving this as I should. This is G Y. I can't
actually see it. Let's hit Z wire frame. Then we do a G y movement,
some other that. Then I can hit Z solid. We've moved it to
eight should be. Then now I can hit the tab key. You can go to three, to go
to faces, select this face. Then we can go to the back view, it Z, and then we can
go to wire frame. Then I can choose to inset, so Space inset faces. Click on that, then drag. And once you're satisfied, click on the left most
button to accept. Then we'll remain with
if I go back to solid. We'll remain with
this phase, which I'm actually going to delete, so I'll hit x, and I'll
choose to delete phases. Now I can hit A, and I can go to the top
view, right click top. Actually not right click, but rather go to
the Tilda key top, then we can hit E Z. Actually know y. So
something like that. And there we have our outline. Then if I tub out, I can
right click and say, she'd smooth, but this
looks pretty horrible. What we can do, can tub in Control R and add a
few lops at the middle. Also on the inside, so Control
R, the inside as well. Then we can come
in and Bevel this, so I can hold on I
shift click shift. Then I can isolate so that I can select the ones
at the back as well, so I'll shift click. It shift click. Then I can hit the space, choose Bev, but I'll
choose Bevel edges. Then I can adjust hold on shift. Once I'm satisfied, I can
click to accept tub out. Now as you can see,
this is what we have. Then we can add a modifier. I I select this, we
can add a modifier. Generate subdivision surface. This is what we have
and we can increase the levels in the viewport. Then we can exit isolation, and then I can call this
the book click on it, call it flash outline. If we go to the back view, it wire frame, we can see
that's exactly what we have. The next thing
would be to create this mesh kind of
surface where we have, if I could call them dots, but they're like small holes distributed just
within this outline.
44. Creating the Dotted Mesh: To create these holes that are in this particular area
that look like a mesh. We'll need to start with
a really simple object, which is going to be a plane. Make sure you're selected
in the models collection. Shift A, mesh plane. With this plane, I'm
going to reduce its size, let's say 2.2. Then
I'll rotate it. That's going to be
rotation on x r x 90. Then I'll isolate it. Then we can hit z, solid. Then I'll go to the
tub mode. I can hit A. Actually, let me
hit three, then A. Then I can click and
choose to subdivide. For subdivide, the
number of cuts, I'll increase them to four. Then I want to create the whole, so I'll need to
select these faces. These nine faces. And when I click, we have this option
called Loop tools. Back again to the
first few things that we ever did
in the software. Again, the add ons, this is the add on
called loop tools. So In loopholes, we can be able to choose to do lots of things to
whatever we've selected. But what I want us to
choose to create is a saco. So I click on Sackle and it
actually creates a saco. Then I can click on the rotation and actually
try and fix this, just a tiny bit. X so. Then I'll click on the select box,
then I can hit X. Then I can choose to delete faces, and
that's what we have. That's how you create the hole. I I tab out, that's
exactly what we have. I can now exit isolation. Hit said, go to wire frame. And this plane. I can move it, so I'll hit G, and I'll move it somewhere here, and then I can tab in it A to select
everything and scale. Notice this time, I'm not
scaling on on the object mode. F about, and that's
because I want the scale to remain to be one. Because right now
in object mode, if you look at the top left, and if you look at these
transform options, we have the scale set to one. If you're scaling
objects in edit mode, it will never register in the object mode as a
change that you've made. Now what I can do
to distribute this, we'll need to use an array. For this plane, can
go to add modifier, and then I can go to
generate and choose array. The array modifier. We can now use the
relative offset. Before we use the object offset, and that was for distributing the screws around this space, if you remember, this. But in this instance, we don't need to
reference any sort of shape that we need
to distribute this on, relative offset
will be just fine. I'll move this to the other side because I don't want
it to be on this side. I'll use negative one. Then we can increase the count. I Zoom out, can
increase the count. Up to that point, maybe
after that point. Then I can add another array. I'll minimize this by
clicking on this drop down, and you're going to
add modifier and add another array, so
generate array. This new array is supposed to now distribute this vertically. In the second array, what we need is to change
first of all, the relative offset, the value is not going to be x again. It's actually going to be Z. If I'm not wrong, a just this. F is going to be it's the
Y s not the z, the Y. So I'll input minus one. Then A is minus one on the y. Then on the x, are input zero. Notice that this is now
arranged as it should. Get rid of the x value and
then on the y input minus one. Then we can increase the count. And I'll let this
exceed just a bit. Then I can minimize this. Then if I isolate
this and hit Z solid. It's kind of flat. So it is
a mesh. It's kind of flat. So we can give it a
bit of thickness. To do that, we can
add another modifier. So I'll go to add modifier,
generate solidify. Solidify will give it
a bit more thickness. Then as you can see, this is the thickness we
have, and it's a bit much. In the solidify, we just need
to reduce the thickness. So I'll hold on shift
and then reduce this. Value. Maybe up to that
point, this is fine. Then minimize this.
We can select this, re click, say you
want to shade smooth. But notice this doesn't
look that appealing, so I'll re click and say
I want to shade flat. Now, can do, we can
apply these modifiers. When you're applying modifiers, that means you want to store
whatever we've set into the mesh without
having to go back and forth within the modifier. We want to get rid
of these modifiers, but maintain the results. That's what I mean when
I say I want to sopply. I'll start with the
first one, so we'll apply the first one,
second one, third one. It needs to be sequential. I'll click on this dropdown for the fast array and
click on Apply. Click on the Drop Down
for the second one. Apply. Click on the Drop
Down for solidify and Apply. There we have it. Then I
can exit isolation mode. And then we can go to
the top to the top view. I'll go to the top, it iframe. Then I'll move this, so G, y. I'll move this to that point. And then we can go
to the back, sorry. Then there are these
areas that are quite they exceed whatever
it is that we have, so we can delete them. We can just hit
one, actually not one because of it and
everything by hitting one. Tab, then we can go to points, edges, faces, whatever you like. I'll choose points ates. Then I'll click on this part and track just the bottom part. X, then I can heat x, then I choose to
delete partices. Now if I tub out
and hit that solid, This looks like it should. Even if you have the same
thing happening on the sides, you can still delate. This is how you create the mesh. This is like an a dotted mesh. Another thing we could add is
a plane. Just behind this. So what I can do, shift S and then
say c to active. And the active one is here, so let me right click and say set origin origin to geometry so that the
origin is centered, then I can hit shift
S.'s say cs to active. Then we can do like a
shift A mesh plane, with this plane, make it
slightly larger than this. Let's say the two. Then we can rotate the plane. Notice that this plane is in the reference
images collection, so I can select it,
click and hold, and then drag it to
the models folder, rather than under
folder the collection. Then I can select it now. Then we can rotate. R. Then A and scale down on the Z. S.
And hold down shift. Then we can switch to the back, wire frame so that
we can be able to see the reference as well. Then I move this G x and
select this other side. G X. We can choose to bevel, so I can select all the points. Then hit the space
bar bevel edges. Sorry, atices, just a bit, and then accept.
Then I can tap out. So we have two planes al
plane and then plane.001. This is the dotted
line background. Dotted M line. Dotted mesh background. And then this is
the dotted mesh. Okay. Then we need to look at the placement so
I can select this, hold down shift and select this. I'm selecting them
from the outliner. Then I can isolate. Then I can move them. Just a bit. Let me hit solid. Yes, just to make sure it
looks like it. This is fine. Then I can exit isolation. And that's how we create the doted mesh and
its background.
45. Creating the MEGA Text: H L et's now create the text that will
be the word mega. For that, we're going to
create a simple text. I need to ensure
that I'm selected in the collections for
models and I hit Shift A, and I'll choose text. This text will need to
be rotated of course. We can activate the rotation
and click in drug and I'll show if I hit N. Item. Then I can rotate this. It's going to be 180 on the Z, and then I'm going to do
an rotation on x by 490. -90. I just type 90 and
added a minus at the end. Then we'll switch to the back. I'll hit for wire frame. Then I'll hit G to move this text to
where I want it to be. G again to move it. Then I need to click on
select box, then I'll t in. And once you hit Tub, you can be able to edit the
text, change what it says. So I'll just type in
mega and then tub out. I need to use a specific font
and If I select the text, we can go to the font settings
in the properties window. That is the data
properties for the font. We'll start with scroll down. There's an option for the font. With my fonts, I'm not
going to load them directly from the fonts
folder within windows. I'll just load it up from a folder that
already has the font. So you have the option to choose regular bold
italic bold and italic. I'll click on this folder
icon for the regular. Then of course, the blender, the software takes me
to the phones folder. You can use your phones
folder if you like. You're free to use whichever
font you like at this point. I'm going to go to
where I've been saving. M blender files are here, my reference image, and
then I have the font. In the font, I have this
regular engine regular font. So select it and
click on Open font. And there we have our font. Then I can do, we can change the size of
the phone, so I can hit S, and then just make
it smaller like so then we can hit G
and I'll try match it. So I'm looking at the M
and trying to match the M with the M in the reference. But then the E, the G, and the A, they are bit off. So still in the
settings for the text, we'll look for the spacing. Of course, I scale
to adjust the size, but you can go to transform
and you can play around with the size still if that's
something you'd like. So the size by default is one. I won't change anything,
but we'll go to spacing. That isn't a paragraph. Open paragraph and
then go to spacing, and then we have
character spacing. I need to space out the letter. I I adjust this, you can see the text is being
moved left and right. So I'll just need to hold
down shift and then move this slowly and try to align
and it is aligned. Then if I go back to solid, notice that this text
is really, really flat, and I want it to be as thick
as this flash outline. I've noticed that some of these dots are
picking out from here. Let me select this. L et me hide it for a minute
and find what is speaking. So it's this. Let me
unhide the flash. Then I can hit tub and these two points.
I can select them. X and delete fats. It's not going to
affect anything that much. Then I can tub out. For this mega texts, it needs to be thick. We can go to modifiers. Modifiers. I'll click
on add modifiers, then we go to generate
and we'll use solidify. We've used solidify
before with those dots. This term using
solidify with the text. I'll click on solidify, and then in solidify, I'm just going to
change the thickness. I'll make it like a negative
negative one negative 0.17. I'll change the view to write. Then actually come
and see what we have. I'll hit Z wire frame. Then I can hit G Y, just to move it back a bit. Then I can adjust this
value for solidify. There we have our text. I also need to bring it down. Let me go to the back. G, bring it down
up to that point. Actually, let me not bring it down just yet, because if I do, the G will intersect. So I think we'll
do this manually when we get to the
animation part, but this actually
looks pretty good. But there are some
things I want us to adjust within this text because if I go to the overlays
and turn on wire frame, the distribution of the faces isn't as appealing as
I'd like for it to be. Want it to be more quad like because of animation
later down the line. I want them to be quads, for example, this,
these are quads. I would like for this
surface to also have that same pattern for
easier animation. We'll need to fix that,
but I think we can do that in the next one. But other than that,
this is how you create the texts in a simple way.
46. Fixing the MEGA Text Mesh: We now need to make sure that this particular text has topology that is more
quad, more like squares. With the text selected, if we go to the modifiers, we've only added solidify. For us to fix the mesh, we can go to add modifier, generate, and we
can choose mesh. So mesh allows for us to
create new mesh topology. And for this to work, if you look at the remesh, we have several tabs
or several options. We have block,
smooth, sharp voxel. The one that I need to use
or we need to use is sharp. And if you hove
over eight notice, it tells you output
a surface that reproduces sharp edges and
corners from the input mesh. So the sharp is
similar to the smooth, only that the difference is, it ensures that it maintains or preserves sharp
edges and corners. So I click on Sharp. And as you can see, we really see like one letter,
which is the E, and in this sharp option, there are things
that we can change. So we sat with things
like the xtr depth. So xtr depth you said 24. So this determines
the resolution. So I'll increase this to
six and now the E is gone, we have the M. But
if you look at this, you can see that now we do have the cords that I
was looking for, because if we actually turn
this off in real time, you can see these are
mostly triangles, which are going to be
undesirable for our animation. So if I turn this back on
by turning on the display, you can see we have more cords. Then we need to turn off,
remove disconnected. Remove disconnected,
helps to filter out disconnected
pieces of the output. So if I turn this off, then I can be able to see the
other aspects of the text. Because if this is on, we're only going to see one letter. So that's all I've
changed in the remesh. We're using the sharp
mode so that we can maintain the edges
and the corners. We've adjusted the
octree depth to allow us to have or rather
increase the resolution, and we've turned off remove disconnected so that we
can see the whole text. So the next thing would be
to minimize that remesh. And if I look at this edge, I would like to have
a small rounding at this particular area, so we could add a bevel. Again, I go to add
modifier, generate bevel. And now we have a
really small bevel. And if I go to overlays
and turn off wire frame, we can see we have
a subtle rounding. And with this, if I go back to overlays and
turn on wire frame, we can be able to add a segment. We can be able to
reduce the amount. If you don't like this amount, so I'm using the shift
key to reduce this, maybe something like that. Now if I turn off the overlays,
this is what we have. Then one thing about text, if I click on this
drop down because I'm done and I don't
want to have um, any access to these modifiers. I want to collapse them
within the mesh that we have. If I click on the
drop down for apply. Notice that it refuses. It says, cannot apply modifier
for this object type. When you try and apply a
modifier for the text, usually it's going to
be a bit problematic. So I want this to be
like an actual mesh, where I can be able
to access the points, the edges, and the faces. For that to be possible, I'll just select the
text in the perspective. Then I'll click, then
I'll say convert to. Convert to what e mesh. Once I convert it to mesh, notice that the
modifiers are gone. Now if I tub in, I can be
able to select the points, the edges, and the faces. So let me tab out. And this
is going to be helpful for our animation because
you're going to be animating these
letters individually, it's going to be of good use. We can also choose to
Shade Smooth on this, so you can select it right, click, Shade Smooth, see
the result that you get. I isn't too bad. This is okay, and that's how we
create that mega text. But of course, this is
dependent on your phone. Some phones can be quite
cumbersome compared to others. So be wary of that as well. If I go to the overlay and
we look at face orientation, notice that some of these
normals are bit off. For the outline, for example, I can heat tub. I can at three to go to faces, select everything,
and then at A n, and then choose to flip. Then tub out, select
this as well. I notice there's
something funny here, so I'll select
this tub heat one, select these points,
at x, delete Vatices. Then tub out. Then
I can select this. Tubing, go to three, A to select all the faces, A n, then you can choose
to flip and then tub out. Ensure that nothing is red. Here we have the plane.
If I could isolate it. This backside is red, it doesn't matter
if the back side is red because it's super flat. I think with this, it's fine. This is really,
really good progress. I'll turn off face orientation, and of course, I'll go
to file and I'll save. Then I need to
rename these texts. I'll click on it and
I'll call it Mega text. So I'm well aware that some
of these texts are floating, but that is due to this G. So
we'll fix it down the line. But for now, this is k.
47. Creating the SALE Text: A. For the next thing, we need to create
the text for sale. This text for sale doesn't
have a lot of steps. It's actually quite simple. I'll hit shift A,
and I'll add a text. Then of course, we'll
rotate it on the z axis. So I put 180 on the z. Then I rotated it on
the x so R x -90. Then we'll switch to I hit the this particular collection. So let me unhide it. Then I'll switch to the back. Then I'll hit Z wireframe. Here's the text at the bottom. I hit G, and I'll
move it should be. I hit S to scale it down, G again. Then I'll tub in. And I'll type in the text sale, and once I'm satisfied,
I'll tap out. Then in the properties
option for the text, we'll go to the object data, and then we'll look
for the font option. And I'm going to load the same phones that we
use, which was engine. I'll click on this folder. What we I'm saving my work. Find that folder whole font, and I'll select the
font engine regular. But like I said, you can
still use the phones that are available in your own
windows fonts folder. Then phons Iloaded it up. I'll train line up the text, and I'll scale it up a bit
and move it Hit S again. Then I can move the text, offset some of the letters. In the text options still, we have the spacing option, which is under paragraph. Under spacing, we can increase that distance to that point. Then I can also reduce things
like the size from here. But I think this is fine,
I'll just move it down a bit. If I said so. We have our text. We can choose to solidify, so we can make it thick, so we can go to
modifiers, add modifier, generate, solidify, and this has to be a negative
value so on the thickness, and put negative something. This text doesn't need to be super thick like the mega one. Now that we have this,
we can minimize that. Then we can go to
add modifier and go under generate Bevel. I can isolate this by
clicking on the back slash. Then we can go to overlays
and choose wire frame. And then we can increase
the amount for the Bevel. Notice it isn't as perfect. Doesn't give me what
I want. I could leave it out actually. Okay. So let me just
get rid of the bevel. We could still use
the remesh option because I want to
bevel the edges and because these triangles, it doesn't bode well with that. So we could choose to remesh. And under remesh, we can go
to sharp just like before. Then the octree depth, we can make it six. Then we can turn off, remove, disconnected.
Minimize that. Then we can now add the bevel. Then I can increase
the segment to two. Then I can go to the overlays and turn this off for a minute. Then look at this text. It actually looks pretty good. Can reduce the amount of
the bevel if you'd like. That's great. I exit isolation mode, and we have our mega text, we have our sale text. Of course, remember,
for the text, you cannot be able
to apply this. So I just need to select the
text itself, right click. Convert two and say I want
to convert this to a mesh. And that is going to
apply those modifiers. Then I'll rename this text, so I'll call it sale. Text. Of course, I'll
go to file save. This is coming along well. What is left is if I go to
the front or rather the back. What is left is the flash text and the neon signs are going
to be like neon signs. That's what is left in
terms of this logo section, the section that has
the name that is. So we'll do that next.
48. Creating the FLASH Text: E. Now let's create
the flash text. For that, we'll just
ensure that we're in the models collection. Then we can hit shift A. Then we can go to text. We'll need to make sure
that our text is well aligned in regard
to the rotation. If I go to the item section here where we have
the transform, and if you don't have it active, just hit n, sho bring it up. Can manually activate
the rotation tool or you can come over here on rotation X N Z and
make your adjustments. So I'll just use some values that I already
know that we work. So I'll first of all make
this rotate anticlockwise. That's going to be R Z 180. Then I'm going to make
it stand upright, so that's going to be x minus actually it's
going to be r x -90, and the text is now upright. Then I will switch
to the back view. I'll hit for the wire frame, and then I will click on this select box and just hit
G and move this manually. For this text, I will
change its font. I'll go to the text settings and I'll just go to the font option, and I'll load up
the regular font. I'm still using the same
phone that I used before. The software actually
remembers the windows fonts. I place my phones in
three D objects font, but you can use the windows one. Engine regular is
what I'm using. Then once it changes. If I just hit Z solid,
it has changed. What we need to change,
if I go back to the back view and
hit Z wire frame, what I need to change
is the spacing. If I scroll down, we have a paragraph, we have alignment,
then we have spacing. Character spacing
is what I want to. Just. So if I reset
the default value by hovering over the
value that was then hitting back space, if
you go back to one. Then I can hold on shift and
then click and drag slowly. Of course, I need to make
the text say what it should, which is the word
flash. So just tab in. It the back space
and then type in the word flush, then tub out. Then I can come back to the spacing and make my
adjustment. Try to match this. Then I can also move this G x. That is the F, is
what I'm moving. Then I can actually reduce
the size by heating S. Also, if we can come here
under transform, and that is in the
settings of the text, and we can reduce the size, just hold down shift, and
then drag down slowly. To that point. Then we can go
back to character spacing, and I'll just move this back
a bit and there we have it. We have our text. Then we can hit and then
we can go to solid. Our text is quite flat. If we go back up to the
settings of the text, where we have geometry,
we have things like offset and extrude. We can adjust the
extrude like so. And I'll just switch the
view to the right view. Then I'll hit Z and
go to wire frame. And I'm using wire
frame so that I can determine the thickness. So shift, click and drag,
and then I'll move it. G Y to that point. Keep in mind, we have the
dot this dotted mesh. We have to make
sure that the text is in front of the dotted mesh. If you look closely, if I select the text here, you can see the dotted mesh
is here and here is the text. So once we have this, This is quite usable. What we can do, we can
change the fil mode. The fil mode refers to if I
just go to isolation mode, can we have open faces where we can see the
inside of the text. Right now, both the front and the back of the text is filled. But if you click on Bad
says both for the fil mode, we can see you have none, which if you select none, the whole text has the
back in the front open. If you choose back, it only
has the back section open. If you or it only has
the front section. And then if you choose front, that's where you only have
the back section open. Then we have both where you
have both kind of closed. So we're going to use
back where we have the back closed so that
the front is open. And once you have that, change, that is the fill mode. We now have our text. Creating this text wasn't
super complicated. And we're not going to
look at changing things like if I go to overlays
and turn on wireframe. I'm not going to
be super concerned about the triangles
that we have. This doesn't need to
be an actual mesh. It's okay being a text because we're not
going to move it a. So it's going to be quite fine. I'll just turn off my wireframe, and that's how you create
this particular text.
49. Creating the Flash Neon Outlines: We'll start by renaming
the text for the flash. I'll just double
click on the text and type in flash text. Just for better organization, then we need to create
the neon outline. To do that, we'll use a simple object or
mesh in this instance, which is the single vat.
So I'll at shift A. Then we go to mesh, single
vat, add single vat. The single vats has been added, and if you scroll down
in your outliner, you'll see the vat and to
the left of that object, this is icon, and that shows you that
we are in edit mode. First of all, the
switch to point mode, so I'll at one on
the keyboard so that we switch to Vatss mode. Then I can switch
to the back view. Then I can hit sd wire frame. Then I can hit A. That means I've
selected the point, then g to move the point here
where the F is. So here. Then I'll zoom in and
again, I'll move it. G Then what I'm going to do is I'm going to
hat E to extrude just a bit, and then I'll at x to constrain. I've done a really
small extrusion because this first point is
going to go inside like a small knob so that we
can have a point of origin for the neon sine or the tubing. That's why I've done
that. Then I'll select this second one. Then I'll heat E, and x
to constrain it on the x. Then I'll at E. Again, this time to
constrain it on the z. Then I'll get to
this point here. Then I'm going to
date directly down. Alex std first to form
this section of the F, so I'll at E and x. Then just like I
did before here, I'll do another small extion, E x. Then I'll come back here. Then I will hit E, D. We have our if I hit A. I think this is too cluttered. What I can do, I can just
tap out of that vat, and then I can turn
on selectable, then turn on selectable
for the Mega flash sale. For the mega flash sale, I'll hold down
control for the vt, then I'll hit back slash to isolate so that we have
an easier time working. Now I can select the
vat and then turbine. So that we don't see
all the other measures. I can select one
of these points. It doesn't matter reach
on, it could be this one, it could be this one,
does't matter reach one. Then I can hit shift
d to duplicate, and then I can move that
point here. Here's the point. Just hit g to move it, but make sure that you've
duplicated by hitting shift D. Then I'll zoom in,
I'll hit E again, constrain it on the x, move this a bit,
and then now E x. Then E z to the
bottom here, then x. Then I'll zoom in, make
a small extrusion, so E x once more. Then we'll duplicate again, so shift D. I'll have this point already
selected, so shift D. Now place this here, and
then I'll use g to move it, and then E again, then
this area over here. And zoom in. Let me
move it once more. Then E x. Notice when I'm on the
diagonal type of motion, I don't constrain
on x y or z. E, and here I can just click once. Then again, click again. Then I can move this G. Actually, I can just
the G twice, or not. So to that point, is okay. Then select any point, I'll just select,
let's say this one, shift d to duplicate to
create this area over here. I'll hit E again, then e x, ex. Then g x. And then
we have the A. Then I can select any point. I already have unselected, so I can just hit
shift D to duplicate, and place it on this area
of the S. With the S, since it's a curved path. We'll just create
the basic outline. Then once we convert
this to a curve, then we can be able to
make this actually curve. For now, I'll just add points. All over where I feel like we'll need points in that
particular section. I, move this g, then E move this a bit, then E, somewhere here, E here, E here. Then let's say E here, and here, and I'll zoom in and
it g to move this, then hit E and move that. Just a bit. Then of course,
shifty to duplicate. Then g to move, Then E x, then again
on the x again. Then if I zoom out, I can
move this by heating E, then then again, then g. Then I have a point
selected already, so shift D, place this here. Then I can move it just a bit. Then E x, then E x
to constrain it. Then I'll move it to
the top so E sad. To that point. Then
I'll zoom in E, and I can move this g z. Then I'll select this point E Z. Then again. Now we have our outlines
for the neon sign. All that is left is for us to make a few adjustments
here in there, then create some thickness.
50. Fine tuning the letter S: A Now let's continue
fine tuning this shape. So for this flash
extruded points, we need to fix the S because
it can't stay like this. So for that to be possible, I'll have to exit edit mode. So I hit the tab key with the tab key hit.
I will re click. And when I read click, we'll go to convert two.
I want to convert this. It is a mesh, as you can see, from this icon, the
inverted triangle. So if I re click once
more, It is a mesh. So I want to convert
it to a calve. So I'll click on calve, and the icon will
change, as you can see, it's no longer an
inverted triangle. So now I'll hit the tab key, and I'll select the points. I'll just click and drag and select the points
that make up the S. Then of course, since
been the calve mode or rather been the edit
option, we can click. And in here, we have
the curve settings. And what we can do, we can
change the spline type. There's an option
called set spline type, and we have poly
Bezier and nabs. The one I want us to use is Bezier because I would like for us to have
Bezier handles. They are going to
allow us to adjust the curvature of this S. There's no other shape or
rather no other letter that we're going to make
the sort of adjustments. So I'll just re click
Set spline type, and I will choose Bezier. And I I zoom in, to this by just scrolling
the middle mouse. Notice that we do have handles, and you can click and drag
on some of these handles. If I select the point, I get
a handle on, for example, this point that I have selected, I have a handle at the top, another handle at the bottom. If I select this
point at the top, I have a handle on the left, another one on the
right, so it depends. So I'll select this
particular point. Um in the handle,
then I'll hit G, and I'll start
making adjustments. And I'll click and drag, hit G. Make adjustments. I'll select this point as well. Then click and drag to select
the point for the handle, hit G. So this is going to
be very repetitive process. So I hold on shifts that I
can be able to move down, drag on the point, drag on the point that makes
up the handle, hit G. Move this. And it's kind of like a back and forth adjustment that you'll need to
make, as you can see. It's not something
that is set in stone. So you change as you go. Then I will select this point, select that point
for the handle, and I will hit G, and I'll select this point here. It does have its own handle. Then I'll drag this and make further
adjustments with this. You can still move your
points if you'd like, you can select your
point, hit G, move it. Then I can zoom in at the top here and click and drug,
select that point, click and drag to
select that handle, hit G and make the adjustment. And then we have
our S, which kind comes out really well, right? So we have tuned this
particular shape for the S. The next thing would
be for us to give this some thickness so that
we have the neon sine. I think we'll do that
in the next one.
51. Creating An Extrusion for the Flash Neon Outlines: Now that we're done,
adjusting the shape, we need to give it some
sort of thickness, and since it is a curve, we'll need to get into the curve settings and
make a few adjustments. So I'll just hit the tab key
to get out of edit mode. And then in the window, that is the window, we can select the ora, Have you selected, we can
go to the calve setting. So if I hover over this icon, that looks like a
line with two dots. And if you just hove
over it, it says data. So that's what I want
us to adjust and notice that it does match
the icon for the curve. So if you look at the
icon for data for the calf and you look at the icon for the calve
in the outliner, that kind of similar. And that is the same thing, I guess, with the meshes. So the icons will match. So this is kind of
like a visual cue to tell you where you should
go to if you would like to change whatever it is
you might like to change within your calf or your mesh. So I'll select my calve again. We'll go to the data option. Then Um, I'm not going to change
anything with the shape yet. So I can just minimize that. What I want to do is I
want us to go to geometry. And under geometry, we have
an option called Bevel. So if the options are kind
of closed up like so, just click on the Delta, this kind of triangle that is before each
of these settings. And let's go to the object tab. So what I want to
do actually is to use another object
that is going to help define the thickness of this particular shape
this particular curve. So I'll hit the tilda key, and I'll go to actually, I don't need to hit the
tilder, so let me hit Escape. And just click and drag
on the middle mouse. And I get out of the uh back view. That
was the back view. So what I need to do. What I'm looking at is, I want to determine how thick I want the
thickness for this to be. So we're going to use
another calve as an object. So I'll just heat shift A, and we can go to calve
and I will choose Saco the circle will be
added at the top, so Basco. And one thing that
I should mention sometimes because we are
working with both calves. So we have the Bezier
circle, which is a calve, and if I scroll
down at the bottom, I have this curve,
it's just called vat. And that's because when we're creating this flash outline, this path, we did
use the single vat. So it's still
maintaining that name. I'm still um, to change it,
which I think we should. But sometimes if you
don't change the name, it might be a bit confusing
because this basi cacle has the same
settings as the vat. So you have to be super
careful about the assignment of the shape that you want
to determine the thickness. So, I could rename this vat, so I'll just double click on it. And I'll call this
flash neon outline. Okay. Now when I do
that, of course, things are
alphabetically arranged, so this is going to
be in the F section. And that makes it easier
for me to select this saco. I'll select this flash outline. Of course, I'll go
to the data option and in the geometry,
look for object. Again, the o t. So if you
have over this option, it does tell you what it does. So it says, determine how to build the calves bevel geometry. So that is what we're going to use to determine the thickness. And whatever we're
going to define as the object is
the Basie circle. Under the object, we have
this eye dropper icon. I'll click on the
eye dropper and then I'll pick on Basco. If I do, this gets really messy. And because I'm in
the wire frame, mode. All I'm just seeing
are a bunch of lines. I can just hit Z on the keyboard
and we can go to solid, and this is an a mess. So because we're using the
Bezier circle to create our thickness for us
for the outline of this flash neon sign, what is happening is because the Bezier circle
is really huge, whatever we're getting
is also quite huge. So what we need to do, we need
to select the Bezier ccle. And then we hit the tab key
to go to edit mode and we can see the circle
is in the edit mode, and I can hit
wireframe and we can actually see the points
that are selected. So if I hit that again
and we can go to solid, what I'm going to do is I hit S, and I'm going to
scale this down like so and notice that now we're getting a
more appealing shape. So I can hold down shift if I wanted to
make this a bit better, but I don't think I will, so I'll just scale until I'm
satisfied, so then I stop. Then I'll zoom in and
I'll hit S again and drag this in just
to scale it out in, sorry, not out, but scale it in because I want
to make it tiny. As you can see, we do
have the good object. We do have So like
I mentioned before, we do make that mistake
of jumping around here. These are not the same settings
that we set up before. This is for the Besser saco. So please don't
make the mistake of assigning because in my mind
at the back of my mind, I was about to
assign, but I didn't, so keep that in mind. It's an issue that I feel
that I've been experiencing, and I feel like I
should mention it as well that I keep on
forgetting that I should be more concerned
with the settings for the flash on the
flash neon outline rather than with
the Besser saco. I do like this thickness, I'll get out of the edit
model, just hit tab, and if I select the flash neon outline,
if I go to object. I have this option
called field caps. If you look at the thickness
that has been created, it's quite good, but
this top or this ends. They open on all
of these outlines. If I turn on field caps, that would mean that these
are going to be closed. I'll turn this on and
it's going to close those particular caps,
which is what I want. Um, so now that we
have our thickness, I want us to get rid
of this base circle and because I don't want to kind of use it or have it there. So what I'm going to do,
I'll go to the overlays, and the overlay I want
to turn on is wireframe. So I'll turn on wireframe, because I want to see
the way that the edges and the faces are
distributed on the surface. So I want to make a
few changes on this. So I need to select the
the flash neon outline. So this one, and
I'll open the shape. And we have things like
the resolution preview U, render U, and all of this. What I want to do is I want to reduce the resolution
and see what happens. So if I reduce the
resolution preview U to something lower
because it's 12, like so, I I reduce it to
something like ten or nine. I'm just reducing it to something
that is more palatable. I don't have a lot of
edges or a lot of faces. And we can also
select the Bs circle. And try to do the same,
reduce the resolution, and notice that we also affect the number of faces
and edges that we have. So I've made sure
that I've adjusted for both the flash
new and outline. But notice for this, I didn't make it go too low
because if I do that, then we're going to lose that nice definition
that we had. So this controls
the distribution of edges and faces on your curve. And sometimes if you
feel like it's too much, you need to reduce
the resolution. If you feel like it's too
little, you need to increase. And this basio cycle also
helps in managing the same, same thing, the edges and the pace distribution
on the curve. So the reason I'm kind of reducing this is because
I want to convert this flash neon
outline to to a mesh. But before I do
that, I need to make a few adjustments or further
adjustments because I want it to look like there is a
place it's originating from. Although it's not something
that we're going to be zooming in with our camera
or anything like that. I just want it to be well done. For the next video or
in the next session, we're going to continue
working on this, add a few more extra things. Then once we do that, then we can get rid of
the Bezier circle, and I'll show you
how to do that.
52. Creating The NEON INLETS: Now we need to exit the
isolation mode that we're in. So I will hit on the backslash. Icon, not the icon, sorry, but the back slash key. And we're going to
look at what we have, and I noticed that
this A is a bit off. So I'm going to move it a bit. And this is why I said that before I kind of convert
this to an actual mesh, I need to make a
few adjustments. So I'll heat on the tilder
key will go to the back view. I'll hit the tab for
the flash neon outline. I'll select all the points
that make up the A, and I'll move it in the G x. Some of that. Then what we need to do next is if I go to one
of the side views. If I use the right view
and I hit Z and I go to x. The neon sign is a bit too back. If we look at weights being placed or weights
placed by default. What we're going
to do, we can hit A to select everything, and all the points in our
curve is going to be selected. Then we can hit G y, and I'll move this forward. Just a tad. Let's
say some of that. Then I will go to the overlays, the top here, and I will
turn off wire frame. Right now we're in x ray, so we're just seeing the points, so hit, and I'll turn
off to go x ray. Now that we have that,
what I want to create next inlets for this outline. The inlet is going
to be quite simple. This is going to be
a simple cylinder. What I need to do, the
easiest way for me to set this up is to select this point, just this one on the F. Notice that I did have two
or make strolling. I had two points. This one is the one that I'm going
to push on the inside. So with this selected, I'll a shift S so that we get
these settings for the Csa. In the CAs settings, we have cast origin to
selected cs to active. We can choose to say
Csa to selected. If I choose Csa to selected, that means that the cs
is going to be taken to where the point is at, and this makes it
easier for placement of the cylinder that
I want us to create. I Zuma, you can see the casa is placed exactly
where that point is. Can hit shift A
and then actually, I need to exit this, so I'll hit tab first. Then I hit shift A. If I hit shift A while I'm
still in the curve mode, it's going to allow me
to only add calves, but I need to exit the
edit mode so that I can be able to add a cylinder,
which is a mesh. I'll head shift a mesh, and I will add a cylinder. The cylinder is going
to be quite large. In the settings
for the cylinder, I'll reduce the
tices to something manageable because this is not something that we
see from a distance, four is fine or let's say six, then I'll reduce the radius. To maybe something like that, and I'll reduce the depth, which is the height to
something like that. Actually the depth. Okay. Then I'll hold down
shift and hove over over the radius
and reduce it further. Something that makes a bit
more sense, if I zoom in. Something like that,
and I can also reduce the depth, something like that. Then I need to rotate
this so I can hit R x 90. Then I can scale
it up just a bit, so I can just hit S and
scale it up just a bit. Then I can go to the side view, so I'll hit the tilda key and
go maybe to the right view. I'll hit Z, go to wire frame, and then I'll move this back. I'll just hit G, y. And then I need to make it a bit more shorter in
terms of the height, so I can hit S y to only scale the S or the object
in the Y direction. Then g y. So some of the Then again, S Y. It's a back and forth
kind of process, so I keep on making
bits of adjustment. So it, we'll go to solid. I still feel like
this is a bit much, so I will go to again, the right view, hit, wire frame. Then I'll hit the tab key. I'll select these points
on the front cup and I'll just hit G GY. Let me go to that point.
And I can tub out, right? So if I hit, solid, now what I can do, I can select the
flash neon outline. Then I can hit the tab key. Then I can select this point. And with this point selected, I can hit G y and just
move this back, like so. And then I can tap out, then select that cylinder. We just created,
then I can scale it up slightly so that it aligns. That's what I want us to do. Then I can move this as well. So I'll use the move icon. To move this myself.
Something like so. Now we have areas
where we can say, this is where the neon
outline is originating from, which is fine with me. What I'm going to do,
I will just create duplicates of this cylinder
throughout where it's needed, and it's just going to
be within one mesh. What we're going to do, I
can select the cylinder. I can hold down shift, select the outline, and then I can isolate so we
can hit back slash. Of course, it is a bit
of an intersection, so I can hit the tab, select this point, move it. Just a bit, then tub out. With this, I need
to place it where I see that we will need to
have that point of origin. I will go to the back view. That is the tilder
key, then hold on shift to move around.
Then I'll tab in. I'll hit tab, and then in the edit mode of the
cylinder that is, I will click on three
on the keyboard or you can just click on this
icon on the top left, that is the faces icon. Then once that is selected, I can hit A, and what I want is I want to
select all the faces. Then I can hit shift
D to duplicate. So I'm going to have
this cylinder here here. Here, here. It's going to
be like super repetitive. I'll hit shift D, and
I have a duplicate and I'll move it where I want this to be at next, so
some are there. The first time you move it, it doesn't have to be perfect, I'll just hit G to
move this down a bit. It doesn't have to be perfect, which just placing them we feel like this will be.
Again, shift D. Duplicate to that point, Shift D. I'll move this here, and I'll zoom in, it's
in the right position. Shift D once more. Then zooming, and I'll use the G key to move this
and make sure you're not moving it in the
perspective so that it's placed where it should be
instead of it being a bit off once you move to
your perspective view. I'll go back to the back view. Again, shift D. Shift D once more. Okay. So I'll do it
for the S as well. We'll don shift middle most
to zoom out and pan around. So shift D. Finally, we are at the, so shift
D once more. Shift D. Now we're done placing
the cylinders. We can exit a tu out
of the edit mode. The next thing would
be for us to now go to all the individual cylinders and c that result that we did at the beginning here with the F.
53. Converting the Flash Neon Outlines to a Mesh: We now need to
complete in creating the same result that we have
here on all our other areas. You can select each
point on the end where we have two and you can
individually move them in. And as I look at result.
I have two points here. That means that I have
a curve that ends here and another one that begins from this second area of the F. That was a mistake on my part that I hadn't
realized that I had made. But it doesn't mean that
I have to redo anything. I just have to move
this a bit forward. Then this point that I have selected because at the bottom here realized I didn't
have another point because we do have two
points on each end. For this, I can select
that come over here, select this, so hold on
shift, select this as well. And if I move it, you can see it moves
this whole section. I'll undo that. That was just to show you that it's
it's being moved. Then I will right click and I will go
to the calve options, and I'll choose subdivide. So I'll have an extra point. Then this extra point, I'll select that point
and move it down. And Once I move this down, then I can select this point at the end and now move that one in and up and then select
this and move it down. That was an error on my part
that I hadn't realized, but we can still make
do with what we have. Then I'll select this
and move this as well. Go to the other side, select the last
point, move it in. Or you can use GY if you'd like. How you work is or I think it should be a
matter of your preference, you can select this and
move it down a bit. I prefer to mix
it up, sometimes. You can see sometimes I use
shortcut, sometimes I don't. Sometimes I prefer to just
do things manually myself. Okay. So I'd say
it's your choice, how you'd like to do this. Because the result
is still the same. The results won't change. Because another way I
would have done this, I would have selected all the
points and then move them myself manually instead of
doing it one by one by one. Moving all of them at once instead of moving
them one by one, like, I'm doing right now,
so I could select this. Hold on ship, select that. Then I can move them in at the same time. So
this is what I mean. So instead of these
two, I would have selected all of them, which would have
made my work easier. But at this point, I feel like it's just better
if I just do it, manually. There we have it. I
can hit the tab key. We get out of the edit
mode for the curve, and then I need to get
rid of this passco. F that to be
possible, I'll select the flash neon outline,
then I'll right click. And then we'll go to
the object or we'll get the ob panel, and we'll go to convert two and I'll choose convert to mesh. Remember, we reduce
resolution of this curve, as well as the resolution
of the Bezier circle. So if we convert this,
nothing match will change. So I'll just right
click, Convert two mesh. Then I can select
this Bezier circle, and I can hit delete,
and it's gone. And notice that nothing
changes, right? And then I can exit
isolation mode by clicking on the back space. So what I need to do next
is to rename the cylinders, because we did create them
in one singular mesh. I'll just doo click,
and I'll call this flash neon inlets. So flash cable. Let
me just say cable. Inlets because this
is the outline, and this is where the
outline itself, which is, I assume, I would say a
cable gets into, right? And now we're done. So we've done a lot of work for something so miniscule that
we're not going to see, but it is good practice
in a way for you. So that is the end of
creating this neon outline. Oh.
54. Creating the Warehouse: Now that we're done with this, what we can do we can
hide the reference. We have the collection that
is called reference images. I can actually just hide it. And this looks pretty
pretty good to be honest. And what I want to do is I want to create like a warehouse. For the warehouse, we'll start
by creating a huge cube. And then we'll create
a bunch of shelves. We'll populate those
shelves with boxes. And then once we populate
those shelves with boxes, then we'll finish up
with some flash icon, like those lightning icons,
we'll create one of those. So I'll click on the
models collection. Then I'll hit shift S. And what I want to do is I want to take the Custer back to
the world origin. So the Csa to word origin. I'll select that. Once I
select that, What we can do. I can hit shift A and
you can go to mesh cube. This cube needs to
be quite large. The size is at this
point, it's 2 meters. I'm going to eyeball
the size that I would like, maybe seven. Let's just work
with seven for now. If I hit wire frame. Yes, I'm still going
to make this larger. Let me make it let's say 12. If I feel like it's too large, I'm going to make it smaller. Then I'll switch
to the right view. Then I'll just click
on the select box. Then I'll hit G Z. Move this up. So are there. Again, I'll G Z. So I want it to be
lying on the y axis. So it's really I
made it really tall, and I don't think I need
it to be this tall, so I can tab in it one, to select the points or go to
the point selection option. Then I'll select these
points at the top, and then I'll hit g Z,
bring them down a bit. Right? Then I'll just look
around and again, I'll hit, go to solid, and I want to o in, and I'll get into
the box if I 00 in so that I can
see what I have. I'm just trying to see is this
too large for what I want? Or is it too small?
I think it's fine. What I'm going to do
I'll heat three on the numerical
numbers at the top. Then I'll select this pace at the top and I will delete it. I'll select it heat x, then choose to delete faces. This is what we have now, you can make any further
adjustments that you would like, but this is how I
create the warehouse. So for this, we'll
need to kind of populate it with
the shelves now. So the shelves will originate from a simple box that
we will modify and then create copies
of in the warehouse, which is this box, right? So let me tab out, so
I'll hit the tab key, and I'll rename this, so I'll call it warehouse. And of course,
because everything is alphabetically arranged, it's going to be at the bottom. But this is essentially how we create the warehouse, right. So In the next stone, we'll create the shelves.
55. Creating the Shelves: Now we can create the shelves. The shelves will originate
from a singular cube. I heat shift A. Of course, make sure I'm selected in the
models collection. Shift A, mesh cube. With this cube,
the software still remembers the previous
size that I had input. I'll just set it
back to 2 meters. And then I will now start
making my own adjustment. So I'll switch to
the right view. I'll hit the Z key, we'll go to wire frame. Then I'll tab in. I'll hit tab, and
then I'll hit A. Actually, I should hit one because I prefer
to select points. I'll hit A to select all the points, and
then I will scale. So that is going to be S, but on the Z because I want
it to be super Super thin, like so, something like
that, something like that. Then I'll switch to
This perspective view. And then I need
to scale this up, so I'll go to the top. I'll scale it up on the y. We'll scale up on the
y in this direction, and then we'll start
creating the shelf. So I'll do like an S Y, and then I'll scale this
up up to that point. And you can hold down
shift if you'd like. But I prefer not to,
so I'll just choose some there, which is fine. If I zoom in, I'm a bit off because I wasn't
snapping values, so I just need to check. This, I can move it on the y, so G Y, something like that. Okay. Then I need to add an edge
loop, one here, one here. I'm going to do a control r, and if I hover over the shape, the cube, I do get a o. So it's not moving until I move elsewhere,
but it's not moving. I just need to
click and then drag it where I want it to
be, so some there. Then control again, click, and then I'll drag this
to this other side. I'm just eyeballing
this settings, or rather I'm placing the
I'm just eyeballing it. Then I'll hit A to
select everything, and then I want to move it here, so that's going to be G x. Some are there.
Then what I want. I want to select this
face and this other face. So I hit three on the keyboard. And then I'll select this face. Pull down shift,
select this face. The three that I've hit is
not the numerical keypard, but rather the numbers
above the quatre keyboard. Then I'll go to the top. I'll hit the tilda key top. Then I'll hit E
to extrude, so E, and then I'll hit x so that
it's constrained to the x, and I'll take this to
the end somewhere here. Then I need to create new loops. What I can do is
control r again. I'll hov over each of the sides, I want to create the loop. I'll start with this
side, is on the top side. Then I'll click and then I'll
drag this somewhere here. Then again, control R, click and drag this here. Then I want to join these
two together. These faces. So I'll hit three, to go to faces polygons. I'll select this face. Then I'll rotate hold on shift,
select the other face. Then I'll just hit the space bar and then I'll click on bridge. I'll say bridge ops. If I click on that,
it should bridge. I've created any
extion from this. If I isolate, if I
hit the back space, and then I hit Z solid, I do have something that
looks like a shelf. I feel like this is a bit off, especially this loop, so I
could go to the top view. And then I can hit Z wire frame. Then I tab in hit one
to go two points. Thin I've isolated something. Let me hit rather
I'm not isolated. I've hidden everything in
this. So sorry about that. I'll select this again. That is this shelf.
Go to the top view. I feel like this is
a bit off over here. So I'll hit tab,
then I'll hit one. I'll select these points, and so this ones. Can flatten them using the scale so that they can be
on the same line. So we can activate the
scale and we'll use the x, or you can just hit S
X zero and hit enter, and it should stop
looking weird. If I tap out doesn't
look weird anymore. Again, I've selected
these points, and I'm choosing to scale them, ensuring that all the
points on the x are zero. Now if I move this slightly, they do move together
and they are in line. I just wanted to make this
a bit thicker like that. Something like that. So if this was off a
bit, maybe like this, I'll just hit S x zero. Actually, let me activate it. So S X. I think it doesn't
have a point of reference. Let me select this
other one as well. So S x zero. Yeah, that works. If you
just select one, look weird. Again, this also looks weird because you only
selected this to. So S x zero, and it's in a straight line. That's I'm not too
bothered with having them be in a specific way as I create them because I
can still fix them. But that's intentional
on my part so that you can know how
to do certain things, I'll tap out of the points mode, and we have our shelf. So I'll rename this.
I'll double click on it and call it shelves. Because they're
going to be many. So these shelves, we're going to make them many by
using the array modifier. So with the shelf selected, we can go to the
modifiers option, and then we can go
to add modifier, and then we can
choose to generate. What are we generating an array? We need copies or instances. So I'll click on array. And if I hit Z and
go back to solid. Notice that it does
create a copy, but on the x, and that
is not what I want. I want it to be on the Z. So in the array settings, the fit type is fine. The count will change
it in a minute. What I want to change
is the relative offset. The relative offset
needs to be on the Z. So I'll make the relative
offset on the x to be zero and the one on
the Z to be one. If I move this further,
we have our shelf. But I need to decide on a
value, let's say eight. Then I can increase the count. Maybe let's say I
want five shelves, and then I can try and play around with this value,
something like that. But the good thing about
this is we can be able to go backwards and
forwards with it. Let me hide this. We can be able to go back
and forth with it. Here's our hold shift. Here's our our text and
all the textural elements, and then we have the shelves and the floor of the warehouse. If you feel like this is tiny, we can always adjust, but adjusting would require a few things to be done,
but it's possible. This is how we've created the
warehouse and the shelves. I'll just save this and
then in the next one, we'll build on from this.
56. Adjusting the Size of the Warehouse and Shelves: In a situation where you
would like to change the size of your
warehouse and the shells, what you'd need to do
is to adjust the scale, but you would need to
isolate one of the axis and tell the software
you do not want any scaling on that
particular axis. So I'll start by doing
it on the warehouse. So if I select this
mesh for the warehouse, and then I hit S to scale. If I scale it as it is by night, going to scale on
all axis x y and z. Only want to scale
it up on the x and the y. I don't want to
scale it up on the Z. So because I don't want
to do it on the Z, that would mean that I
need to have the software. Isolate, remove the Z from
the scaling operation. So to do that, you hit Shift Z. So if I hit shift and Z, and then look at my software, you can see that I now
have prominent red line and green line
that tells me that that is the only axis
that I'm scaling in. So I'll scale this up, maybe to, let's say, 1.3. So I could type in the
value actually, so 1.3, then I can hit enter
so that is recognized. I can do the same
for the shelves, so I can just select the
mesh for the shelves. Then I can hit S and
do the same thing, shift Z to remove the
Z from this operation, the Z axis studies. Then because I use the value
of 1.3 for the warehouse, I need to use the
value of 1.3 for this. Then I can hit Enter, and
I do have that change. So that is how you can be able to adjust the
size because I felt like mine was a bit too
small and with this, I can be able to solve that. But now I have another
issue whereby, if I just zoom in
to the warehouse, and then I start rotating, I can see the peaks or the top or the roof
of the warehouse. And what I can do, I
can switch the view, so I can hit the tilda key. We can go to let's
say the right view, and I can hit Z, and I'll change
this to wire frame. Then I can select the
warehouse, tubing, at one, to go to points, and I'll select these
points at the top. What I want to do is I
just want to move them up, so G, z, like so. Then tub out of this. Then I can select the shelves, and then I can
increase the count under the array
modifier, like so. Now, if I hit that
and go back to solid, and I get into this, and now I start
zooming in to this, and I start rotating. I can't see unless I
rotate way too much, but I essentially can't see the roof because I want
the roof to be open, so I don't want it to be seen. So just to be on the safe side, I just create more
shelves and I make the warehouse more taller. So this is what you would
do if you wanted to make adjustments to the size
of your warehouse, and also to change the number
of shelves that you have. So it's very procedural
somewhat, I would say. Very it's less destructive. I don't need to
do many things to have access to those few things that I might want to change.
57. Modifying the Robot Cables and Creating Cable Inlets: Now we need to fix these cables that are coming from either
side of this robotic base. So they need to be directed to some sort of inlet
on either side, on the left and on the right. So I'll select this one. I move up, so that's
cable one and two. This two, and I'll move
them further back. U So I can select both of them, it tub, and then I can zoom
in and select these points. Right? Then I can hit
the tilda key go to the top view and I zoom out, the points and I can move
them up to this point. I hope I've moved for both. I have. Then we can do the
same for the other side. That's Cable three and four. I can to tub out of
Cable one and two. Then I can selate Cable three and Cable four
and then it tub. Then I can select
these two points. In this instance,
maybe I could hit E. In the other two cables, I did not extrude, so I could hit E to extrude. Then just accept it just
for a short distance. Then I can bring this to this side. Maybe
up to that point. I think I've made it go way to inside and on the other side. In this side, the cables
are quite close together. That is the Cable one and two. What I can do, I can tap out
of Cable three and four. Then I can select Cable
two, for example, sad, go to a frame, then it tab. That point is still selected
and I can move it like so. Then I can select this
and maybe move it a bit. And then I can tap out. And then we can go
and see what we have. If I hit that
again, go to solid. Let me de select that,
can see what we have. But the thing is is
they're all going to a particular area, we can try and refine
this a bit further. What I can do, I
could select cable four tabin that point
is still selected. Then we can go to view, and then we can go
to frame selected, and it should in completely
to where we want to be, which is this point. Then if I just zoom in a bit, What I want to do is I want to select that point at that point. Then I want to right click
and choose subdivide. Then click again and
choose subdivide. So what I want are
just extra points. Then with this point, I
want to bring it up a bit. Then I'll do the
same for able three. So F cable four, I'll select it, tab out, I'll select
Cable three, tab in. That point is selected, I'll zoom out to
select the other one. This one. Hold on shift. Right click, subdivide,
right click, subdivide. I know we could increase that, but I would just prefer
to have control, I guess. So then I'll select this
point and I'll move it up. L so Then I'll repeat the
same for this other side. That is for able one
and two, I'll tub out. I'll select table one tubing. With that point selected, we'll go to view frame selected. Should take me
where I want to be. Then I can move around. I'm using the middle mouse. Then I can out.
Select that point. Hold on shift, select
the second one, right click, subdivide,
right click, subdivide. Then for this one,
I'll move it up. Then I'll do the
same for C able two. I'll tub of Cable one. Select Cable two tubing, select the point on
the farthest end. Zoom out, select this other
point on the other side. Click, subdivide,
right click subdivide. Then you can select this
point and just move it up there have it, right? So what now I can do, I can create a small inlet. To do that, we can use a cube. I'll tub out of this. Make
sure you're not tubing to any of the cables
because they're just, The curves. What I'll do, I'll just
tub in, select that point, then I'll heat shift S, and then I'll say CA to
selected, then I'll tub out. Then I'll heat shift A. Once I shift A, I want to add
cube, so I'll select cube. And I zoom out, the cube is there just
that it's very huge. I could make it smaller. Something like that.
This is too small. Let maybe something like that. Then I can move it. That is I'll move it on the y, so Gy, move it forward, like so. Then I will tab in. And then I'll heat A
to select everything. That is all my points. Then I'll move this G, x, move this here. Then I will scale
it on the x, S x. That's on the x axis. Then I'll heat three and
then I'll select this face. Then what I can do is I
can heat the space bar. Then I can select inset faces
or rather type in insets, then select inset faces,
then I'll drag this in. So, then I'll extrude
this on the inside, so I can just hit E and then
just move it on the Z. E, then hit, and there we
have some sort of inlet. It's not super
details because it's going to be super far
away from the camera, but it's good that it's there. Then what I can do is we can level the edges for this to
make it look a bit better. What we can do,
we can select it, then we can go to the modifier. And then Click on add modifier. Then go to generate and choose
Bevel. This is a bit much. What we can do, we can
reduce the amount. We want to bevel edges, of course, not atices. The default edges is fine. Then I'll reduce this amount, so I'll hold down shift
and then click and drag so that the
amount is very small, really tiny, like that. It should be 0.0 0.001 or two. Let me put into and see
what I get. It's one. Like that. Then I can increase the segment.
Instead of one, I have two. Then I can make this 0.05. 0.0 005. This looks a bit better
than what was there before. I'll rename this. I'll double
click on this and I'll call it cable inlet one. And then this is placed where we have
Cable two and one, right? So we need the same
on the other side. So what we can do
is Cable three. So I can select Cable three. Then I can hit tub. Then I still have
this point selected, I can hit Shift
S. Then I can say CA to selected.
Then I can tub out. Then I can find the
cable inlet one. Then I can duplicate it. What I can do is I can do like a shift D. Before I do that with the cable
inlet one selected, I can go to V, then say frame selected, so that I see it in, Then I can do like a shift D
to duplicate and just click. When I hit Shift D,
I didn't move it, I just hit shift
d, then I click to accept with the
left mouse button. Then here I can rename it, I can call it Cable
inlet two. Then I enter. Then for Cable three, I select it and the, the three D Cs is, of course, it's there. What I can do, we can do like Shift S. Let me select
the cable inlet two. Then I can do a shift S.
Then what I can say is, selection to CASA, because they have selection
to active selection to CASA. I want whatever I've selected to go to the C, which is this one. If I click on selection to
CASA, look at what happens. The cable inlet two, which
is on the other side, it has been placed on where the three D CA is,
which is what I want, which is an easier way of essentially moving this
because of course, you will assume that you need to select the object then move it, that is not necessary. So that's why I did that. If I just can do this, I've
selected the cable inlet two, Then my CASA is on the other side of where
the duplicate is. Then I hit shift S, and then
I say selection to CAA. Whatever I've selected,
it should move to A. That's what has happened. Then we need to rotate this so that it faces the front so I can activate the
rotation and rotate, or I can hit n and look
at the item auction. Then on the Z, I
can type in 180. Then I click. I can
click on the select box. Then I can go to view Frame
selected Zoom outta bit, and select this move to just
move this to satisfaction, as simple as that, and
we have our inlet. With this one, I can push it out just a bit. Let me do that. Let me bring it out
just a bit like that. So it looks like it has
some sort of thickness. Yeah, so. Although it's not
going to be seen that much, it's going to be important
for elements to be well made. I prefer it that way. I
don't prefer to leave some things unmade because I don't know what the
camera will be looking at, and I want things to be good for every angle that I
that I may choose. So this is how we create
the cable inlets, as well as modify the cables.
58. Creating the Left Flash Icon: The next thing I want us to
do is to create a flash icon. So that flash icon, I want it to appear on the left and the
right of this text. So we're going to create that
icon using a single vertex. What I can do is I want to change the position
of my three D cs. It's here. I'll select this mega text, and then I'll hit Shift
S. Once I hit shift S, then I'll say A to active,
and this is the CSA. Then what I can do.
Now I can hit shift A, but of course, I'll make sure I'm selected in
the models collection. Then I'll hit shift A. Then I'll go to mesh
single vat, single vat. Once you add a single vat, I'll hit one on the
numerical keypad, so that we go to the V Vatex. If you cannot actually it one, two, three, just manually
find it on the top left. Then I can move it, so I can move it on the x, so I'll do like a G x,
and I'll move this. I can see, so that is. Then I will isolate. So I'll first of all go to the back view because I drew
my text using the back view. Then I will isolate, so
I'll click on B space. I doesn't matter
what the axis is. I just want to see
this. Then I'll click on the select box. With this vertex selected, I can start extruding,
so I can hit E, and of course, now I get an
extrusion. I hit E again. With this, I'm not
using a reference or anything. Then again. E. Of course, he might be like, we should hit, but we
shouldn't actually. Let me show you something. If I select the two
points and move them up, I'll just hit G, move it up,
and then I'll select this. G. If I want to fill this, I can just select this point. Hold on shift,
select this point. Then I can just hit
control to join. Control and J. Seems like he's not
doing the thing. So we'll just hit F and
it's going to feel. Sorry it's going to feel this
particular gap that we had. I thought it was join.
Sorry about that. Then I'll just make
a few adjustments. This is the icon that I want. Then I can hit the back slash, then we're out of
isolation mode. This is what I have,
and we can go to view frame selected so that
I can see what we have. Then I can it A. Then I need to move this G, x Then what I'm going to do I'm
going to hide the warehouse and the shelves. So I'll just click on this
icon in the outliner. We have this icon for the warehouse and
icon for the shelves. It's a bit obstructing. Then I can make a few adjustments like I
could train scale this up, which is okay, I could. But because the pivot is all the way on the other
side, that won't work. I just about 1 minute. Um, know that it won't work, but essentially it's going
to be a bit strange. So I will select this,
then I'll re click. Then I will click on set origin or rather
Hva of a set origin. In this software, it's
called set origin. I think I said pivot,
but it is the origin. So under this set origin, that means I want to
change this point here. I want it to be at the center. So if I click, say set origin, then I can choose
origin to geometry. Once I choose that,
the origin should move from the three DCs and
move to the geometry. Now if I scale up, the
scaling will occur, I'm using the origin
as the center. So it's going to be
the point of scaling. Soll heat S, then I will
scale this up like so so Sh. Then I can move this
the side again. Okay. So I also want to duplicate
this Soll heat shift D. Okay. I've just hit
shifty and I've just clicked to accept using
the left mouse button. So now if I look at my
atico at 0:01 and at.002, so I'll hide the second one. Then with this first one, I want to give it some
sort of extrusion. So I'm going to
call it icon one. I'll double click on it,
and I'll call it icon one. Then I will tab into it, at A to select everything, then I'll heat F. Once I at F, it's going to fill in the shape and create
a whole new face. Then I can hit three, and three will move me
to the polygon mode, then I can extrude the phase. Again, if the faces are not
selected, heat A, then. I, but I'm extruding on the y, so I'll hit E, y. Then I'll just move
this so like that. Then I can tab out. So I
feel like this is fine. Then can bring back
the other one. This 002. I can make it visible, and then I can move it forward. I I just pull it
forward like this. Then what I'm going to do
is I'll select this vat. I'll hold on shift, select this thicker icon,
then I'll isolate. Then I'll switch
to the back view. Then I'll just select 002. Then I will tab in go to points, that is the vertices, and then I'll start just
moving them just a bit. I don't need them
to be the same, but I just want to move them. Okay. So I'm using the G key. Right. For this, I want to
give it like a thickness, but I want to bevel the points so that they're
a bit more curved. I can go back to
the edit mode at A. Then I can hit the space bar, and then I can choose to bevel. But what are beveling atices. This is one way we can do it. I also know I t, we can go to modifier,
add modifier. Then we can go to generate
and I can choose to bevel. But this time when I'm
going to bevel edges, I'll bevel atices, and
this is what we have. Then we can play
around the amount, so I can reduce the amount. And then I can add the segments. And this is fine,
actually, right? Then I want to convert
this to a calve, so I need to get
rid of this bevel. I need to bake the bevel into the shape that we have or the mesh that we
have. On the bevel. After these three icons, we have this Delta
that faces down. So if you click on
that, choose to apply. I choose apply and there
we have it, right? Then we can also choose
to bevel this icon. Of course, I need to rename it, so it's not going to be
called flash icon one. I could call it flash icon. Flash icon. This is the left side, I'll give it like a capital L. And then I can select this. And then I can call
it Flash icon. Flash icon one neon. It's going to be the neon light. No icon one, but
icon, the left neon. After this point, we
have all we need. All that's left is just
to add a bit more detail. We'll do that in
the next one. Or.
59. Refining the Left Flash Icon: Now we can refine
the flash icons, both the neon and
the extruded one. For the extruded one, we
can go to the modifiers, and then we can chose
to add a modifier, and we're going to generate, and we're going to choose Bevel, and this is a bit,
we'll lower the amount. I'll hold on shift. Then I'll just click and drag
to this value. I'm satisfied, and I'll add an extra segment and looks
a bit more appealing. The reason I choose
to bevel is because these areas are going to
capture specular highlights. They're going to be very
shiny when we add some of our materials or
rather some color in our instance
and some lighting. Then for the left on this one, I want to first of all,
convert it to a curve. It is a mesh, so I select it, right click, convert to, and I'll choose calve. Then I'll go to the
calve settings. And I want an object or another calve to
control its thickness. So I will add a circle. So I'll hit shift A
and go to calve Saco. The circle is way off
because of course, the three D casa is way off. So if I just scroll down in my outliner and
select this neon, Then if I go to the
calve data settings, and let's scroll down,
go to the geometry, look for bevel and go to object. Then we'll pick the Bezier
cacle as the object. Use the eye dropper, pick the
eye dropper. Pick the saco. Since the cycle is very huge, the result we have is
going to be really weird. We'll select the Bezier scle tab a to select all the points if they're not
already selected and scale. I'll scale up to that point. Then I can zoom in and
scale even further, so something like that. Okay. Then what we can do. Here we have some
strange results. Since this is a curve, that is not this one actually. Let me tab out. I think I'm still in it, so I'll heat tab. It goes back to Basic what
I can do is I can turn ons, that is for the wire frame. So we can see how dense the
mesh is. This is a *****. So what I can do, I don't like this to be honest. There are many ways
to go about this. First of all, you could
select the BZ circle, and under the set, the data settings
for the BZ ccle, we could try and reduce the resolution,
something like that. So we can see or we can have a much more
palatable result. Then I can select
the carve itself, the flash icon left neon, and we can reduce the
resolution, see where we'll get. Okay. Let me hove over eight
and just go back to 12. It doesn't change
much, as you can see. So I'll just hover
over this setting and just hat back space so that
it resets. What we can do. If I go back to turning off the wire frame overlays,
we can see what we have. Which is, I think it's fine, because it is going
to be glowing, the mesh doesn't
matter that much. But what we can do is I can select this
flash icon left neon. Then I can click and I can convert to mesh and
it to be a mesh. And if you try to add a modifier that's supposed to smoothen this out,
let's see what happens. If I go to modifiers, and go to add modifier, generate subdivision surface,
this is what we get. So I'm avoiding my option, we need to subdivide
this, definitely not. I think my call me this
at the intersections, but then this is
going to be glowing, so that's not going
to be a huge issue. But if I could tab in and
select some of this loop. If I hove over this,
hold on Out and click, then I can switch
to the back view. Then I can move
this. I can hit G, and then I can now start moving, and then I can select this, hold on Out and click. I should select the whole
loop. No, I start moving. So I feel like if it bothers me, I need to come in here and just select the
loop and move it. But I don't think this work is kind of worth it to be honest because this
is going to be glowing. So what we have
is actually fine. I would say so, right? What we can do, we can
create for the other side. We just duplicate from this, but I'll need to exit isolation mode, and
I'll select this. Hold on, shift,
select the other one. Then I'll do a shift D. Shift D s not control D. Then once
I duplicate here there, I'm not going to
select, I'll just move them to the other side, like so. Then I'll now start renaming. This is going to be flash icon r because that's the right side. This is going to be
flash icon r neon. Okay. So just move them a bit. Yeah. So I can bring back my shelves and my warehouse,
and this is what we have. So it's coming together
quite well. It looks good. So at this point, I could say we're done
with creating the icons, this one and this one as well. So I'll just save this. And in the next session, we're going to now
create some boxes.
60. Creating the First Box: At. Now we can create the boxes. For the boxes, I would like to create them in
their own collection. And this is because
down the line, I want to populate these shelves with boxes.
They can't be empty. So due to that, I'm going to create a
variety of boxes and then use those boxes together with geometry notes to
populate these shelves. So In my outliner, where I have the
collection called models. I want to create
another collection inside this collection
called models. So with this
collection selected, on the top right
of the interface, we have the button for creating a new collection,
so click on that, and a new collection
will be created, and it's going to be
called Models one. That's not what I
want it to be called. So double click, and
I'll collect boxes. So all our boxes are
going to be here. So if your three
DCA is elsewhere, you can just hit shift S, and then say CA to what origin, where mine is at, because
I think mine was here, so I moved it. So that's one thing. I'll select the collection called boxes. Then I'll hat shift A, then I'll go to mesh. To create, the boxes, we'll need a cube,
so I'll go to cube. By default, the size of
the cube is 2 meters, so you can adjust
it as you see fit, but I will start with 1.5. Then I will isolate this cube, then I'll hit the tilda key, then I'll go to the right view. Then I'll move this
up to this point. Then I hit set, go to frame. I'll tab in, so
I'll click on tab, then I'll hit set again, and then I will toggle x ray. Then I will select these
points at the top, G, to move them down because I feel like
the box was too tall. I'll select those points. Then I want to create a loop
that goes around the cube. For that is going to be
control r on your keyboard. Then if you hover
over the the cube, whichever position you place, you will see that
you get a loop. So I just click to
accept and click again to place it where
the loop should be. I just need one. I
don't need many. Then I'll hit, I'll
go back to solid. What I want is I want to
separate if I hit three. I want to separate these
faces from these two. I want to separate this
from this and from this. How we can do that is I'll
hit one to go to vertex mode. Then I'll select this vertex, and I want to split
it into parts. For that, I'll hit
V on the keyboard. I'll hit V, move this. Then what I can do is I can use the move
tool and just move it to the left. Then I can select this one, at V. Move it. I'll just move it a bit
so I can see this one, and move it just a tiny bit. Then here, if I move this, this is a singular
vertex if I do. If I hit V, then it's
going to be split. Let me right click to accept. And then now we
have these points that are independent. I
have this one in this one. Let me this one and this one that are facing each other,
the opposite each other. I want to march them because I don't want to separate this. I hit M on my keyboard. For the marge settings, then I'll choose to
merge at center. And this is going to be matched, and now we've separated this. Now what I can do
I can select this, move it slightly, select
this, move it slightly. Then I can select
this and move it up, and it's not going
to be noticed that these are split, right? If I tab out, do you notice, no you don't. That's what I want. Then we go to the other side and
do the same thing. I'll select this.
Hat V two split. Then click on the
right mouse button to kind of di select. Then I'll move this to the left. Then I'll select
this at V two split. Then I'll just move
this down just a bit. So I can see if we do have a
gap and this faces a split. Then I'll select this at V.
And then I'll move this down. Maybe up because that one
needs to be moved up. Then I'll select this vertex. Hold on ship, select this one. Hit M for merging and
then choose at center. The sofa should marge. Then I'll select this move
it to the left move it down. I'm trying to march myself. Okay. So something like
that. I can tub out. It doesn't look
like much, really. So what I can do, I
can tub in again. Then I can at three
for the faces, and I can select all
the faces by heating A, then we need to extrude. If I extrude this,
what I need to do, I need to hold down or to
heat Al E. I hit Alt E, instead of just
hitting the usual E, I get other options
for extrusion. So we have the option
to extrude faces, which is the usual E. Then we have extrude
faces along normals, extrude individual faces,
and extrude manifold. Extrude repeat and spin. What I want is for
the faces to be extruded along their normals, because their normals are facing different
directions, right? So Alt, extrude
faces along normals. I'll click on that, and
then I'll just drag out just a bit so. Then if I tub out, this does look like a box now. So then it can come in and
start making adjustments. So if I wanted to have a gap, I could go to the edge
mode, so I could hit two. Start moving this and select this other one
and move it, like so. So this is dependent
on what you like. Like I said, this
isn't like a super accurate creation of a box, but it does look like a box. I I t out. I just
created a gap by just selecting some of this edges. So this edge over here, if I just top in to show you
this edge and this edge, that's what I've
moved to the left, and we have this first box, which is a simple box. I can double click on
this and call it box one. So this box is going to be the point of origin
for most of our boxes, but this is the base, So I'll save this, I'll go to file save. And then what I need to do next is I'll need to
go to the right view. For whatever it is, we're
going to do to work, the origin has to be here
instead of at the center. For that to be possible. In this window, On the top.
This is the top right. We have this option
called options. We have this option
called options. If I click on that, we
do get three things. The transform, we have origins, we have locations,
we have parents. What I want, I want this
origin to be moved here. So I'll click on options
and I'll choose locations. Actually, no, not locations, origins, because I want
to change the origin. So now that I've chosen origin, I can hover over the Z axis, and you can see that now
we have the extended axis, so that means that we now are moving our origin
and not the object. So I need to make sure that my origin is here at the base. And of course, it
should be like at zero. Right? Then we can go back to options and turn off origins. We can select this cube
and actually move it down. And as you can see, I actually didn't place it
exactly on the y. Then I can go back
to options origins, and then because it's on
on the Z here and items, which you can get by
heating n, typing zero. Let me start moving it
first. I can type in zero. So I can turn of origins, and my box axis or the origin of the box is at the bottom. This is important. If
it's at the center, whatever we're trying to do
will be it will work, yes, but it will not be as we desire. It's going to give us a
different type of results. Changing this origin is going to allow us to
be able to adjust the size of our box
in terms of x and y, adjust the height as well. That's why we need to do this. But this is our first box. Like I said, it is the basis of all the other
boxes that we have.
61. Creating More Boxes: Here. Our other boxes will just
create iterations from this. So we could have one
that has some tape that goes from the top
and drops to the sides. We could have one
that's really flat. We could have ones that are
stacked on top of each other. So we have this box one, right? So this is the default one. So what I can do can
hit like a shift D, and then we have box one.001. So what I'm going to do is
box one, I will hide it. Then the duplicates, I
will call it box two. Books tw, but books two. Then I'm going to scale
it down, make it flat. What I can do is I can activate the scale and on the y axis, I can scale it or I can
just hit S z and scale it. Maybe by too much, maybe
something like that. Then I could make
it maybe slightly down the X. I could
do like an S X. Right? I have a
different iteration. This one is thinner, wider. Then I will hide it. Then I'll unhide
box one. This one. Then I'll hit shift D again, and I'll call this box three. Then I'll hide box one. When I hide box one, this one, I'm going to give it like
like I said, some tape. What I'm going to do
is tab in select. Then I can hit shift A,
and I'll add a plane. This plane, I'll move it up
so it's already selected. I'll move it up, so G z. Maybe some of that. We can use the right view
to help us place this. G, Z, some of the. Then I need to scale
this on the x. S x, What I'm looking
for is a strip. Then I also need to
scale it on the y, S y. Then I need to select the edge. This one, for example, I can hit E and then choose Z and it's
going to be moved down. It's a bit off. What I can do, I can go to the faces, I can select the
face or it three, and then I can move this so. Then I can repeat it
on this other side. See this edge, so I'll hit two, select this edge for
the plane and move it out and I can hit E and Z, so I move this down. Then what I can do, I
can extrude it again, so I can hit E
again, move it down, but this time, I'm not going
to I'm going to say Z. But then I'll move
it now to the left. So that it seems a
bit not too perfect, and I'll do the
same for this one, so I'll at E Z. Then I will go two points. The attics I'll hit one. I'll select this one
and I'll move it down. So something like that. Then I hit tab. Tub,
sorry, but I'll select. Then I hit three. I want to
select the faces for this. I'll select one
face, and then I'll hit L. When you hit L, that means that you're selecting all faces that are connected to the face
that you've selected. If I'll selecting
the box and I hit L, it will select all the
faces apart from the plane. If I select the
plane and I hit L, it selects the plane,
but not the box. This is a good thing
to know how to use the selecting connected faces. So again, I will
extrude and I'll hit E. And this time it's going to
be extrude along normals. And then I'll do like a
small extrusion. Like I hold on ship, something really tiny,
then I can tub out. So once I tub out, if I go to wireframe or rather the overlays and I
turn on a wireframe. We see we do have a cube box. That is a bit different
than the others, right? So that's something that
could be nice to have. Yeah. Then we can create
some other boxes. You can create as many
iterations as you like. Another thing I could do, I could, turn this off. W box two. This one. I could duplicate it, so I could do like a shift D, and I call it box three. Sorry, box four. I
already have three. Then I can hide box two. Then I can hide this
one with the tape. Then I can scale the
one with the tape, I can scale it down. Rather let me go
to the right view. I don't want to move it up,
so I can just scale it down. I can hit S Z. Sc it down. Then S shifts because I don't want
to do it on the. Then ops. Let me do this. I think I made a mistake. I wanted to have let's see. I wanted to have some
I have first one. The second one. The third one. The fourth one. The third. Okay. The fourth one. This one, box three, I want
to duplicate it. That's where I realized I made a mistake. That's where I did. Shift D. Then I can
call this box five. And I can hide box three. Then this two boxes
box four and five. I can select box
five and move it up. G Z, then I can select this two, and I can heat
Control J to join. So that's what I wanted to do. So Control J to join. So I joined box four and five, and I need to check
where that axis is at, so it is or the origin. It's where it should be.
So that's important. So I can tab in, and I can select this heat L.
And I can hold down shift. Hold on shift, select this face. I'm still holding down
shift and I'll heat L. A release shift, then heat
L. Let me repeat that. Select this. Hat L. I going to select all
the connected faces. Hold down shift,
select this phase, Hat L. You release shift, then heat L, should
select the faces. Then I can scale this
I'll use the scale too. I'll scale this on the
sd side as well, maybe. I'm just trying to
create some variation. Then I can change to the right. Select the move, move this down. Then this is too perfect. I'll activate the
rotate, rotate this. Then I can duplicate
this, so shift D, then I will heat
Z to move it up, so the Z axis. Then I can rotate this as well. Then for this to make
it a bit different, I can select this s, heat, heat X, delete phases. So it looks a bit different. Then I can select this, at
L. Then I can hold on shift, select this, then heat L. So
it has selected everything. Then I do a shift D. Then I a z so that it moves
it up or I move it up. Then I can play around
with the scale. This is a bit strange. I can change this
from global to local. So the top here, where we have the global ocean,
change it to local. Actually, no. Let's
take it back to global. Then I can select
this phase, at L, hold on hip, select this
phase, at L. Selected. Yeah. Then I can
just scale it up. S. Then I can move it up, so G, like that. So let me use the right view. So, so. So now we have a box
a setup where we have so many boxes stacked
on top of each other, and you can be playful
as you'd like. Um The choice is
definitely yours. So I have my boxes, and of course, if I activate
all of them to be seen, they're going to be overlapping. Let me go get out of isolation
so I can see my boxes. Let me isolate this once
more and let's go to the right view so
that I can make sure that the origin
is where it should be. I'll hide all of this and then I'll start
with the first one. So box one. Sorry, Box four. That is fine. Then box
three. That is fine as well. So I'm just getting in and
out of isolation Box two. That's fine. Then get
out, select box one. Yeah, that's fine.
It's important that we consider where the origin is. Now that we have this, well, I do have an
intersection with this. Let me isolate. And hit G z. Okay. I think it's fine. That's okay. Let me exit isolation.
So these boxes. I think some of them, I will
use them for populating. Some of them, I won't. But that's how you
create the boxes.
62. Boxes Clean Up: Now it's time to populate
the shelves with the boxes. But we have to make
sure that the size of the boxes is enough. Or rather it isn't too much. Because for example,
if my boxes are tall, they're not going to fit within the size of these shelves, so I need to make sure
that whatever I have set up fits within the
size of the shelves. So I will select all my boxes. I'll hold down shift. And then finally, I'll hold down shift and
select the shelves, then I will isolate. Then I will switch to. Let me isolate. Then I will
switch to the right view. Then I'll manually hide
what I want to hide. So I have my first
box box one, right? This one I think this
will fit if I move it, it will. Let me do that. I'm just checking to
see, it's going to fit, so I'll hide it, then bring in box two, this one
is fine as well. Then you have box three,
the one is fine as well. Then you have box four. This is the issue
that we'll have. With box, what I can do, I can select it and
drag it two models. If I click and hold
and drag it to models, that means I've removed it from the a collection that
is called boxes. There we have Box four. In this box, I'm
going to place it on some other side.
Let's see here. If I move it. So
maybe some here. So this is going to be like
the box that's going to be not on the shelf,
just on the floor. Then the other
three are going to be sufficient for populating. But of course, you can
add as many as you like. I'm just going to use
this three to make things a bit more
palatable, right? So I'll exit isolation mode. K? But these are still like hidden, so let me unhide them. This is what we have so far. What I would like is
for us to set this up. Let me turn of wireframe. Of course, let me s because
I've made a few changes. We're going to be using
something called geometry notes. And these geometry notes are the ones that
we're going to use to populate the boxes. These three boxes, they're
going to be populated randomly using a path that's
going to have points. Each point is going to have
a random box placed on it. So before before we talk
about geometry notes, I would like for us
to draw the path. I will select the
models collection. My three decs is at the origin. I'll heat shift A,
and then we'll go to mesh single vat, add single vat. Then I will switch
to the top few. And then I'll hit and I
would choose wire frame. Then if I scroll to the
bottom of my outliner, there is the vat,
which is at 0:04. I'm already in edit mode. I just have to click one
just to get to the vertex. Then I need to click on
set on this select box. Then now I can hit A and
G to move that point, as you can see,
here is the point. I just need to have
one point here, another one here another
one here another one here. I just need four.
So I will hit E, to extrude and place
this one here. Hit E, and I can hit y as well to constrain
it on the y axis. Then I can hit E x. Then for this and this,
I can select this one, ll down shift, select
the second one, and then at F to fill it in. Of course, I want this
to be on the same axis. Or rather straight line,
that's going to be S x zero, and it's straight line. So what I want to do is right
now I have four points, and I want to use the
geometnals to help me place the boxes
on these points. I'm not going to
do that manually. The software, the geometals
will do it for me. So you just have to
understand what we need to do for these two work, right? So let me tap out. First of all, then let
me rename this vat. So I'll double click on it, and I'll call it boxes. Boxes one. It's going to be
at the top here. These are going to be the
many boxes that are going to be populated around this curve or it's not actually a cave
mesh around this mesh. Before we proceed,
I would like for us to talk about
the geometry nodes. Although this is not like
a geometry nodes course, I would like for
you to understand what you're doing
instead of just clicking buttons because
you're following editorial, it's better if you understood
what was happening. Um, so I'll talk
about geometry nodes, things that you should know, and then MGet started on this.
63. Geometry Nodes Introduction: Before we set up our boxes, I'd like to talk about
geometry notes forming it, and then we will chug
along with our project. When it comes to geometry notes, it's important to
understand what it is, understand how it works, like things like data types. Then I'll talk about the nodes
that we're going to use, why we're using them, and then we'll get started. So Geometry nodes are basically for creating
a procedural workflow. Something that is
procedural means that it allows you
to change things at any point in time and the whole system will update
with your new settings. So this is something
that in some instances, in your projects,
you might desire, especially if you're
looking for randomness, if you're looking
to do things or automate things that
are very tedious. In our case, it's the
creation of boxes, right? There are several data
types that you can find when working with
geometry nodes. The first one is the float, floats are decimal
point numbers. These are numbers
that have, let's say, if it's 10.567 or
whatever it might be. If it has a decimal
point number, it is a float value. We have integers. Integers are whole numbers, like six, seven, eight. Those are integers. Then we have bulions, Bulions are data types that
are either true or false. If a value is one, it's true. If a value is zero, it's false. Then we have vectors, and these are the ones that we mostly use. Not that we don't
use the other ones, but we do use this a lot in three D. If you look at
things like position, scale and rotation,
we have x y z, those values, those
vector values, they always are float values. Again, this calls back to the first data type,
which is the float. Then we have the color value. The color value
works with the RGB. The RGB, for example, could be zero, zero, zero, which is black or 255 to
55 to 55, which is white. The total value of the
RGB is 256 to 56 to 56, but we can't say 2256 because
zero is also accounted for, so zero is the 256 that
is within the black 256, 255 to 55 to 55. Then we have strings. These are alphanumeric values like like text text values,
those are strings. Then we have geometries. So these are meshes or curves, points, or clouds
volumes and instances. So it's important to know what data type
you're working with, what you need to extract
from that data type, and what you need
to kind of bring along or rather multiply or add or copy or whatever
you might want to do. Uh, it's important to know these data types because
they're going to help you to be able to achieve
your desired results. So in our case, the geometry nodes are used in populating boxes on
the warehouse shelves. So we'll populate the boxes and we're going to use points. So these points,
we're going to place copies of these boxes. But other than placing
boxes on points, we're going to
ensure that each box has a random rotation. So going to ensure
that we can be able to adjust the height of the boxes. Then we can also be able to see how we can
create sockets that will allow us to control the
rotation on the scale of the boxes without necessarily going into the geometry nodes. So we've already
drawn this path. In our case, we only
have four points, so one here, one here,
one here, one here. But here we could
say we have one, two, three, four,
five, six, seven. On those seven points, we have a box that has
been randomly placed on on the points that is So Using geometry notes is going to allow us to have
a flexible setup. If you don't like something,
we can tell the software, give me a new result without having to manually
do it ourselves. The software can just go
through the values we give it, or rather the geometric notes, we'll go through
the values that we adjust and make the adjustment, and then we might find something
that we actually like. So like I say, this is
what we're going to do, we're just going
to have points and each point is going
to have a box on it. There are several nodes
that we're going to use. We have a node called
collection infra node. Remember, when you're
modeling the boxes, I created a new collection
and I put the boxes in there. And that is because
I knew I would want that information
down the line. So I want the geometry nodes to read from a specific area and I wanted to read from the
collection that only has boxes. We're going to use another node called instance on points. We've drawn that path, and in our case, it
has four points. An instance is a
copy of in our case, a mesh, and we want those meses, those boxes to be
copied on those points. Instance on points
basically means, create a copy of these
boxes on points. Then we have random value. Random value allows us to randomize any value
that we feed it. In our case, it's going to be
the scale and the rotation. So we will want some boxes
to be taller than others. Then we also want some boxes to be rotated differently
than the others. Then we have a node called rotate instances and another
one called scale instances. So rotate and scale instances. They allow us to
rotate instances, which are copies, and they also allow us to
scale instances. So each one of those copies is going to have one
singular rotation. One singular scale value, and they're going to be
the same all through. But what is going
to allow us to have different rotation values or different scale values
is this random value. How we are going to extract those values and
then randomize them. How we're able to extract the rotation value
and randomize it, or the scale value
and domize it is by using a node called
combined X Y Z. The combined X y z will allow
us to choose what value, is it x, is it y, is it Z of the rotation
that we need to randomize? If it's the scale, is it x? Is it y, is it Z value of the scale that we
need to randomize? That's something that
we need to consider. So we're going to use six nodes, the collection
info, the instance on points, the random value, rotate instances, the scale
instances and combined Xy Z, as well as the default group
input and group output nodes that come with geometry nodes. So I think now we
can get started on populating our
shelves with boxes.
64. Box Population Starting Point: Now that I've gone through
the Geometri nons, I think we can now
be able to create the boxes and populate the
shelves with those sad boxes. I created this path, if you remember, me
actually with a single. And it only has if I hit A, it only has four points. So this point, if
we try to populate the shelves with
any sort of boxes, we'd only have four because
we have four points. So we need to add
more points to this. So what we can do I'm
in the edit mode. I've selected the points, I can right click and then
I can choose to subdivide. R click again, subdivide. I think I'll work with
this for now because you can always add, we
can always remove. That's the good thing
with geometry notes. Then I will tap out. Then if I it the ZD key, and we go to solid. I want to hide the warehouse. I'm just going to click on its hide in view
pot icon, the icon. I just want to hide that. Then the boxes that
path that we drew. That's the one
that's going to have the geometry nodes modifier. With that boxes path selected, we can go to modifier, and then we can say a modifier, not generate actually,
but geometry notes. The first one. I'll
click on geometry notes, and it has been added, right? If I bring this playback
section just a bit up. This is the timeline. I want the geometry notes
to be visible here. But first of all, ready to click on new. I'll click on new. And the geometry nodes
have been selected, they've been created,
sorry, not selected. They've been created,
but you can see them, so we need to go to the editor. Here in this playback window, on the top left here, click on this and you'll
see other options. What we're looking for
is the Geometry node it. I'll click on
Geometry Node editor, and this is what we have. To move around, just
use the middle mouse, click and hole and
then you can drag. We have two nodes already, group input and group output. Group output gives us the
results. Group input. This is where we'll
put in some of the controls that you might want to have here instead
of needing to go here. So So why did we place the
geomedes on this path? That's because we want the geomedes to already have
this point information. We don't want to
now start bringing in the path in some
other geometde setup. We just want it to be within
what we already have, which is a bit easier. So what we can do
is first of all, we need to use the
collection info node, and we need to create an
instance on points node. The instance on points is going to create
copies on points. The collection info
node is the one that's going to read this collection. I want to hide the shelves, this one, I need to hide it. We can see the path. Just like with your perspective, if you want to look for nodes in the geometry nodes editor, you need to hit sft A, and then you can hit S
and start searching. You can just hit
shift start typing. It's the same. It's just
going to allow you to search. I'll a shift A, and what
we're looking for is instance instance on points. There is a node called instance on points,
and I'll click on it. There it is. Then we'll heat shift A again, and then this time I'll
look for collection. Even before I finished typing collection,
I already see it, so collection info, click on it and here are
the two nodes. The collection info node
is going to allow us to read this collection and
bring it into this setup, and then we'll feed that set
up to instance on points, and the points are found here in the geometry input
because remember, the geometry node or has been placed in this particular path. What we can do is
we can feed it. We can select this instance on points and just place
it here in the middle, and it should connect and
notice our path is gone cm sit. Then we need to give this instance on
point node instances. What are those
instances these boxes? In the collection info node, we have the option
for instances, in the instance on
point, we have instance. Notice this are the same color, so that means that they do share the same data
type or the same values. So The collection info, we need to tell the
software which collection. There is that option here, so you can just come and click and it's going to allow you to pick
your collection. We don't have many, we
have the reference images, the models, the boxes. What we want is the boxes. I'll click on boxes, and then this
instances node output. I'll feed it on this input
for the instance on points. What you do, you click
on this node output, so I just clicked
and then I released, but you click you hold and
then you drag to instance. Notice that now each point, but here we do have a confusion because I can see my
boxes at the origin. What you need to do, you
need to hide this like so. So we need to hide them, the collection, we don't
need to see at the origin. But if you look at this, can see each point
has an instance, but they're all the same. What we can do, we can
turn on separate children. Then once we turn on
separate children, we can turn on reset children. Here, there's still a
question mark like, you we have separated children. We've made each
of these boxes in here to be separate objects. What is being read
is one of these. We don't know each
one specifically. If I could check, let's see. T. It is box one. Box one is being prioritized, as you can see. That's all we're seeing,
but I would like for us to. I'd like for us to be able to randomize and see the
many boxes that we have. In our case, we just have three. Even if you have ten or hover many you have, you
could tell the softare. You know what? I want to
see each one of them, but I want them
to be randomized. In our case, it's just
reading the first one. Again, if I select boxes one
to see the geometry notes. Here, So far, it's
working somehow, not exactly to the level
that we needed to be at, but it is working somehow. We do have or we are feeding
the instance on points, the points that we have
on the path that we drew. And then we have
the collection info that feeds the
instance on points, the boxes, which are
the actual instances. In the collection info, we have defined the collection. We've also separated
the children. But now that we've
separated the children, it's only recognizing the fast on that the ones
are not being seen. Um, so that's something
that we need to fix, but this is a good
starting point, right? So we'll continue
in the next one.
65. Randomizing Box Instance Placement: So our setup is very
basic like I said. Seems like we just have the
fast box, and that's it. The other two are
basically being ignored by the geometry nodes. So what we can do, The first thing that
we can do is have an instance index that
we are randomizing. Here on instance as one points, we have this option
called instance index. If I hop over this value, it says index of the instance
used for each point. This is only used when
peak instances is on. By default, the
point index is used. This one says this
is an integer. That means it has to
be a whole number. Again, the data types
that I discussed before, this is now where
they come into play. If this says it is an integer, you cannot give it a float, you cannot give it a blem
because they don't mesh well, so the data types have to much. So here, what I'm going to do, I'll introduce a node. If I hit shift A, it's called random random value. This random value
is going to be fed to the instance index, and then we will turn
on peak instance. Peak instance, if you
have over it, it says, choose instances from
the instance input at each point instead of
instancing the entire geometry. At each point, an
instance will be picked. In that instance,
we want it to be picked based on
this random value. In our case, we
have three boxes. What we want is we
want this geometry node within those three boxes, if we have ten points,
on the first point, it's going to pick randomly from from this collection
that we have of three boxes. We have zero, one, two, because we can't say
123 because it's code, we start with zero, zero, 12. If at 0.0. If we have ten points, 5.0, you tell the soft turkey
pick or the geometer nodes, pick one random box. It could be the second box, it could be the fast one. It could be because there
are one, two, three. It could be the first one or the third one or the second one. Whatever it picks, you choose. Here, this it needs
to have an integer. This is the instance index. It needs to have
an integer value. So this random value is something that we're considering that comes from what
we already have. We have three boxes.
And those three boxes. This is 123, It's not 1.00, something, two point whatever. So this value, this data
type needs to be changed. If I hop over float, it says type of data
stored in attribute float. We don't want this
to store afloat, we want this to
store an integer. If you click on this, drop down that says float, choose integer. Then we have to choose
the minimum and the maximum and the
minimum value is zero. The maximum, how many
boxes do we have three? It's zero, one, two. The maximum here instead
of 100, we'll type in two. Then the seed, this is the
value that's going to give us a a random box in this instance. Notice that now these two,
the colors are matching, this is an integer, and
this is an integer. Now I can click on this output and drag it to instance index. But still, nothing has changed. What I need to do is
turn on pick instance. Now at each point, the software is randomly picking an instance. I know you're not
seeing any difference, but if I go to overlays, and then I turn on wire frame. If you look at these points, boxes are being picked randomly. We don't have just
the same first box. We have the first one, the second one and
the third one. Now, what you can come and do is you can come play
around with the seed. If you adjust this seed, notice you're getting
different results. If I introduced,
let's say box four. Let's say duplicate it
and I introduce it here. If I select it, and
I do like a shift D, and then I take it
under location to zero, zero, and then I select it
and drop it into boxes. Then I select the boxes. In here, I say I have
zero, one, two, three. I could change is 22, three. Notice now, we do
have other boxes. This is actually working. This is just a showcase, just to show you that this is actually working. It's
reading all of them. Although it's a bit
strange, it is working. I'll delete that
because it's a bit. I'll select boxes. One. That's the one that has the first I the first mesh because I can
say path, this no our path. Now that we have this, we need
to add now more variation, more variation to our bring this back to two because we no
longer have four boxes. We have three, so 012. Whichever set value you
like, that's your decision. What I want to talk
about next is how can we randomize things like
position not position, but rather things like scale and rotation because if we
randomize position, it's going to look
a bit strange. I want them to stay
on the shelves, so we're not going to
randomize position. I want to randomize the scale. There's a node called
scale instances, and there's another one
called rotate instances. If I do shift A and
then type in scale, So here we can find
instances, scale instances. Here, if you have over eight, it does tell you what it does. Scale geometry instances
in local or global space. So it's supposed to change
the size of your copies. I'll click on it, and
then I'll place it between instance on points and geometry output. So if I click. The software will join. Then I need to find
the one for rotation. Again, shift A, rotate, instances, I'll select it, then I will place it here. But so far nothing has changed. But if you come in and start making changes
to your scale, starting making changes
to your rotation, you'll start seeing changes. For example, for my rotation, if I start playing
around with the Z, I I zoom in here, using
the scroll wheel. Then I start making changes
to the Z, you can see. These instances are rotating. But they're rotating
in the same direction, which is not that interesting. If I come in here and
I say I want to adjust the height of the
boxes, so that's the z. You can see that
it is happening, but again, same time, same value, same everything. We do need variation. Variation is going to help
create a bit more interest. We'll need to extract the Z for the rotation.
And randomize it. We'll also need to
extract the ZD for the scale and randomize it.
How are we able to do that? For that, we're going
to use a node called combined xyz for both of them. And then once we
extract what we want, we will use a random value. And this random value is
what is going to allow us to get random rotations, random scales for
each singular box. So we'll do that next.
66. Randomizing Individual Box Rotation & Size: So let's start by
extracting the scale value. So I'll shift A, and I'll look for combine X Y Z. I'll select it. The scale is a vector value and combined X Y Z is used to
separate vector values. So this scale input for
the scale instances node, click on it and drag it to the
output for combined x y z. So anytime you connect combined x Y Z to the
scale, by default, the value is zero for
the scale on X Y Z, and this is why you
can't see a thing. But if I reset this
value to one on the x, one on the y, one on the z, the boxes are back. The value that I'm more
interested with is the Z, which allows me to
scale this up and down. But I want it to be random. With this being set to one, I will add a random node, so I'll heat shift a again and
then type in random value. Then this value. This is a vector, and a vector value is a float
value most of the time. So that means it has
a decimal point. These two they'll
match quite well. So I want to use the Z. I'll click on this input for the Z and feed it
to the random value. Immediately, you
will see the change. If I disconnect, if I
just click on this and drag it out or rather,
I connected it. If I come and click
on it again and just drag it down to disconnect. Notice that this goes
back to the Bit W. All the boxes have the same
scale, same everything. But if I connect this value for the random value node to the
z value of the combined xyz. This is what happens, I start seeing the randomization
immediately. Here I've set the
minimum to be zero, the maximum to be one. I could set the maximum
to be some other value, and then the minimum
could be, let's say 0.4. That means the smallest
height is 0.4. And the maximum height, the highest height that a
box could get to is 1.50. If I don't like this ordering, then I can play
around with the seed, the seed will randomize which particular boxes
get which value. So between 0.4 and 1.5, which value is going
to be assigned. So it could be 0.4, 0.5 0.6 0.7 0.8 and so
on and so forth. So if I adjust the seed, You can see now we're
getting different results. So this is working quite well. We'll repeat the process again, but for the rotate instances. Again, shift A, combine
X Y Z, and of course, the rotation is a vector value, we be extracting a vector value and giving it to
another vector value. So I'll click. If I just move this up. So I'll click on this
output for combined X Y Z, feed it on the
input for rotation. Here, nothing happens. The value one to extract is the Z because the other ones
are a bit strange, right? So I'll bring that back to zero. I'll bring this down so that its' obstruct the other ones. Let me just make
little organization. We need to extract this and randomize it? That
is the z value. For that, shift again, and then I'll choose
random value. Node. This is still a float,
so a float to a float, so we don't need
to change anything in terms of data types. Again, the input or rather the output for
the random value, I'll take it to the Z
input of the combined xyz, and immediately, you
will see a change. Here I need to set what
is the minimum value? And what is the maximum value? So this makes it even more interesting than it
was before, right? So this is how you're
able to randomize values. The combined X Y Z is used to
extract vector values from From either X or Y or Z, instead of them being combined, because if you look at the scale instances
and rotate instances, the values are combined
into one thing scale. But what if I
wanted X or Y or Z, I need to use the
combined X Z to be able to extract that X Y or Z. And then the random value node is the don
that's now going to allow me to randomize that specific value that
I need to randomize. If I bring back the shelves. If I bring them back,
this is what we have, So boxes are I think
they're too tall. In the maximum value for the
scale, we can lower this. Then for the minimum value, I could make it even more lower. But notice that
the intersections, I I change my view
to the right view, there are intersections
like it's going inside the shelves. The way you can solve
this is if I scroll up, see these boxes, it is the path, so we can move it up
and if we move it up, you can be able to change that issue or rather
fix that issue. We no longer having
intersections. If you want more more
boxes on the shelves. What we could do, we
could subdivide farther or we could subdivide
the mesh from here. You know, we have this
geometry input node. This geometry here
is this geometry, the path that we drew,
that is the mesh. So we could do like a
shift A and then look for a subdivide mesh node. This one, subdivide mesh. Click on it and
then place it here, the software should connect. Notice now we have
more distribution. Issue that we have
now is intersections. This is something that
you would use maybe if you had fewer
points like before, if we had those
four from before, but now it's going to just
cause an issue for us. But up to this point, we do have the setup complete. The only thing that
we don't have maybe a few controls here and there, but this setup is complete. We can come in and make
all the changes that we'd like in terms of
randomizing the boxes. So if you don't
like this ordering, you can just come in and adjust and notice that it
randomizes that. Okay. So this is how we use
geometry notes to place to place boxes
on points on a path, or in this case, the mesh. So I don't need this, so I'll just place that and
delete this So I've just redirected this back
to points and I've deleted the subdivision node. So this is something that is working and it's
working quite well. So in the next one, we'll continue populating
this until we're satisfied.
67. Creating Control Sockets: Finally, what we
could do is create sockets that will
allow for us to be able to control certain things without having to dive into this geometry node layout or rather this
particular editor. So What I want is anytime you select this boxes one or two
or three or five, many will create,
once you select that. If you go to the settings here, you should see what you want
to make changes within. Instead of coming here, opening and starting
looking for values. To make that thing or that
process to be an easy process. What we can do is create
a bunch of inputs. This is no geometry input, which of course
contains our geometry, which is the mesh that we do. So I just move it down
just a bit somewhere here. What I want to do, I
want to connect it with the scale so that we can be able to control
the height from here, and I also want to connect
it with the rotation so that we can be able to
control the rotation from here. In the geometry
out input, sorry, we can select it, and then here I have the group settings. But if you can see,
you need to hit n. Sometimes it could be a
clean layout like this. But if I hit n, I can be
able to see the group, the node, the tool, the view. What we want to go to is group. In a group, have interface, you have the type.
You have description. What we want is we want
to create an input, and that input will appear here. If I zoom in, let's
see what happens. Here have geometry,
input, geometry, output. I'll click on this plus icon
and then I'll choose input. Notice now it's a socket, and that socket has
actually appeared here, and I don't want it to be here. I want it to be
below the geometry. I can select it and drag it. Let me say I can do it. Drag it just below, click and hold and
then drag it below. If I click and hold and drag it above, I can take it above. Click and hold, drag it below the geometry because I wanted to follow after the
geometry output. So here in the
socket, select it. We'll start first of all
by changing the data type if there need to be changed. So These are floats. Remember, the vector
values and their floats. Here the minimum is 1.3, so that is definitely a float, so the type is fine.
Then the description. This is for putds for scaling. So description. They could write here box, and the score size. Then I'll come here
to the name socket, I bo click, and then I
will call it box height. Box under score height. Then I'll hit enter and notice
that here it has updated. Because I've selected boxes one, notice that he
says boxes height. If you look at these boxes
heights, Nothing happens here. You can see it's zero. If I adjust, nothing happens. That's because we are yet to connect the maximum
with this value. Because if I do right now,
let's see what happens. I'll click on this input for the maximum value for the scale and connect
it to box height. Once we do that, this uses this value that is
here as the maximum. Of course, remember here we did set the minimum to be 0.2. So now everything is set to 0.2. If I come in adjust this value, notice, I can change the height, I can vary from here without
having to come in here, look for that and
make that change. We can do the same for rotation. So group input, selected. Let's come here to
the group option. Under interface, again,
let's create a new input, so a new so a type float because it's It is a decimal point
value, this degrees. It is a decimal point
value. It is a float. Description, we call
it box rotation. And then I'll double
click on the name, and I'll call it box. I don't think I'm
going to change it. It's going to be box
rotation. Now it enter. Then I'll connect the maximum
with this input over here, and now it st 20, but now I can adjust and notice
that the boxes do rotate. That is how you can make
this process very simple, very Interesting to work with without having
to dive into this. If I turn this back to timeline
and just write this down, and then I start
making my changes. For example, I feel like
this has gone overboard, so I can lower the height. The things maybe you could
go change in the geometry node it or things maybe
like the random value, but you can still create
a control for that. If you wanted to do that, I could briefly talk about it. I go back to the
geometry node editor. Here, I I wanted to
randomize the height, I could select the group
input and create a new input. This one, I could call it box height randomization,
something like that. Let me give a description. Box height, randomization, I
could give it a name. I call it a box. Height random. Here, the key is the type
needs to be correct. The type here because the seed is an integer,
a whole number. If I hover over
the random value, this is an integer,
so it can be a float. I need to choose integer. Then what I'm I trying
to randomize the scale. This one, because I'm looking at where
this is heading to. If I did that one, that
would be the rotation. I need to select this
seed, drag it here. Then when I'm here
in the input option. I can be able to
easily randomize. I think you can repeat the
same for for the rotation, this one, if you
wanted to randomize, to have access to that random
value, that's what you do. The data type is very important. So I'll take this
back to timeline. Let just bring this down, right? We can create the other boxes and populate the
shelves further. But I think we'll do
that in the next one. Oh
68. Populating the Warehouse Shelves with Geo Nodes Boxes: So now let's populate
the other shelves. For the other shelves, we're
just going to duplicate from this boxes one and
just make a few changes. So I'll select this heat
shift D and just click top. Then we can switch the views to. Then I can move this up. So Then because
this are similar, I could rename this, called this Boxes two. What we could do is come in here in the settings
for the geometry notes. These new inputs that be
added, what we could do. We could just play
around with them. I could lower this
adjust the box rotation, so that they just look different and randomize the height. Then repeat for the other ones. Again, if I go to the right. For boxes two, I can
he shift, bring it up. I can make a few changes. Randomize the height,
play around the rotation. Then because all of this is sharing the same geometry node, I could come and play
around with the seed, and that is in terms of the
box that is being picked. Remember, under the instance
on points node, this one, we do have the random value, and this random value
is the one that is choosing which box
is being placed. If you don't like the arrangement,
you can always change. The downside with this is
the changes for all of them. It doesn't consider this is the first path or the
second path or whatnot, it does it for all
of them because this is something that is shared. I just wanted them to be shared so that it's easier for you to make the changes that
need to be made. Then again, I'll
switch to the right. So let me rename this. So
call this boxes three. Rec it shelves. These are the shelves
and call that shelves. This boxes four, I could call it that's the box that's
just on the floor. I could call it for boxes
just to differentiate. So this box is three,
again, shift D. I think I've gone overboard this height. I could reduce that. So I could select this
shift D, click to accept, and just move this up, change the height randomization. Then again, shift D, click, move this up. Adjust the rotation,
randomization as well. And then shift D again
and bring this up. Adjust the rotation,
randomization of the height, and the minimum height that maybe you should put in actually know the minimum
of the maximum rather. Then again, shift D, click to accept, move this up. And then just randomize
the rotation, randomize the height, and change that randomization
of the height. Actually, let me reduce that
as it goes overboard. Yeah. I'm not going to create
any at the topmost part. But if I bring back the
warehouse, if I make it visible, and if I go in here and rotate, look around, do you
actually see that? Let me pick a good angle. I don't actually see it. You're free to. Another way you could do it is For example, if I select, this is
box three, so be four. I I just quickly
rename. The so be five. Be six and this be seven. Right. So if you wanted
to add more points, I wouldn't tell you like to
subdivide because you'll get more intersections
like subdivide as a whole. But what you could do,
if I isolate this, and then I go to the top view. You could subdivide, but
you have to be smart about it and leave enough gaps. For example, if I tub in, if I click on tab to get into the editing mode and I
hit one, to go to atices. If I click and drag, I'm selecting the vertices, I can select this one,
and then I can move it, that is G x, move
it somewhere here, select this, G x, If I wanted to have another box I would
just select this two, right click, subdivide
and I have another one. The software will just
create it for me. All I have to do is
just move them myself. This is another way you could do it if that's what you want. So that's a choice actually. It's not a must that you do
that, that you move these. Then you select
this, right click, and then you want to subdivide. But if I do it for points that are too close
to each other, there is going to
be intersections. So that's why I'm saying
you should not do it for all of them. You don't select all of them and say you
want to subdivide, that's going to cause a mess. A lot of intersections
in your in your setup. So I'll tap out, and of
course, exit isolation. And we do have the
warehouse, right? So these are all our elements. And if I turn off overlays, if I turn off wireframe. This is pretty good. Personally, I would
come back and modify here because I wanted this to be
maybe more populated. Or we could add another
type of box that may be stacks one on top of the other that makes it
look more interesting. The choice is yours,
the choice is yours. But this is how you create
all of these shelves and populating the boxes on these shelves, using
the same setup. Using the same setup
as you can see here, where we have the geometries, which is geometries, then
the number is seven. It's true, we do
have seven of these. They are shared between seven. The same geometride is shared
between seven similar. Seven similar meshes. So I think another
thing you could do different is maybe if
you had other types of boxes in a
different collection and instead tell the
software to use those ones, then at least you'd
get more variation. So there are many ways or many things you can
do in your setup. Um, because remember, you're afraid to do whatever you like. Is all procedural as long
as the setup is correct, the results is going to
be the same throughout. So that is how
these shelves have been set up and the
boxes populated.
69. Creating and Using an Area Light: Now that we've set
up the shelves. The next thing I
would like to do is to set up the
lighting before we create any sort
of colors that we may want to apply to our models. So what I can do is. I'm going to have a light at the top that's going to
illuminate the inside of this. We're also going to have an external high
dynamic range image. That's an HDRI that is also going to contribute
to that lighting as well. The setup is going to be super simple, not as complicated. So what I'm going to
do first is I will select this warehouse and just
crow down in the outliner, and I'll just hide
it for a minute. And then I will hit
Shift S on the keyboard and make sure that my CSA
is set to word origin. Then I will hit shift A or
before we even do that, in the models collection, we can select the model
the model collection, and we can add a new collection where we're going to have light. So that is optional.
You can choose to do that if you want
things to be organized. But in my case, I don't think that's going
to matter too much. So I'll just ensure that I'm selected in the
models collection. Then I'll hit shift A. And then we'll go to
light and a light, I'll choose area because I
want a light that covers the whole area of the
warehouse. I'll choose area. Once this light is added, I will hit G on the keyboard, Z to move this up, and this is what we have, I just want it to be just above at the top
of the warehouse. And that's because I
assume that in warehouses, the are lights at the
top, and this is what I want to act as the light. So the area selected, we can go to its settings, so we can go to the light icon, and in this light icon,
we have the data. This data icon, allows us to be able to see what
type of light we have, which is an area light. The t is going to
have the power, as well as things
like the di fuse, specular, and the volume. So what we want to
do first of all, is to change the size. So the shape is a
square which is fine, but you can click
on the drop down and you can choose a rectangle, if you like or a disc, and you can see the
change happens. Immediately or the ellipse,
the choice easier. I'm going to use a square. And then in the size,
I'll make this super large, for that point. Then I will again, just check to make sure
it's the size that I want some there, right? Then I will open up
the shadow settings, and I want to have
contact shadows. So the shadow option is on, but I do want to have
contact shadows. I'll turn that on. Then
I can zoom in here. And what we can do can
hit Z on the keyboard. Then we can choose rendered. And it's not much. So
it looks a bit strange. But I want us to
use this to gauge our lighting or the amount of light that we're
getting in here. So right now, the power, which is the intensity of this
light is set to ten watts. So we can um Double it. Let's do 20. This
doesn't change much. Let's do maybe 250, and now we can start
seeing the change. So as I'm changing this lighting or the
intensity of the light, by default, the software is using the EV
renderer in my case, I haven't changed
it to use cycles. Blender has two renderers. One is called EV, and the other is called cycles. So EV is a real time engine that is focused on speed
and interactivity. That's how whatever we're changing here in
terms of the power, we're able to suit
quite quickly, which is something that
maybe with cycles, it would take a few
seconds, I guess. But for EV, this is very
straight to the point, very quick and direct. But of course, EV isn't perfect. It has its own range of Limitations, but for us
for this type of project, I feel like this is
essential for it to be a bit for us to use a bit of a simpler renderer than
to use a cycles renderer. So I'll continue
adjusting this power. But of course, if you're
using cycles in the editor. We can go to this icon that
looks like like a camera, and then we have the
render engine at the top, so it's set to EV, so this
is what I'm referring to. That's what I am using. So I hope that's
what you're going to use as well so that
we have similar results. But again, we do have the
other option which is cycles. So since we're already here, we can change or
turn on invent oc. Once we turn on event occlusion, this gets better
because if it's off, we're not getting
as much detail, so turn on event occlusion. Event occlusion kind of tries
to create self shadowing. So in the instance where two objects are
touching each other, we're going to have a shadow where we have point of contact. So that's why I've turned it on. Then if we go back to
the light settings, we do have the power. Again, the power 250. I could increase it further, maybe 500 and it gets
even better to be honest. Let me double it. Let me
give it like 1,000 words. This is even better. Okay. So I'll leave it
here at this point because we can still
go back to change, whatever we need to change, make adjustments to whatever
we need to make adjustments. To in terms of the lighting, so it's not something
that's permanent. I won't change the
color just yet. We'll see how it goes. But I'm not thinking
of changing the color. What I have essentially is fine. We can even bring
back the warehouse so I can turn on the visibility
and we can see what we have. We have even shadows on u
the floor of the warehouse. If you look at the
shelves themselves, we do have some
shadowing as well. Looks very natural, very
pleasing to the eye. One final thing that I could
do is with these shelves. I feel like the gaps
are a bit much, and I don't want to add
any more points manually. What I could do is I could select one of the boxes,
let's say boxes one. Then I want to look for the group input
node. If I zoom out. This one. Of course, make sure that you've changed the editor you're in to
geometry node editor. With this group input, I want to place a
subdivision node just after it so that
it creates more points. Remember, because
this duplicates Um, that is the geometry notes. It's being shared by
seven of these measures. That is going to be applied to the other geometry
notes as well. We just need to make
that change on one. So heat shift A, actually in the
geometry notes editor, so I'll heat shift A,
type in subdivision. Or subdivide. I'll
choose subdivide mesh, and they place it just
before the sorry, after the group input
before instance on points. Now if you look at this, you
can see we have more boxes. But there's an
intersection happening. So to solve that intersection, we have this combined x y z that is we were extracting the Z. So for us to stop
having intersections, we'll need to make
changes for the X and Y. Because if something
is lying flat, that means it's lying
on the x and y, and the height itself is the z. I'll need to make
changes to this, so I'll bring this back to one, so not much on that axis. Then for the y, I can click
and drag hold on shift. See what I have. Okay. Then I can also change the
random value for the rotation. For the rotate instances, we have the random value. The seed is set to zero, so I can change
that and notice it changes for all of them. So this is supposed to help
us randomize this a bit better so that things are not looking too
similar, I guess. But that's something
that I thought I should mention that I
would like to have. I want this to be populated. I don't want to have
gaps in between, like a box, then a
gap, then a box. That is undesirable to me. But this is the first light that we've added,
the area light. Then we need to add the
high dynamic range image, and that is going to be next. So I'll just save this.
70. Using Own HDRI: Next, we need to introduce
the high dynamic range image. For the high dynamic
range image, we'll need to set up that image itself within the
shading editor. So here we have the
ometnous editor act. If you click on the section, this icon on the top, left. There is an option just below
the geometry editor node, it's called Shader Editor. And if you click on that, it allows you to go
to the Shader editor. So with the Shader editor, you choose how you want
to set up your materials. So if you wanted, for
example, in our case, if you want the text to be red, how do we assign that red? If you want it to be
reflective, how do we do that? If you want it to look
metallic, how do we do that? But in this instance, we're
not concerned with that. We just want to have the hy
dynamic range image set up. So At the top here, still in this window. At the top here,
click on object, and once you click on object, you have the Shader type option, which says object
wild line style. I want us to choose wild. Usually, you're not
going to see a thing, so you need to zoom out, and then you will see two nodes. The two nodes are
for the background. If I zoom out, the
background that we have is the color gray. And at the top here where we have just next to the overlays, we have these icons. So we have the viewport
shading icons. We have the first one, which is wireframe,
the second one, which is solid mode, the third one, which is shading, and the fourth one,
which is rendered, which is what we're
in right now. It's basically the same
as just hitting Z. If I hit escape, next to that last icon,
there's a dropdown. So in that dropdown, we
have viewpot shading. Then after that,
we have lighting, we have scene lights on,
then we have scene word on. And if I zoom out and click
on that dropout again, we can turn off scene lights, and that means our scene lights
are not working anymore. If I bring it back on, our
area light works again, then I can turn off scene word. And once I turn off scene word, if I click on the dropdown, the software itself, loads up its own high
dynamic range image. And we can click on this **** wheel on the left
hand on the right sorry. And in here, you can choose to install any custom H DRs
that you might like. But I would prefer
to use my own. You can also click
on this sphere and you'll get other
different variations, and they will give you different types of high
dynamic range images. So this is what I
want us to use. But I want to show you how
to set one up yourself. Notice it makes this
um, even more brighter. If I click on the dropdown
and just turn on sen Wal. This is Billy Duck, this
dull gray, so this one. It's really dark, very dull. But if you choose to turn off Sen Wald and use a high
dynamic range image, you get a lot more capability. So I'll turn on Sen Wald. And what I'm going to do is, I want to use my own high
dynamic range image. So in the shedding editor,
I can heat shift A. So make sure you clicked in
the editor, heat Shift A. Then what I'm looking for is called an environment texture. I just need to type
in environment, and I'll see the
environment texture, and then I'll just
take it to the left, and then I need to assign
that environment texture. I could click on pen. And I could go to where
I've been saving. So if I just drop down, I've been saving this
under three D objects. And here is my
hydynamic range image. So I can select it. It's called Rural HDR. And this is a hydnamic
range image that I got from a site called HDRI Haven. You can check that
out. And you can have a variety of hy
dynamic range images available to you there. So this is what I'm
going to use or you can use the default
one from Blender, the Chase is your s. So then
I'll click on Open Image, and of course, nothing happens
because I have to connect this color output for the HDR. So that is for the environment to the input for the
color for the background. So if I click on this dot
here and drag this here, then we can be able to
see what we have, right? As you can see, we can see
that image in our viewport. So that's okay. Then what we can do, we can come in and start reducing things
like the strength. If I just zoom in
and just move up, we can reduce the strength
of how much power that this high dynamic range image has on the general lighting. So I can reduce the strength
to something lower, You can also increase it, but that overflows our results. I could use maybe 0.8.
Then that's fine. But we can adjust it
as our needs arise, but I feel like that is py. So this is how you use your own high dynamic
range image and how you can as well use the one that is
provided because if you wanted to use the
one that is provided, maybe you don't like one
that you've downloaded, you can just disconnect, and then go to the
viewport shading at the top and turn off scene wild and use some of the
ones that are provided, and of course, they all
give you different things. And then you can play
around with the strength. This strength of a
hay is similar to the strength in the
background node. You can adjust that. You can also choose to rotate. The high dynamic range
image, the chase is yours. But I would prefer to use mine, so I'll just turn on
Senald and reconnect this. So that is how you use a
high dynamic range image.
71. Creating Materials For the Boxes: Now that we have
our lighting done, we can now set up our shadows. So I'm still in
the Sader editor, as you can see, and I mean, the wild shedder type. So I want to go back to object. So let's start with the boxes. Even before we kind of
set up the color or the brown color that we get
from the packages in boxes. What we can do, we need to
bring in a tiny small window. In this Sder editor
at the bottom here, I can click and drag, just to get a new tiny window, and I want to change this. I want to have one be the Shader editor and the other one to be doing
something else. So I'll move this a bit further. Then the one that
is on the left, I'll click on the drop down, and I will choose image editor. In this image editor,
I want to bring in my color palette. So if I just move it to the
right, can click on Open, and then I can go
to three D objects, and I have this image
called Color Palette, and I'll click on Open Image. And if I zoom out, this is an image that
contains all my colors for the project that I
need for the project. So I want to start
with the boxes and then we built from there. So I have three box colors. Box one, two, and three. We're not going to
assign that to this. We're actually going to assign that to the individual boxes. What I can do I can
unhide the boxes. Here they are Then I can
select the fast one, hold down shift,
select box three, then I can isolate. Then I can hide the second one and the third one,
select the fast one. This one. For this one, the setting up of the material or the shader
is going to be very simple. Here in the Shader editor. Let me just move
this to the side. With the box selected in the
settings for this object. We have this icon,
it's a sphere. So that's the icon above
this checker box icon. If you have over eight, it says material, material properties, which we can click on, and
then we can click on new. If you click on new, it's going
to create a new material. So Let's give it a second. A new material has been created. When you get this new material, this is a principle BSF. BSDF stands for bidirectional scattering
distribution function. What it is it's a node that has multiple layers combined
into a single node, and this allows us to create
a variety of materials. Our materials are going to be really simple, really basic, but we're going to try to stay true to how the colors
would be in real life. In the principle BSDF, we have the base color. For this box, I'll
choose this color. On the base color, you have this rectangle that is rounded and it's a
whitish grayish one. You can see we have
other options like metallic, roughness, IO R, Alpha normal, So we're just going to focus mostly on base color metallic
and roughness. If we want to make a
material more metallic, we will crank up
the metallic value. If we want to control
how reflective the surface of the
material we've created is, we'll play around
with the roughness. So on the base color,
I'll click here, and then there's
the eye dropper, which I can click on, and
then I can pick that color. There we have our first box. Then I will hide the box
one and hide box two. So with this box
two, if I tab in, It doesn't have a label. So what I was looking for
was if it has a label. The other one that also
does not have a label. So let me hide the first
one, so we remain with this. Again, with this,
we'll go to material, click on new, and
then base color. I'll click on the base color
option. Use the eye drop up. Pick box two. Then hide it, then hide box three,
select box three. Box three has a label. So we're going to have
a similar approach, but we're going to have
two kind of colors in one. So I'll click on new. Then here you can see, once I've clicked on you,
it says material 002. Notice with this ones
I've not been renaming, which I'll rename in a second. With this one, I will
just double click on it, or come here and just highlight. You can double click over here or come over
here, highlight, and I will type in
this is box three. Okay. Then in the shader editor, I'll pick the color for box
three, which is this one. Notice that it covers
everything even the label. Then here at the top, where I have this small
dialog box on the right, I have a positive
and a negative icon. So this allows me to add
a new material slot. So if I click on the plus, I have a new material
slot and it has nothing, then I can click on new,
then I have a new one. Then I can highlight this name, and I'll call it label. Then in the Shader Editor, I can pick the color
for the label. So this one here that I called Box label one and Box label two. So whichever one you
like, you can use that. So I'll go to the base color, use the eye dropper
and pick that, and it has assigned. But of course, you can sit here. What I want to do is I'll
select this heat tab, and then I'll select one
point or edge or face that is part of this
particular label. Once I select that, I can
hit L on the keyboard. L will select everything
that is linked. Then here where we have
the material slot. Once I've selected the label, there's an option for assign for selecting and
for deselecting. What I want to do is to assign. Once I click on assign,
then I tap out, here we have our label, or it could be like what
is it like seal tape, something similar to that. There we have it. Now, we need to exit
isolation mode. Notice that all our boxes
have a particular material. Then I can hide this.
That is the box three, and then I can hide
the boxes collection. Now as you can see,
the boxes have their own particular
material, right? Okay. Right. That's how we set up the
materials for the boxes. We do not apply on the exact duplicates
of the geometry nodes, but on the boxes themselves. And the geometry nodes,
we apply that everywhere. So each box has
its own property. So if that box is
instant somewhere, the same property will exist. Let me this. The next thing
would be to finish up applying colors for the
rest of these parts.
72. Creating Materials for the Logo Face and Robot: Let's now continue setting up the materials for other objects. I'll start with the cables. We have the cables themselves, and then we have the inlets. I'll select cable one, and I'll click on new so
I'm in the material option. Click on new, and I'll
change the name tos. In the base color option
in the Shader editor, I'll pick the color from here, so this black color, and I will select Cable two, but I'm not going to go
to N again and choose, but rather what we can do, we can click on this dropdown
in the Shader Editor, and then we can choose cables. It's going to apply
that. Select this. Click on the dropdown
cables, select this. Click on the dropdowns. If I zoom in, you can see we do have a
material for the ables. Then we can apply a
material for the warehouse, so I can select the warehouse. Click on new, change the name, so I'll call it warehouse. In the base color, if I go to the image editor, I do have I don't have a
color for the warehouse. So I'll click on the base color. Click on the y dropper. Pick the warehouse color, and this is the color
that has been applied, the color is not very
reflective, it's very subdued. But if you wanted it to
be a bit more reflective, you would need to
reduce the roughness. The roughness is at 2.5, so we can reduce it, and
you'll notice a difference. It becomes very reflective. If that's what you'd like,
just reduce the roughness, but I'll leave it at
0.5. That's good for me. Then we can go to the
text, Mega and see. Mega and see, who share the same color,
which is this red. I'll click on you. I'll
change the name to Mega see. Then in the base color, I'll pick this red color. And then I'll select the see. Click on this drop down and
give it the mega see color. I would like for this
to be more reflective. I will reduce the roughness. Something like that. Okay.
Then we have the flash text. This text that has an open face. I can select it, pte and
I'll change the name. So call it flash, text. So this one. Then in the best
color, I'll pick the color. So this flash text color. And just like I did with
the mega and the sale, I will reduce the roughness. Then I want to have or rather, let me give this this type
of color, this purple color. Let me just select
the flash text and pick this purple color. Yeah, like that. Sapple bluish. Then for this, this
flash outline, this is what I'll give
the orangish color. I'll click on you. Then I'll
call this flash outline. Then I'll pick this color. Okay. Then the next thing
is for the neon sign, this one, what we can do, that is called the
Flash neon outline. We'll create a new material. This time, we're not using a principle SDF as a
surface, of course, all the settings
that we have here, the semons we have in this node, So if you'd prefer to use
this, it's still fine. So I have the principle BSDF
as the default surface, so I want to change that because I want this
to kind of glow. So I'll click on principle BSDF, and then I will choose emission. Once I choose emission,
I'll give it a color. Notice that now in
the shader editor, we do not have the
principal BSDF, we just have an emission. So I click on the color
option and then I'll pick the flash neon, and we don't see a thing. That is because
there's a setting that we need to turn on. If I go to the render setting, this icon that looks like
the back of a camera, there's an option called bloom. If I turn that one on, I should be able to see
something, but I don't. That's because the intensity is very low for this, the strength. I could input some crazy value. Let's say if I input 50, and you can see we are
getting what we need. So that 50 was a guess. I didn't know that
it would work, but of course, if
it's a big much, we could use let's say five. If I deselect and
look at what we have. So far, so good. Then we have the dotted mesh. This mesh over here, we can create a new
material for it. We go to the material new, and I'll change the name. I'll call it dotted mesh. Then in the base color, I will pick this color. Then we do have the background. I also have a color for that. Dotted mesh background, this subtle gray.
I'll click on new. Change the name of the material, so dotted mesh background. Then undo the base color again, I will pick this. For this dotted mesh material, I will lower the roughness. Like so. Then for
the background, I could also lower some of this. It doesn't make a
huge difference. I feel like this is fine. This is okay. Then
we have the shelves. I just need to select one shelf. I can create a new and then
change these two shelves. Another base color
will pick the shelf. That's the color
that I would like. T. Right. Then we have to
apply colors to this, which is the logo outline
and the logo face. I do have a material
for the logo face. I'll click on new, and
I'll change the name. I'll call it logo face. Pick the base color.
It's very subtle. Can reduce the roughness.
Something like that. Then I think the
last thing you can add within this session is the robotic material for this. I could select one of these parts. Des't
matter which one. Then I can click on. Then
I'll change the name. I'll just call it robotics. Okay. Then I'll go to the base
color and pick the color. So I do have a
robot metal color, and then I will
lower the roughness, and then I'll increase this
value called metallic. As you can see,
it's very metallic. Then you can increase
the roughness if you want it to look metallic, but you don't want
it to reflect too much of the high
dynamic range image. Then we can select this and click on the drop down and
find the robotic material. So we just need to
scroll robotic parts. Se like this, click
on the drop down, robotic parts, this as well. Robotic parts, and this. Then click on the drop down
and choose robotic parts. Now our robot has this robot has some parts or some
material, not even parts. I'll click this as
well. Robotic parts. So these sections like this armhole mesh and these screws, they
don't have a material. That's something that
we need to set up next. But so far so good. This is coming along quite well. For this, this is
the logo outline. I'll give it this
flash outline color. So. So I will save this and then we'll
continue in the next one.
73. Finishing Up Materials For Scene Objects: I'd like to make some
adjustments to the logo phase. If I select it and we
can see it's material, and I just want to increase
the metallicness of that particular material,
something like that. Then now we can focus on this. For this, that is the flash
icon L. I can click on new, and then I can
call it flash icon L R. It could be for
the left or the right. I didn't have it here
in the color palette. I think I would use the flash
text color or the blue one, so let me try and use the
blue on for the flash text. Then for this, that is the flash icon neon.
I'll click on new. Then I'll call it flash icon r. It could be for the
left or the right neon. Then because I wanted to glow, the surface cannot
be principled s DF. It will be emission. Then in the emission, I pick the flash neon. And the value is very low, so I can send it to
something like let's say 30, and that's something
that is very appealing. We can use. Then we can assign this material
to both this and this. I'll select this, go to the drop down and choose
flash icon left slash. Right. Select this thin
path and go to new. I'm sorry, not new.
Let me do that. The drop down, then flash icon, um No, that's the neon. I'm looking for the neon. Flush. It should be flush. I
didn't realize I typed the S instead of F. And now
what we have is pretty good. This is pretty usable. And here can select this and
assign the robotic material. So robotic parts. Yeah. Then now we need to
create a material for this. This is the scroll down. The robot two. So I can go to new and then I can just call
this robot pole mesh, and I'll give the
color like a black. Like a black. Let's give it
a blackish color, I guess. Then I can increase
the metallicness and reduce the roughness. Let's look at it.
I could make it black something like that. And I can select,
see what we have. I like that. Then
I can select this. Hold on, shift,
select the other one, go to the drop down and find
the robot homes material. I didn't apply to
the second one. Again, let me apply
a robot homesh. There we have our robot. What's left are the inputs for this or other materials for
the screws for the inputs. The screws, and they are on
the base here here as well. Let me create a new material, and then we can
call this screws. Then we can give them a
color like a gray color, reduce the roughness,
increase the metallic ness. Be we want it to be metallic. And can make it
even more metallic. We can also increase the
roughness, something like that. Then I can select the screws, like this ones at the base. Go to this drop down and
find the screws material. Select this at the top as well. Drop down screws. Then we have these inlets. These inlets on the
left and the right. So we can use the screws
material as well. So screws. That's pretty cool. The last thing I think I would
like to do is these boxes. I need to isolate. I need to tab in. Then I can select this and
it for the connected parts. Then I can go to the drop down and go to boxes like box three. I did apply for all
of them. Let me undo. Let me di select.
Let me tap out this. I'll get rid of it. I'll
click on the minus. Then I'll set them up myself with the types of
variation that I want. I'll click on you,
and then I'll rename this two box and I score one. It's different from
the other one. Then I'll give this a
color like box one. Then I'll tab in, I'll select the first one, it L and choose to assign. Then I'll click on a
new one, a new slot. Then I'll So let me tap out. Then I'll click on new double
click box underscore two. Then I'll tub in.
Select this heat L, then I'll pick a color. This is going to be Box two. I'll pick a sign.
Then I'll select this heat L and select box
one and select a sign. If I tub out, you can see the different shades,
that's what I want. This one has a label. I'll create a new slot. Click on new and
I'll rename this. I'll call it label. Label under score one. Then I'll pick that
color for the label. Is this one a, a lighter shade. So I'll go to the basic color
and pick a lighter shade. Then I will tab,
select the label. Just one point, heat L, and I'll choose to assign
any should have applied, but it didn't pick everything. Let me see if I t. Select
that heat L. Assign. Ty So Let me tab in again. Select the faces. I did a sign just that this
is quite on the inside. G Z. Yeah, like so.
Then we have it. Then I can select this tab. So if it has a label, it does so select it. Hit L, select L label one, select a sign tab out. Then for this last one, I can give it like a
different shade of brown. I'll click and create
a new material slot, click on new, and I'll call
this box under spot three. Then I'll pick the
box three color, and then I'll tub in select this at L
and select box three, and I will assign and tub out. So there we have our boxes, and then I will exit isolation,
and there we have it. So we have created textures
for almost everything. Well, apart from these inlets. This one. This I Seems I can't find it. Let me tub in to this. Select this point, go to view. Let's see frame selected
so that I can see this. I can tub out. This is
what I'm looking for, so Cable inlet one and two. I'll click on new and I'll
call this cable inlet. Then I'll change the color to something else. Let's
say a gray color. So I already have a
gray that I like. So I'll use this and I'll pick the gray for the dotted mesh. And I'll I'll go to the base color and
just make it slightly. Lighter. Then I'll
reduce its roughness. Then I'll select the
second one cable inlet. Go to this drop down, look for cable inlet, and it should have applied. So after that point, we do have materials for essentially everything
that we've created, which is pretty cool. Yeah. I'll just save this.
74. Volumetric Lighting Set Up: The next thing I'd
like to add is some like volumetric lighting. To do that, we'll need
to work with volumes. So far as we've been
setting up materials, we've been using if you look
at the principle of BSDF, the BSDF input is going to the surface input
of the material, but now I want it to
go into the volume. But not exactly this
particular node, but a different type of node. So we need an object that's
going to form that volume. So we're going to start
by using a simple cube, we modify its size, and then we'll
make some changes. So I'll type or heat shift A. And I'll go to cube. This is my cube. Then
I'll hit z solid. Then I will switch to
let's say the right view. Then I'll hit the wire frame, and I'll move this up. So I need to scale it up, so I'll hit S y. And then S Z. Then move this up. I think I did it way
too much on the Z, so S Z and just reduce it, and then move this down. Then we'll check the front. That is going to be S and
I'll just scale it up. I'm just making sure that
it's within the areas where we don't have
any of the boxes. Next so. This is the one
that's going to have the volume. This is the cube. I'll double click on it and
call it volumetric light. Then I'll isolate it. Sorry, I selected
the wrong thing. I'll isolate it, so here is. Then we'll go to the material
and we'll add a new one. And then I'll call this volume. Okay. Then we can get rid of
this image texture window. What I can do between these
two windows is a gap, which if I hove over it, I get a line that
points to the left or has an arrow that points to the left and another one
that points to the right. So I I click, I
can choose to join areas and an arrow will pop up. I want to join to this, so I'll use the
arrow that points to the left. I'll click on that. I can zoom out and
see my material well, the nodes that is, but I don't want to use
the principal BSDF. On the surface option, I will choose emission. Once I choose emission, and if we hit Z and I choose rendered, this
is what we have. It's not that interesting.
I'll go back to solid. What I want is I want to have some thick volumetric
some thick volume around the warehouse so that it doesn't
look dull or empty. So for that to be possible, we need to use this emission, and we need to drive it to the volume and not
to the surface. So where there is that line that goes from emission to surface, click on that and just
drag it down to volume. The next thing I want us to add is a node called gradient. We've not used any nodes at all. I want a gradient node, and a gradient node is just
a node that has two colors, and that is usually or rather it talks with two
colors, black and white. But of course, you can work with other colors if you'd like. But in our instance, we are working with
black and white. So I head shift A
and typing gradient. And I'll get a gradient text, which I'll click on and then
I'll click to place it. Then I'll drive the
color of the gradient to the color input of the emission. Then if I hit z rendered,
let's see what we have. For you to see the volume, you'll have to be
in rendered mode. This is what we have, and
the whole shape is a volume, and this is a linear gradient. So With the gradient, I would like to add something in between that will allow me to play
around with black and white. So the gradient right now is set to linear, but of course, there are many other
types of gradients that I'm going to get into, but I just want to
have it B in use. So I will shift A again, and I will for something
called a color ramp. So a color ramp actually brings out the black
and white that we need. Once I click on it, I
need to place it between the gradient texture and the emission, and
this is what we get. Now, if I start moving this particular sliders
for this gradient, can see that this is what
we have so if I rotate. This is what we have. The
areas that are black, we're not seeing them, the areas that are white,
we're seeing that. But I essentially want this
to be a bit more vertical, not like a horizontal change. For that to be possible, I'll need to make use of other nodes that will allow
me to have access to that. The first node is going to
be the texture coordinate, and the second one
is the mapping. So I'll heat shift A
and type in texture. Coordinate, and then I'll select it and drag it
a bit off to the left. Then I'll hit shift air again and this time I'll
look for mapping, and then I will click
on it and add it. The mapping is what
we need essentially, but it cannot work alone. We need the texture
coordinate as well. So the generated output of the texture coordinate connected to the input vector of mapping. Then the output
vector for mapping, connected to the input
vector of the gradient. Thing will change as much. I's just going to update, but I want to rotate this. So we have the
rotation values, x, y, and z, and the one
that I need is the Y. So I'll type in our
value, let's say 90, and then the gradient itself or the white color that
is essentially here, is going to be rotated and it's going to be
placed at the top, and then the black one
will be at the bottom. Now if I come in here and
start making my adjustment, you can see this is
what we have, right? Now I can exit isolation mode, and now if we get in here, this is a bit too
much, to be honest, it's really seems super foggy if I zoom in and
start moving around. It's a much, very foggy. But what I can do
is on the emission, I can reduce the
strength to something a bit less, let's say 0.1. And this makes this look
a bit more interesting. Because remember you have those
lights at the top of one. We only have one, but
I want to I want it to look like it's emitting this huge volumetric
light around it. So that's why I have this. Then you can adjust this, make it come down further. Or go up farther if you like. If I move this farther
to the black side, or if I make the
black side less, I'm going to make
this more foggy, and if I make it more black, I make it less foggy
or less volumetric. That's how we get that
polymetric light or lighting. Another thing you could do to make this more look
more interesting, if I just hit to hide this. O thing you could do
is if you go to in the Shader editor being the
object of the Shader type, if you go to wild, and then I lower the strength
of the background, which is the HDRI. You could get a really
interesting result if you lower this value. That's something that
you'd be interested in. If you're looking
for something super super moody, this
would still work. But in my case, 0.8, is fine. If you wanted to
rotate this image, which is this hy
dynamic range image. If I go back to object, if you want to do that,
you'll need to use mapping and texture
coordinate as well. And that's going to allow you
to be able to move around that particular image if
that's what you'd like. That's just by the way, because it might come
in handy at some point. This is what used
to adjust any image that you have or any shader
that we have in our case, this particular
gradient that we're rotating so that we can be able to to have the transition be a bit more appealing or bit to what we
like, or what we want. This is what I'm going to use. And if I rote it up you can
see, it's very volumetric. This is how you set up a
volumetric vibe or light with shaders and by using the volume input
of the material output.
75. Setting Up the Camera View: Let's now set up the camera view for this particular scene. I would like a camera
view that's a bit angles, like so, something like this. For that to be possible, first of all, we need a camera. I heat shift A and add a camera. Then with this camera, what I can do is
I can hit Alt R. Alt R is going to
reset my camera. So if I move it up, using G and Z, it's going to be facing down. Then I need to use the rotation tool and I
can now rotate it myself. Like so, and then I
rotate it like this. What I'm looking at
is for this trammel, I want it to be pointing
up so that if I move this, and I place it in
front of the object, that is the flash se object. If I go into the softer view, I should be able to see
what the camera is. To be able to do that,
on the user perspective, this perspective view, we have this bunch of icons
on the right. This one that is
the camera icon, and if you hop over
eight, it says toggle, the camera view numer zero, so I can click on
that and it shows me what exactly the
camera is seeing. When you add the
camera, of course, just like any other object, it does have its settings. One of the things you
would like to do in the come of view is
maybe adjust what you're seeing because this is
very straight line ish. Whatever we're seeing
is in a straight line, and that's not what I personally
want to angle this as. But if this is what you want to do for your
work, that's cool. But personally, I
don't want to do that. I will need to I make a
few changes to the angle. So the first thing that I need to do before I even
start making the angle is I need to get rid of
the parts that do not form the size of the image that
the camera sees through. So for that to be possible, select the camera, then go
to the camera settings. And then, of course,
you'll see we have a bunch of settings like
lens, dept or field, camera safe areas,
background images, viewpoint display, and
custom properties. What we want is actually
under viewport display, and I I expand it and
look for the setting. There is a setting
called pass part two. What it does is it's
going to darken all these areas that
already it's dark, but I want it to be 100% dark
so that you can be able to know what parts the camera can see and what
parts it cannot see. I will increase this value
to one and notice that now, this has become really dark. Then now I can start
defining my view according to what I want.
So what I'm going to do. We're in the camera perspective, I'm going to hit n on the
keyboard so that I get the settings for the camera. Then we'll go to view. So we have item two view. So if I click on view, there's an option that
I want to turn on. So if I make this a bit larger, so we have things like
the focal length, and then we have the
section called view Lock. The view lock, we have lock
lock to object, sorry. Then we have lock. You can lock the camera to three D
casa or camera to view. So what I want is
I want to turn on lock camera to view so that
whatever changes I make, I'm making them in
the camera view. I'm not getting out
of the camera view and doing it in whichever view, be it the perspective
or the front or the right or the top or the back,
whichever it might be. So I'll turn this
on, then I'll hit n to kind of make it disappear. Then we have this
icon at the top here, so I'm going to use this
to rotate the view. So I'll hover over So if
I don't hove over it, I don't get a circle,
but if I hove over it, I do get a circle, and it does say drag
rotate the view, and I can start rotating
the view like that. Then I can use this hand icon, which allows me
to move the view. Then I can use this
magnification glass, which allows me to
zoom in and out. Then I can use the hand
icon again to move up. Then I can use the
zoom in and out, Magnification tool. So this is still not
satisfactory for what I want. What I'm going to
do is I'm going to lower the focal length. By default the focal
length is 50 millimeters. In the settings for the
camera if I just scroll up, we have the length settings. Under the focal length,
I will just reduce it, maybe to let's say
40 millimeters, and then I can again
continue making my adjustments according
to what I want, and then I can rotate
this then move this. Like so. Then rotate this again. So this is the angle
I'm looking for. Once you're done with your
camera view or setting it up, you can hit n again, and then we need to turn off camera to view. If I hit n and then I now
start trying to do things. Notice I'm not moving
the camera view, the camera view remains. Now I can zoom in using
the scroll wheel. Now if I try to click and
hold down the middle motto, I'm back to the
perspective view. Then I can click
on the Tilda key, and then I can go to
view camera or I can click on this Pma icon. It's whichever one you
kind of like, right? So one thing that I could do is we could add something
like depth of field. So after the lens option, we have the option
for depth of field. So I want the background
objects to not be so sharp. I want them to have some
sort of blurriness to them. So I can turn on depth of field. Then I can expand the settings
for the depth of field. For the Doctor field, I want
to use the focus distance, but you can have an
object act as the focus object for
your depth of field. For the focus distance,
I'll start with zero. By default, it is
set to 10 meters. If I input zero, everything
is really really blurry. So I can increase this until I see what I need
to see, then I'll stop. So somewhere here,
4.8 thereabout. That's what I want. We can turn it off ton, turn
it off turn it on. I can lower it even further. Maybe to something like that. Then you can turn it
off and on to see if there's any vast difference. It's supposed to be subtle. Then that's all I'm going
to change, to be honest. Then the last option
I want us to change. If we go to the render settings, there's an option called
screen space reflections. This is going to make our
reflections look really good. I'll turn this on and
notice what happens. This looks really nice compared
to what we had before. I can go back to the
settings for the camera and still adjust
this step of field. Just a bit something like that. That's what I want to use. So what is left is for us
to output this as an image, but so far, this
looks quite nice. So I'll just go
to file and save.
76. Image Output: Now that we've set
up the camera. The next thing or the final
thing that I would like us to do is to output this
particular image. What we can do, we can go to the render setting,
and of course, cross check that we set
everything right that we do have ment because if
emocion is a bit of, it's not going to be noticeable, but you lose a bit of the realism when it
comes to self shadowing. Then we have things like
bloom which need to be of screen space reflections, which make the
reflections a bit better, but if you do not like it, you can turn it off. Um Then we can go
to the next option, which is output output, we can define the format. That is the resolution
of the image, which is 1920 by 1080. I'm fine with this image size that has been set by default. Other than that, I
don't think there's anything else I'm
going to look at in this section because we don't
have any sort of animation, so it doesn't make
sense for me to look at the FPS and the frame
range and all of that. I just need one singular
frame from this. I need to go to the top of the interface
where we have render. If you click on render, can render an image and you
can render an animation. We don't have an animation, so image it is, so I will choose
to render image. In my case, it takes
a bit of time, T like a minute, but
it will be output. Here it is, and if I zoom
out using the middle mouse, can see that we do have
some depth of fields, especially here with the S. Maybe I should
have cranked it up a bit more so that
I have less over here. But this is a
pretty good render. I'd be really interested
to see what you guys do and of co what you guys
will post down the line. Before we finish, of course, this has been rendered,
but we need to save. So we go to image at the top of this
blender render window, and under image, we can go
to save S. And under save. In my case, I'll just go to
have been saving my stuff, which is under three D objects. Notice that on the top right, we do have a bunch of options like the file
format, the color, the color depth,
the compression, and the color management. Since this is a singular frame, I'm not going to change much. I'll just change
this to flash sales. I'll just call it that
O mega flash sales. Final. Then I'll click
on Savers Image, and it should definitely
be saved in that location. So we've come to
the end of creating all our models from
the beginning, when we began with the robot, and we progressed up to
where we are right now, which was the lighting, setting up the cameras, setting up the materials,
and all of that. So it's been a
journey in itself. So I hope to see you next time. When we embark on animating
this whole project. I think that's
going to be really interesting down the line.
77. Conclusion: Wow. You've made it to this end of the first
part of the cose. Congratulations. Thank you for sticking with me, and I'm deeply honored. We've gone through the
basic introduction of the software interface. We've modeled the
robot, the robot face. We've created text elements. We've created the warehouse. We've populated that warehouse
with shelves and boxes, using the geometry nodes, and we've created lights and cameras or a camera
for the final render. I'm really excited to see
what you come up with. Please post your final image
in the project gallery, or you can tag me on Instagram at Funky
Polygon Animation. Once again, thank you. I hope to see you in the
next part of the project, where we'll start
animating the elements we have created. See you soon.