Blender Stylized Arabian Market: Build a 3D Environment | 3D Tudor | Skillshare

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Blender Stylized Arabian Market: Build a 3D Environment

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Arabian Market Course Intro no logo

      2:10

    • 2.

      3D Lesson 1 Master Blender Viewport Navigation

      6:49

    • 3.

      3D Lesson 2 Append Resources and Install Essential Add ons

      3:28

    • 4.

      3D Lesson 3 Build Powerful Reference Boards with PureRef

      13:26

    • 5.

      3D Lesson 4 Essential Blender Modeling Tools and Edit Mode Mastery

      15:55

    • 6.

      3D Lesson 5 Accurate Building Blockout Using Cubes and Snapping

      7:42

    • 7.

      3D Lesson 6 Scene Blockout with Camera Setup and Tower Modeling

      8:01

    • 8.

      3D Lesson 7 Blocking Windows, Doors and Balcony Openings

      11:27

    • 9.

      3D Lesson 8 Architectural Trims with Edge Loops and Extrusions

      13:08

    • 10.

      3D Lesson 9 Bevel and Array Modifiers for Detailed Facades

      12:13

    • 11.

      3D Lesson 10 Boolean Window Cuts and Clean Quad Topology

      11:47

    • 12.

      3D Lesson 11 Boolean Windows and Doorways with Clean Topology

      6:13

    • 13.

      3D Lesson 12 Create Realistic Stairs with Bevel and Manual Modeling

      6:43

    • 14.

      3D Lesson 13 Model an Arched Window with Detailed Wooden Panels

      9:36

    • 15.

      3D Lesson 14 Build a Decorative Arched Window with Boolean Cut

      12:31

    • 16.

      3D Lesson 15 Modeling Detailed Windows and Doorway with Bevel

      10:46

    • 17.

      3D Lesson 16 Finishing the Lower Facade with Bevel and Array Modifier

      6:11

    • 18.

      3D Lesson 17 Building a Wooden Shelter with Array Modifier Beams

      9:32

    • 19.

      3D Lesson 18 Designing a Detailed Balcony with Custom Bevel

      12:16

    • 20.

      3D Lesson 19 Modeling a Detailed Balcony with Bevel and Custom Patterns

      14:47

    • 21.

      3D Lesson 20 Creating Brick Pillars with Array and Mirror Modifiers

      13:20

    • 22.

      3D Lesson 21 Cutting an Arched Doorway with Boolean

      9:48

    • 23.

      3D Lesson 22 Designing a Detailed Door with Bevel and Wall Trim

      6:37

    • 24.

      3D Lesson 23 Boolean Door Panels and Decorative Roof Details

      10:52

    • 25.

      3D Lesson 24 Sculpting a Detailed Dome with Bevel and Extrusions

      7:50

    • 26.

      3D Lesson 25 Building a Circular Tower with Boolean Windows

      10:59

    • 27.

      3D Lesson 26 Creating Realistic Materials with Normal Maps

      9:34

    • 28.

      3D Lesson 27 Stylized Sky Texture World Lighting in Cycles

      4:21

    • 29.

      3D Lesson 28 Procedural Stone Material with Ambient Occlusion

      16:32

    • 30.

      3D Lesson 29 Smart UV Project and Material Linking Workflow

      9:44

    • 31.

      3D Lesson 30 Scene Wide Material Assignment and UV Control

      12:18

    • 32.

      3D Lesson 31 Tower Materials with Smart UV Project and Vertex Paint

      9:33

    • 33.

      3D Lesson 32 Smart UV Project and Vertex Paint for Stone Walls

      4:48

    • 34.

      3D Lesson 33 Modeling an Ornate Matrabia with Bevel and Array Modifier

      9:45

    • 35.

      3D Lesson 34 Creating a Mashrabiya Part 2

      11:12

    • 36.

      3D Lesson 35 Wooden Structure with Boolean and Solidify Modifier

      10:39

    • 37.

      3D Lesson 36 Modeling Detailed Wooden Fences and Trim

      17:49

    • 38.

      3D Lesson 37 Building Realistic Wooden Crates with Bevel

      7:11

    • 39.

      3D Lesson 38 Filling Crates with Geometry Nodes GeoStacker

      10:05

    • 40.

      3D Lesson 39 Customizing and Duplicating Food Crates

      11:08

    • 41.

      3D Lesson 40 Modeling a Stylized Wooden Barrel with Bevel

      5:34

    • 42.

      3D Lesson 41 Realistic Draped Carpets with Solidify and Subdivision Surface

      13:51

    • 43.

      3D Lesson 42 Cloth Shelters and Canopies with Subdivision Surface

      15:17

    • 44.

      3D Lesson 43 Creating Clay Pots and Plates with Bevel and Solidify

      12:08

    • 45.

      3D Lesson 44 Modeling a Clothes Rail with Bevel and Custom Hangers

      9:14

    • 46.

      3D Lesson 45 Create Cloth Piles and a Realistic Clothesline

      15:51

    • 47.

      3D Lesson 46 Modeling Detailed Tables, Chairs, and Props

      11:32

    • 48.

      3D Lesson 47 Building a Detailed Wooden Wheelbarrow

      13:51

    • 49.

      3D Lesson 48 Boolean Doorways and Architectural Window Details

      10:49

    • 50.

      3D Lesson 49 Final Building Details with Array and Bevel Modifiers

      18:13

    • 51.

      3D Lesson 50 Skybox Control with Light Path and True Displacement

      7:22

    • 52.

      3D Lesson 51 Vertex Paint Damage and Sand Variation

      7:34

    • 53.

      3D Lesson 52 Final Render with Mist and BlendCraft Compositor

      14:07

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About This Class

[Click Here for Resource Pack]

Ever started an environment in Blender, added a few cubes, then wondered how on earth it becomes a proper scene instead of a lonely box village? In this Skillshare class, you will build a complete stylized Arabian market environment from the ground up, starting with simple blockouts and turning them into warm architecture, market props, fabric canopies, rugs, food displays, and cinematic lighting.

A warm stylized marketplace environment created using Blender 5 and Cycles. The scene combines modular architecture, handcrafted props, cloth canopies, layered materials, vertex paint damage, and cinematic lighting to create a believable market atmosphere inspired by Middle Eastern architecture and stylized game art workflows.


We will take the whole thing step by step, using practical Blender tools like transforms, snapping, bevels, arrays, booleans, modifiers, UVs, materials, vertex paint, and Cycles rendering. You will also use the included resource pack to speed up the parts that should support your learning rather than slow you down.

What You Will Learn

  • Navigate and set up your Blender scene with confidence.
  • Block out market architecture using simple forms and scale references.
  • Model Arabian-inspired arches, domes, towers, balconies, doors, windows, pillars, trims, and wooden details.
  • Use booleans, bevels, arrays, mirror, solidify, and subdivision surface in a clean, practical way.
  • Build set-dressing props like crates, barrels, clay pots, rugs, tables, chairs, clothes rails, food displays, fabric piles, and a wheelbarrow.
  • Apply sandstone, wood, plaster, fabric, rug, paving, and produce materials with UV and vertex-paint workflows.
  • Create a final warm render with Cycles lighting, atmospheric polish, camera composition, and render settings.


Every structure in the marketplace is built to support silhouette, atmosphere, and visual storytelling. Towers, balconies, arches, market stalls, and decorative facades work together to create a cohesive environment that feels handcrafted, warm, and visually grounded inside the final scene.

Why You Should Take This Class

Environment art can feel like goblin maths at first: a bit of architecture, a bit of props, a bit of material work, a camera angle that refuses to behave, and suddenly the scene looks like it was assembled by a sleep-deprived barrel. This class breaks it all into a workflow you can actually follow.

Rather than modelling random objects in isolation, you will build one full marketplace scene where every lesson feeds the final render. You will learn how scale, proportion, reuse, material variation, and set dressing work together to make a stylized environment feel alive.


This close-up section highlights the importance of secondary details in environment art — market stalls, fabric variation, food displays, wooden trims, plaster wear, and layered architectural forms all work together to create a believable stylized marketplace. The course focuses heavily on how these smaller elements help transform a simple street into a cinematic environment with warmth, scale, and storytelling.

Who This Class Is For

Beginner Blender Builders

  • You know the basics or are ready to learn them inside a guided project, without being thrown into the modifier cave with no torch.

Environment Art Gremlins

  • You want to stop making single props on empty grey backgrounds and start building a scene with architecture, props, materials, and lighting.

Stylized Scene Makers

  • You like warm, handcrafted 3D worlds and want a project that feels like a little marketplace diorama coming to life.

Portfolio Polishers

  • You want a finished render that shows more than one skill: modelling, layout, texture work, composition, and final scene polish.

Materials and Resources

You will need Blender 5 or Blender 5.1. No paid add-ons are required. The included resource pack provides materials, trims, fabric and rug atlases, food and produce assets, scale references, a PureRef board, useful add-ons, and comparison files so you can inspect the finished scene as you work.

Why This Skillshare Class Stands Out

This is not a "watch me make one arch and good luck out there" kind of class. You will see how the scene grows from humble blockout blobs into towers, stalls, props, fabric shade, market clutter, and final lighting. It is structured like a proper environment workflow, but with enough geeky tinkering to keep things fun.

You will finish with a stylized Arabian market scene and, more importantly, a repeatable way of thinking about environment creation in Blender.

See you in class—and until next time, happy modelling everyone!

Rosefield

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

Level: Beginner

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Transcripts

1. Arabian Market Course Intro no logo: Have you ever built individual assets in blender but struggle to turn them into a complete environment? In this course, we solve that by creating a stylized Arabian market from the first Blocke to the final render. Hi, everyone. I'm Rosefeld, the artist behind the stylized Japanese street environment. This time we are building a full sunlit marketplace where architecture, props, materials, lighting, and composition all work together. Just like a professional environment workflow, we start with references, scale, camera framing, project setup, and a clean blockade, so the scene has direction before the detailed modeling begins. From there, we turn simple shapes into layered Arabian architecture. You will build arched doorways, patterned windows, balconies, wooden shelters, carved trims, brick pillars, domes, a tower. Every section is broken into mangeable steps, so a large scene never feels overwhelming. You'll learn how to control proportions, fix topology issues, reuse details and keep the environment organized as it grows. Once the forms are in place, we move into UVs and materials. You will work with textil density, linked materials, normal maps, procedural stone and plaster, wood variation, vertex paint, and stylized edgewaar so every surface feels cohesive. Then we bring the market to life with the details that tell a story, tables, stools, bottles, plates, a wheelbarrow, and hanging laundry. Finally, we shape the mood with cycles lighting, sky texture controls, shadows, displacement, composition checks, and final render polish, turning the project into a warm, atmospheric Arabian market ready for your portfolio. This course is for beginners who want a guided route into Environment that and for self taught artists who want a cleaner, more professional process for building complete stylized scenes in blender. By the end, you'll have more than a finish market. You'll have a repeatable workflow for planning, modeling, texturing, lighting, and presenting environments with confidence. So if you're ready to move beyond isolated assets and start building worlds that feel structured, detailed and alive, let's get started. 2. 3D Lesson 1 Master Blender Viewport Navigation: Hello, and welcome to Blender stylized Arabian Market course. So in this first lesson, we'll be going over the basics of Blender navigation. Welcome, everyone to the basics of Blender navigation. Now before we begin, it's important to understand how the axises work within Blender. So we can see at the moment, we've got a green line going this way and a red line going this way. This is called the Y axis, and this one is called the X axis. We also have one that is the Z axis, which we can't see right now. It doesn't actually come in with Blender viewport as default. But if you want to actually set it on, you just come up to the top right hand side, where these two interlocking balls are and just click the Z axis, and now we can actually see. So how do we actually move around the Blender viewport? There's a number of ways of doing this. One of them is over on the right hand side here. You can see if are over here, it's the zoom in and Zoom out. I can actually left click and move these up and down then to zoom in and Zoom out, or I can use the actual mouse to actually zoom in and zoom out using the actual scroll wheel. There's also another thing you can do with Zoom, which is holding control shift and pressing the middle mouse, and you'll see you have a lot more control over zooming in and zooming out. Now, the next thing we want to discuss is actually rotating around an object. So how to do that First of all, we'll bring in a cube with Shift A, bring in a cube. Now, if I press the middle mouse button and move my mouse left to right, you can see we can actually rotate around. Unfortunately, though, we're not actually rotating around this cube. So to actually fix that, we need to center our view onto the actual cube. We basically want to focus our view onto this actual cube. So to do that, we're just going to press the little dot button on the actual number pad, and then you'll see that we actually zoom in to the cube. If I scroll my mouse wheel out, you will see now if I hold the middle mouse button and turn left and right, we're actually rotating then around the cube. And this is important because if I actually bring in another cube, so if I duplicate this cube with Shift D, move it over, so bring in my move Gizmo. And now you'll see if I rotate around this cube, I'm not rotating around this one. So it's fix that, press the dot button again, zoom out, and now it can actually rotate around this cube as well. Now let's look at something called panning, which means that we're actually going to move left and right. And we do this by holding the shift button, holding the middle mouse, and then we can actually scroll left and right around our actual viewport. So now we've actually discovered how to zoom in and the different ways we can actually do how to rotate around an object and how to actually pan. We can also come up to the top right hand side here and use these buttons here. So again, remember we're looking at the Y axis, the X axis, and the Z axis. If we come to our Y axis and click that on, you will see now that you've got a front view of the Y axis. If you click the X axis, then we can change it to that red X axis, and finally, the Z axis, as well. Now, there are other ways as well that we can actually look around the viewport, and these involve using the actual number. If I press one on my number pad, it's going to te me into that white axis or front view. If I press two, it's going to actually rotate that slightly, and if I press two again, it's going to rotate it slightly more. Now, if I press the eight, it will rotate it the other way, as well. Now, to go into the side view or the X axis, we can also press three on the number pad, and that will give us that effect. We can also press seven to go over the top, as well. Now, what about if we actually want to go to the opposite? So instead of going from the bird's eye view, we want to come to the underside of our model. Well, that's actually quite easy as well. All you need to do is press Control seven, and then will take you to the bottom view of our actual model. We can also do the same inside view and on the X axis and YXs. So, for instance, if I press one, I'm going to be going into Y axis. If I press Control one, I'm going to be going into the opposite side on the actual Y axis. You can also find these options just in case you forget at the top left hand side here under view. So if I go down to view and go across the viewport, you can see here that this actually tells me exactly what I need to press to get the viewpoint that I've just actually explained. Now, we also have the button on the number pad, which is number five, a number five button in Blender toggles between perspective and orthographic views. Perspective view offers a more natural and realistic viewpoint with objects appearing small as they get further away, mimicking human vision. Orthographic view removes perspective distortion, making all objects appear at their true size, regardless of distance. Useful for precision modeling and technical work. The other thing that number five does, for instance, if I come to my cube, at the moment, I am able to actually zoom into the cube. However, if I press number five, I will not be able to actually zoom into this cube no matter how far I zoom in. I'll still be able to move around it by pressing the little dot button, like so. But if I actually want to actually work on the inside of an object, I can quickly press number five, and then I can actually go in and work around the inside as well. Now, if you're working on a laptop or something like that or a tablet and it doesn't actually have a number pad, you can also use, if I press five, the actual squiggle key, which is under the escape board on the left hand side of your keyboard, and that then will give you pretty much the same options as we had before. So we can click the right view, we can actually click the back and we can click the left view, for instance, the opposite to what we had before. So instead of pressing one and three, we just press the little squiggle line, and then we can actually view whichever side we need to. Now, we nearly at the end of this short introduction, there are a couple more things that you can actually do. If you come over to the right hand side and you see here where we've actually got the name of the actual parts within our scene, we can also grab them from here and then press the little dot B to zoom in. So I can grab this one, press the little dot B, and that then will zoom us in. The other great thing about this is we can also come in, shift select them press a little dot button, and then we're able to actually rotate around both of these cubes. Alright, everyone. So I hope you enjoyed this short introduction to the navigation within Blender, and I hope from now on, it won't be a struggle navigating around the viewport. Thanks, lo, everyone. Cheers. 3. 3D Lesson 2 Append Resources and Install Essential Add ons: And then we'll come back to Blender stylized Arabian Market course. So in this lesson, we'll be going over the resource file and installing some add ons that we'll be using for the course. Okay, so if you have a look in your course files folder that came with the course, you will find a blend file called Arabian Market Resources. So if we double click this to open it up, we should be greeted with the screen here. And basically, in this blend file, you have some stuff that we could use for the course. So these over here, these are our different materials. We have some wood. We have some gold metal. We have some, like, floor tiles and some wall bricks. These at the front are our different fabrics. So we can use these for the market stalls, and these are like our rug textures. This over here is our wall texture. And if we look into the shade here, it looks a bit complicated, and we'll go over it. But we have two different textures here that are mixed together that we can blend by using vertex painting. And we have some trim sheets over here as well to add some more detail to our walls. You go over here, we have some different types of food that we can use for our crates. We have some clothes that we can put onto our clothes line, and we have a human reference that we can use for scale, right? So we're going to move this human reference into a fresh Blender scene. So I'm going to go to File and then New and then General. And then we'll click Don't Save. So you should be greeted with this screen here, and we can just press A to select everything and then X, and then we can just delete. Next, we want to go to File and then append. And then we want to navigate to our course files folder here and find the Arabian Market resources blend file. And we want to go to the collection folder. So we'll find collection here, and you'll find the human collection. We append this. We'll have a human reference here in the scene. Next, we need to install some add ons that we'll be using later on. So if we go up to edit and then preferences, and then under add ons, we can click this little down arrow here and install from disk here. Now we'll go back to our course files folder and find the folder called add ons. And we have two add ons here. First one is the Tudor compositor, so just left click that and then install from disk. And then you want to do the same with this one. This is the Texel density checker. Left click that Install from disk and do those here. I've already got them installed, so you can search here. I can search Compositor, and it comes up here with a checkmark, and then I can search Tex density. Tex Density checker is here installed as well. And then you can just go to here and then save preferences. 4. 3D Lesson 3 Build Powerful Reference Boards with PureRef: Hello. Welcome back to Blender stylized Arabia Market Course. So in this lesson, we'll be going over the PureRef file and having a look at our references. So next, if we look in our course files, we will find a PureRef file here called Arabian Market references. So we can double click this to open it up. And we should be greeted with this screen here. And here we have some of the references are used for the scene. So this is the main scene that we'll be building eight. And I've also included some real life references of some, like, Arabic buildings and stuff, some marketplaces. So with this program, you know, you can resize and move images around. You can, like, copy and paste images into this, and you're quite flexible with how you want to lay this out. So if you want to find any references and add to it, just feel free. And if you're completely new to PureRef, then I will play a short introductory video on how to get it and how to use it. Welcome, everyone to our in depth referencing guide, and it's very important that we actually use references in pretty much any kind of modeling or environments that we're actually going to be work on. So before we actually do anything, before we put any cubes down or anything like that, it's really important that we have some really, really decent references to actually work with. So the first thing I want to recommend is that you can use something to actually put all your references on like Photoshop or even word. But what I'm going to recommend is that you use something called PureRef. If you go to the site, that's called purerev.com, you will actually open this, and from there, you can actually click Get PureRef, and that then will take you to this download screen. And you will see at the moment, you've got 157 or custom amount, you can actually put this on zero and actually get this for free. So it's completely free, and you can come back and make a donation if you like. And then all you need to do is click Download. So the only things we're going to talk about pretty much for reference in here, are going to be free except our mid journey part. But there are other alternatives like Dolly and a load of others out there that you can use instead of mid journey. Once you open up pura, then, this is what you will be greeted by this screen. And if you want to right click, you can actually drag this around to any of your screens or you can actually make it smaller like so. And it's a really, really good program this really, really handy, highly recommend getting this. So now let's actually think about getting our references. And there are a few sources that we use to actually grab references from. But generally, what you want to do is you want to build up a kind of reference pag if you're going to be a hobbyist or a professional in three D modeling or environments where you're going to see things perhaps on Pinterest or sketch up, and actually you want to save them in a file. So I know people with thousands and thousands of images that they've saved over the years. And whenever they're coming to a project, they'll then dive in and actually find all of the images that they've that particular thing, this could be a Samurai warrior or a Chinese bell. Also, a lot of people I know as well, who are working professionally at this will go around museums. They will take their own actual images, and then they'll also upload those to the file as well. So the first point of call if you're not actually got your own database yet is probably going to be actually Google. So let's open up Google, and you can see here that at the moment, I'm looking for a Victorian delivery truck. I'm going to do is, I'm just going to go through these and get some nice references like this one, for instance, and then I'm simply going to right click and I'm going to copy image. Then what I'm going to do is I'm going to go over to PureRef so I'm just going to open it backup press Control V, and you'll see now that I've got my nice image in here. What we're also able to do with PUR RVs, we're able to also pull it out and make it bigger if needed, which is really, really handy when we're putting in lots and lots of actual images. Now, the next thing I recommend you do once you've actually got an image in there, here is what you can do is you can left click and drag it over somewhere. And then what you can do is you can press Control N and you can actually make a note. So let's call this Victorian Trucks. Let's put it Trucks. Now, within my scene, I might actually want a Victorian lamppost as well as part of the scene or something like that. So let's actually look at the next one. So the next point of call is actually going to be Pinterest, and let's actually put in Victorian lamppost. So let's try that. Like, so let's see what we get, and we can see we've got many, many styles, especially this one. This one's actually really nice. This one's also really nice. So what I'm going to do is I'm going to actually take this one, I'm going to right click Copy Image, go back to my PUEv and then drop the images in there, like so, and maybe make this one a little bit bigger. What I tend to do is I gather a load of images for each of these things. When we're actually building a scene or even just the model, you want to grab as many images as possible. I'm talking hundreds of images here. And especially if you're doing a scene, you want all of the little parts. You want everything down to the lighting, the environment, the trees. You want to grab references for absolutely everything because it will make your scenes just really, really look so much better if you've got some really good references. So now let me show you this is one that I'm actually working on at the moment, so if I come over and load Reason, and I'm just going to load this one here, and you'll see at the moment, I have all of my props. I have all of my main buildings that I'm going to be looking at to use as references. I have a ton of doors. I even have a load of foliage. I have all my windows. I have my lights over here, and I also have, more importantly, all of the lighting. In other words, it's a scene. So what time of day is it going to be? Is it going to be, you know, early in the morning, or is it going to be at dusk? Is it going to be a night scene, or is it going to be midday with that sun beating down on my scene? Just make sure that it actually matches the scene. There's no point having a scene like this, for instance, so this one here. If you've got a log cabin out in the snow, you really want it to match your actual scene. Now before moving on, there are a couple of other places that we do go to use for referencing, especially something like sketch up, which is really, really great because you can actually come into an actual scene. And then what you can do is you can actually rotate around it and really, really check out how a model is put together like something like this, which is one of our actual own. But you can see here how easy it is then to get a good idea of what actually incorporated in this scene. And what you can actually do from there, then, is we can actually come down and we can actually get some screenshots of this or even right click and copyimage there's also, let's say, if we wanted to do a Victorian truck, for instance, to keep the same theme as what we've been doing, you can see that there's no end of actual Victorian or vintage type vehicles on here. Not as many as what there is on ArtStation, but still a very, very good place to start looking for reference in. That leads me on to my next one, which of course is ArtStation. This simply is one of the biggest resources for referencing or for looking up artists in the world. Let's put in a reference of Victorian, for instance, and let's see what we actually get. Let's search artwork, so we're going to search artwork and let's see what it actually comes up with. Should be lots and lots of things to work with here, especially good, if you're looking for actual lighting. So you're looking for lighting effects like this one here. And again, we can take these actual um use them for references. And the best thing is about ArtStation is we can also come down and look at things that may be our concept art, so two D or actual three D. And we can also come down as well and look at what subject matter it is. So it could be automotives, so Victorian automotives, or it could be architecture or something like that. So the possibilities with ArtStation are pretty much endless, and you're able to grab tons and tons of really, really high quality references. There are, of course, hundreds and hundreds of other places you could probably go to grab references, but I'm showing you these because as far as references go, these are some of the best places to go. Let's move on then to one of the things that we really use a lot of now, which you want to thought actually would come into it as far as referencing goes, but it actually is really, really handy. So let me introduce to you now Chat GPT. So here is Chat GPT. You can see that we have Chat GPT four, but we also have 3.5. 3.5 is actually free, and it is actually good enough to do whatever you want. You really don't need to pay for this. It's also free. So what I'm going to do is I'm going to go to message, and I'm going to type in, give me ten different buildings for a Victorian town scene. Something like that. Let's click Enter and let's see what it gives me. So you can see now it's given me a lot of things to actually work with here. And the best thing about this is you can also say, give me ten more. And it will just then go ahead and give you ten more. Now, these things are really handy to use because then I can simply take these ideas and it'll also bounce other ideas to me, and I can then go into Pinterest. Or Google search and actually look them up or try and find something like this. And I can kind of get ideas and design my scene around there using all of those things and especially PureRef. We can also take them in to our actual Mid journey. Now, again, our mid journey is paid for. I think the lowest amount is $20 or something like that, but there are many, many free things out there, but I will still show you what we actually do with our AI based image generator. So you can see at the moment, this is the image that we've actually generated. I know we've called it is Victorian era delivery van, and this is what we actually get. If we go to my images, you will see that we've generated a ton of images about all of the things. Especially, we use this as well to generate textures. It's not just there to actually generate images and ideas and things like that. You can actually use it to generate transfers that are going to go on Windows or adverts or actual textures. And we do use this, especially for things like curtains because it's really, really easy to get that look that you're actually looking for. Can see here, we've got a lot of ideas for living rooms. We've got a lot of ideas for bedrooms and things like that. What we can also do in mid journeys, we can also go and explore. And what you could do is you could look up with a search prom Victorian. Let's put in carriage. And then we can also get ideas from this. So if I put in Victorian carriage, you can see this as what comes up. Now, if we come over to here, we can also see if we click on here, this is the actual prompt that somebody put in, so you can actually take that prompt, maybe change it around a bit, and then get your own images rather than just simply copying other people's images. It's a great place to start to actually gather your own images. The other thing is about mid journeys, I can come in for instance, let's just go back. And then what I can do is I can hold the shift but down. I can grab all of these, for instance, and then what I can do is click the Download button and download all of those images. And the best thing is about PureRef is you can bring in multiple images at the same time. So you can just drag, drop them, and then they'll all appear actually next to each other. So really, really handy things to so, lastly, then, to sum up, don't do what I did a few years ago, where I just dive straight into Blender and not even think about references and just find references if I had to while I'm actually building something. Don't do it that way. It leads directly into building a beautiful gray box as well, all this, because first of all, you grab all of your references, you make sure everything's set out. You can go and find some more references if you need to. You know, if you suddenly have a spark of inspiration, you want to make something on the fly, then grab some more references for but to start with, grab all of your references, have them really, really nicely laid out, and spend even half a day to a day grabbing all those references. You can then save the pura out as well into individual files, and then you'll have all the other references around that particular build in there, ready to use maybe on another project in the future. A everyone, so I hope you found this useful and I'll hope you'll take my advice going forward. Thanks everyone. See you on the next one. Cheers. 5. 3D Lesson 4 Essential Blender Modeling Tools and Edit Mode Mastery: Hi. Hello. Welcome back to Blender stylized Arabia market course. So in this lesson, we'll be going over the basics of modeling in Blender. Welcome everyone to the basics of modeling in Blender. And this is a short introduction just to get you started on a few of the basics in modeling. So the first thing I want to do is bring in a primitive. So the way that we're going to bring into primitive is press Shift and A, and then what we're going to do is open up a menu, and you can see that we've got all of these things along this actual primitives menu. But the one we want to focus on is the actual mesh. And from here, you can see we can bring in many, many things like cylinders, cubes, planes, and the one we want to bring in just now is going to be our cube. That we brought our cube in the next thing I want to discuss is object and edit mode. And you can see at the moment, over the left hand side, we're actually in something called object mode, and this means basically we can manipulate this whole object. So if I press G, I can actually move it around my viewport like so. If I press S to scale, I can actually scale the whole of the object in. But the thing is, we don't really want to work in object mode necessarily, and a lot of the time, we're actually going to be working in edit mode. So we can come up to the top left hand side and put this in edit mode, or we can actually press the tab button and jump into Edit mode that way. You will notice once we've actually gone into Eddy mode, we have a lot more options to use, and more importantly, we have a lot of the topology now to play around with. So the first thing you'll notice the difference being is that we have now these three options up at the top and side. And if you have over them, it will say vertex, edges, and faces. Now, vertex is going to be these little points here. The edges is going to be these edges of my cubes or any of the edges. And finally, we've got the faces, which is actually the whole polygon face. Now, you can also instead of clicking on these, press one on the keyboard, and that then will jump you into vertex select. If you press two, you can go into edges, and three is going to take you into faces. From here, we can actually manipulate any of these parts. So you will notice at the moment, I've got a gizmo here. Now, if you don't have the Gizmo available, coming over to the left hand side, and you'll have this little button here that says move or you can press Shift spacebar and bring in your move tool like so. So now because I'm on faces, I can actually pull out this face like so, if I go to edges, I can actually grab one of the edges and pull this out like so. And if we're on vertexes, I can grab this vertex or grab the second vertex with Shift Select and then pull this out like so. Really, really easy to actually manipulate things once you know how to select each of these parts. Before we go too much in the weeds with actually modeling in this actual Edit mode, let's just jump back into Object mode for now. What I want to show you is how we can actually move this actual cube around. So as well as moving it with the actual gizmo here, we can also press G and actually free move this object around or we can press G and Y, too. Let's put it along the Y axis, move it around or the X axis, for instance, and move it this way or even the z axis and move it up and down. To drop it back where we started, let's just right click like so. So that's actually moving the location of it's not a cube anymore, but let's just say it's a cube. We can also scale this in as well with the S but so we can scale it in or scale it out like so. Now we can also press the S but, hold the shift button, and then we have a lot more Finesse on actual scaling. Can also scale this up by, let's say, a factor of two, S, two, enter, and there we go. And of course, we can scale it down pretty small as well. Now the next thing I want to discuss is rotating, because if we rotate it with R and just rotate it around, we haven't got a lot of control over how this rotates. So what I want to do instead is, I always want to press R, then attach it to an axis, which might be the it, so the green one, and then rotate it either by free hand. Or by actually inputting the value under our number pad. So if I want to rotate it, let's say, by 90 degrees, press the end button, and I've rotated this round by 90 degrees. Now, if I want to rotate it back, I can press O Y, the little minus button on the number pad, 90, and then we can rotate it back. Now, there is something else that you need to we also want to reset our transformations, and this is one of the most important things within Blender, because if you don't reset your transformations, Blender still considers this a cube, even though it's not really a cube anymore. So what we want to do to reset the transformations is press control. A, all transforms, and then you'll notice that the orientation has moved over here because it will always move to the center of the world. There, then we want to actually reset our orientation, as well. So we want to right click, set origin to geometry, and then it's going to put the origin right back in the center of this object. Now, it's also important to know resetting the transformations will also impact things like UV mapping, things like modifiers. Basically, if you ever have a problem in Blender, always make sure that you reset your transformations, and then most of those problems will definitely go away. Alright, the next thing about resetting our transformations, it makes it really easy then to get something back to how we had it before. In other words, if I press S and scale this down, and then let's press R and Z and rotate it round this way. Because before this, I actually reset my rotations. What I can now do is press lns and put it back to the scale that it was before I did anything and then alternr and actually reset that rotation as well. So really, really handy, once you've actually reset your transformations in what you can actually. Moving on, we're actually going to be looking now at duplication. So if I come round here, I'm able to actually duplicate this. If I press Shift D and then press the Enterbne, it's now a duplication, and I can move this over to the right hand side. So now we have actually two objects. Now, what if you want these two objects actually combined, and you didn't mean to actually duplicate it in object mode, for instance? Well, that's easy. We can just shift, select the other one and press Control J, and now they're both actually join together, as you can see. So if I press tab now, we're able to come in and actually work on them both at the same time. What happens if we want to actually split them up, so we don't want the objects to actually be together. That's also easy. Just make sure that you select one of them first, and then all you're going to do is press L, just to select everything. So all of these faces, then you're going to press P. Come down to where it says selection, and now if I press Tab, they're both actually split off. Now, of course, using the same command, if I press tab, I can actually come in, grab a face, for instance, press Shift D. I can actually also duplicate things with inside Edit mode as well. So we might want to duplicate all three of these. Shift D, I can actually come in then and actually duplicate them like so. It also means, though, is that these, when you duplicate them in edit mode will be part of the same object, of course, because in edit mode, they're not actually classed as an object. They're clustered as the same actual part. Now, for the next part, I'm going to bring in a brand new cube, and I'm just going to show you some of the basic modeling techniques within Blender and go through a few of the options. So here we have a brand new cube, and the first one I'm going to show you is, if we come into Edit mode, we'll always be working in edit mode to show you these things, make sure you're in edit mode. I'm going to grab the top face. And what I'm going to do is press E, and that then is going to extrude this out. Sometimes you will need to extrude something out, and it will need to be along A axis, for instance. So all I'm going to do is go to Edge sect, grab this edge, and then what I'm going to do is press E, and you can see, because it's not tied to an axis, it's floating around everywhere. However, if I press the Xpon, you can see now it extrudes out, following along that actual axis, which then makes it really, really easy to manipulate it where I actually need it to go. Next one we're going to look at is something called beveling, and then all I need to do is come in and I'm going to grab my edge. So I'm going to press two on the keyboard, grab an edge like so, and then I'm just going to press Control B like so. And you'll notice now it's actually bevelled off that side. You'll also notice down on the left hand side here, we have something called an operator panel. It will be closed. Just open it up, and from here then with the actual bevel, we're able then to turn the bevels down, for instance, turn them up, move how the shape of the actual bevel is going to be and all that other good stuff. Pretty much anything you do in Blender is going to give you an operator panel like this. We're not going to go too much into this, but basically, the moment that you press Tab button to come out of Edit mode, this is going to disappear, and then you're locked in with the actual shape that you've chose or the insert or the extrusion. So just bear that in mind. So the moment I press tab, that actually disappears. What about if we want to bevel off vertices and not edges? So, for instance, if I come to a vertice like this and vertice like this, press Control B, you'll see that it bevels off like this. But if I come to one that are the opposites of each other, press Control B, you'll see nothing actually happens. However, if I press Control Shift and B, then we're actually able to bevel off the actual vertices like so. So that's another handy tip for actually bevel. Now the next modeling technique we want to discuss is actually edge loops. So how do we get more geometry onto this? So, for instance, I want to bring some edges on here, I can press Control, and that then will bring me one edge in here. If I left click then, you can see that I can put this either this side or this side. But let's say I want it right in the center. I'm just going to right click on the mouse, and that then is going to put it right in the center. Now, the other thing I can do with the operator panel again is then come in and turn all of these up to give me more actual edge loops, and I can even move them to the on the right. Now, I can also, if I press Control ed, come in, press control law. I can actually scroll up on the mouse wheel to give me as many edge loops as I actually want. Or if I want a little bit more fins, I can actually type it out on the actual number pad, so I can type out 120, for instance, and have 120 edge loops. To cancel it at any time, just press the escape board, and then that will cancel it out. The next modeling technique I want to show you requires two actual blocks or two cubes like this. And all I'm going to do is I'm going to come in and I'm going to select opposing faces like so. And then I want to actually join these together, for instance. So all I'm going to do, I've selected them both. I'm going to right click and come down to where it says bridge faces. And now you can see I can actually join those together. Now, if I press Control is dead and just go back a minute, you can also do this by coming in, and let's say grabbing this and this edge, and what I'm going to do instead is, I'm going to press the F bone like so and come down to the bottom, as well, and then grab both of these and press the FBne like so. Sometimes bridge will not work because bridge has to work with two edges and nothing in between. In other words, nothing selected there. If I come into this one now and try right click and come down to where it says, Bridge edge loops, you will see select at least two edge loops. So we can't actually join up from there, and that is when it's a good idea to use the Fbne instead. Now the final modeling technique that I actually want to show you is something called insert. What I'm going to do is I'm going to grab this face here. I'm going to press the ebon and then you can see you can actually insert this vase in and from there, you can actually extrude it out if you want to. You can also then press Control B and bevel it off if you want to. You can see now it's really easy to use all of those techniques that I've actually showed. Now, lastly, the last thing I want to show you is the insert again, but this time we're going to grab this base and this base, and if I press I, it's true you can actually insert them both at the same time. Now, the best thing though about insert is, if I press the I and then press I again, we can actually insert them separately from each other like so. I see a lot of renders on Facebook and other social media that kind of look really, really blocky. And for instance, if I press Tab now and go into Object mode, you will see this actually looks pretty blocky. But there's a really easy fix for this, so it doesn't actually have to look like that. All you need to do is once you've actually finished, right click, come up and where it says shade auto smooth, and that then will shade it off based on the actual angle. So really, really easy to either shade flat, shade, completely smooth like so or shade auto smooth, like so. If you actually are struggling and you actually want it to shady a little bit smoother than what it is, you can come over to the right side where this little triangle is, go down and open up the normal, and from there, you can actually increase this and shade it even more smooth based on a higher angle. The default is always set to 30. So make sure you set it to 30 in case you actually overdo it. The last thing I want to show you in this introduction is the actual cursor because I think it's very, very important to actually modeling. So what I'm going to do with the mono is I'm going to make another cube with Shift D, and then I want this cube on top of this cube, for instance. Now, if I move my cursor over here, so shift right click. And then what I can do is I can press Shift Desk, and I'm going to go selection to cursor, keep offset. And that then is going to move the exact center of this cube, all the orientation to my actual cursor. Now, how would I get this then on top of this cube? I would literally grab this cube. I would, first of all, right click and set the origin to geometry just to make sure that origin is right in the center like. So I would then press Shift Desk cursor to selected, and that then is going to put my cursor right in the center. And then I would grab this cube, and from there, I'm able to go Shift Desk selection to cursor, keep offset. And now that cube is right next to this actual cube here. From here, then, I can actually bring this up, and let's actually just have a quick play around of everything that we've learned. So you can see now if I pull this going to join them both together then with Control J. And then the first thing I'm going to do is come in, grab this face and this face, and we're going to right click then, and we're going to come down to bridge faces. And then I'm going to bring in some edge loops. So let's bring in two or three edge loops. Left click, right, click. And then what I'm going to do is I'm going to press Alt Shift and click just to select all of this edge going around here and press the S but and pull it out like so. There, then what I'm going to do is I'm going to bevel off both of these tops, so I'm going to grab this top, shift select this top. I'm going to press Control B and actually bevel them off like so. From there, then I'm going to bring in an insert, so I'm going to grab the front off here. I'm going to insert this with the eye button like so. And then from there, I'm actually going to extrude out. So I'm going to extrude this out like so. Now, let's say I want a bigger piece on the next bit, I'm going to press Shift D. Pull it out, so this is a duplicate of this face. I'm going to press the S but to make it a little bit bigger, and then I'm going to press E and pull that out along the axis. Finally, then what I'm going to do is grab this one and this one and going to right click then and bridge faces like so. You can see just how easy this really is now to actually start building out some really, really complex models with everything that you've just learned. All right, everyone, so I hope you enjoyed that, and I'll see you on the next one, Cheers. 6. 3D Lesson 5 Accurate Building Blockout Using Cubes and Snapping: Hello, and welcome back to Blender stylized Arabian market course. So in this lesson, we will start with the blockout of our buildings. Okay, so to start with, we're going to add just some simple cubes just to get the basic shapes of our buildings in. So we're going to start with this bottom half of the building here. And then we'll add a cube for this building and then this one, and then we'll start making this basic shape here. If we're going to Blender, we should have our scene here with our human reference. Now we're just going to move him to the side a bit, so we can select him and then press G and then X to move him to the side over here. All right, so let's press Shift then A. Shift A, and then we get this menu. And under mesh, we can add a cube. And if we press N, we can get this menu over here, and we can see the size of our cube over here. So I have the dimensions saved for these first two cubes. So on the X, we're going to hurt 3.5. Not 305. We want 3.5. There we go. And then for the Y, we're going to go 6.75. And then for the Z, we can go 6.5. So this is the size of the first building here. Now, we want this to be sitting on the grid here. This grid is our floor, basically. We can go into a front view by pressing one on the number pads, and then we can just bring this up, so it's sitting on this red line here. So if we press G and then Z, you can bring this up, and then you can hold shift, so it goes a bit slower so you have more control. And we can just zoom in and make sure it's like sitting on this red line, so press GZ, hold shift and move it down just like that. Now, any new objects we bring in are going to come in to this free D cursor here. So we're going to move this cube out the way. So we can just go G, X, move it over here, and then G Y, move it over here so it's out the way of this cursor. Now, if we look at our scale over here, our scale isn't uniform anymore because we scaled in object mode. So we want to apply our scale, so it's one, one, one on each. So if we press Control A, we can choose apply scale. Now it's going back to one here. Let's add in another cube. We have Shift A, go mesh cube. And then the dimensions for this, we're going to choose. For the X, we'll have seven. For the Y, we'll have ten. And then for the Z, we'll have 11.5. So this is our next building. We can press one on the number pad to go into the front view. And then we can just bring this up with G and Z and get this nice and close on the red line here. GZ, we can hold shift so we have more control, just like that. Right now we want to put this cube into place. So let's go GX. We'll bring it to this side of the cube. And we're going to use face snapping to snap it to this face here. So if we go to this menu up here, you have a little magnet with a dropdown menu next to it. We click this. We have different snap tags here that we can use. So we're going to choose Face. I choose face and then with this selected, we can go G and then X. And then with our mace cursor over this face, we just need to hold control and it'll snap to that face and then left click. So now that's touching here. And then we just move this backwards, so we'll go G Y and just move this round debate here like that. So next, we want to add a cube over here. So we can probably just duplicate this cube with Shift D, and then we can hit X, and we can move it over here, just like that. Then we want to snap this one to this face. So we'll go GX, hold control, snap it to that face there, and then we want to move this forward. So we'll go GY, move it forward, arrange about here. Now, we want to bring this face up. So we'll go into Edit mode, so press tab into Edit mode and then free to go into face select mode here. And then we can select this top face, and then we can move it up with G and then Z, just like that. And then tab again to go back into object mode. Let's add another cube. Actually, we could probably duplicate this one here. So we'll select this. We'll go Shift D and then Y, and we can move this back, and we'll just create a tiny little gap here, just like that. Now, let's go into Edit mode on this one, and let's select this back face. We'll go G Y and move this just a little bit further back. We'll choose this face over here and then we can go GX and move this over here somewhere. And now we want to use our extrude tool to create a new face going up. So if we press E, we get the extrude here and we can create a new face just like that. And we want to pull this edge out. So if we press two to go into edge select mode, we can select just this edge, and then we can just press G and then X and move this out just a little bit like that to get this kind of shape. And then we want to extrude from this face. Let's press three to go into face select mode. We'll select this face here and then E to extrude, and we'll make this just a bit taller. We can double check our reference to see how tall it needs to be. So maybe a little bit higher GZ, bring this up just like that. Press tab to go back into object mode, and we will add another cube for the wall over here. So let's press Shift A, and then under mesh, we can choose cube again. And because this is 2 meters by 2 meters, we just need to bring it up by 1 meter so that it's sitting on the grid. So we can do that just by pressing G Z, and then one. I'll bring it up by 1 meter, and then we can push this back then with G Y and move it over here somewhere. Now let's go into Edit mode on this with tab, and then we can select this face and then GX, move it past the building over here. We'll choose this face. We can go GX and move it over here somewhere. And then we'll choose this top face. And for the wall, I'm going to have it just below this groove here. So we can go GZ and bring it up just a range here we'll do. And then we can choose this back face and then it's go GY and just make it a little bit thinner, just like that. So there's the beginning of our blockade. In the next lesson, we will add the buildings over this side. So I'll see you then. 7. 3D Lesson 6 Scene Blockout with Camera Setup and Tower Modeling: Oh Hi. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we'll be continuing with blockout of our buildings. Okay, so with this building here, I'm actually going to move it forward. So I'm going to snap it to this face here. So I just going to select it and press G and then Y and then hold control to snap it to this face here. I think this amount of distance here is fine. So with this wall, I'm going to just move this forward closer to the wall, as well. Just like that. Okay, so now we want to have a building over here. So I'm just going to duplicate this cube with shift and D, and then I'll hit X to move it over this side. And then we can rotate this by hitting and then Z, so it rotates on the Z axis, and just give it a bit of a rotation. And then we can press G Y, move it back. And then we'll hit G and X to bring it in this way a bit as well. So GX here. And something along here should be good. I also want to bring this roof up a bit as well. So I'll go into Edit mode with tab and then select this face, and then G and then Z to bring it up. And we'll bring it up just lower than this building a little bit. Now, I'm going to hit Tab to go back into object mode, and then I'll hit Shift D on this object and then Y to bring it this way. And we can reset the rotation by pressing Alt and R. I'll reset it this way. And there we can just press G and then X, we can move this to the side a bit. I might rotate this one a little bit more as well. So and then Z, rotate it a bit more and then push it back with G and Y. And then this one, we could probably just move it forward. And maybe if we go into Edit mode and then we can select this pace and then GY, and we'll move this make a bit wider, that should be good for now. And we can have a look at how scenes looking. So this looks quite nice so far. All right, so I'm going to go back into Object mode with tab, and let's bring in a camera. So let's press Shift A, and this menu, we'll choose camera here. So the camera should come in at the world origin here. So what I'm going to do now is line up my viewport to roughly where I want the camera to be. And then for the camera to be in the viewport location, we need to press Control Alt and then zero on your number pad, and I'll snap the camera to where we're looking here. Now, we want to lower the focal length here so that we have a wider lens. So if you look on the right here, we have this camera icon here. We can click this under focal length, I'm going to change this to a 30 millimeter camera. And now, if we press N to get this side panel, and under view, we can choose camera to view. So now when we move out viewport, the camera stays with us, and there we just want to kind of rotate the camera until we get something similar to the reference here. So we want this building to be just peeking up on the left side of the camera and we're looking up. This building here is going to be in the center. And you can make little adjustments by pressing G and then Y to go back a little bit. And then G and X as well to go side to side. And if you want to rotate the camera, just press R twice. So R, then you can rotate the camera like this as well to kind of point it to where you want to. And then GX, move it over here, and then you can rotate the camera as well by pressing R and then Z to rotate it on the Z axis a little bit. I and I think I'll have it just arranged by tie. You can always go into the object properties here for the camera and you can check the location. So the Z location here, you can slide this to get a different height as well. But for now, we will keep it arranged by tier, that should be fine. Now, in this menu here, I'm going to uncheck camera to view so that it doesn't move when we move the viewport around now. So now we can move freely. Now we just want to get a quick blockout of the tower and this little sphere shape here. So I'm going to hit Shift A. And under mesh, we're going to choose cylinder. And we have a little menu at the bottom here that we can open up, and we can change the vertices to eight so that we get an octagon kind of shape here. And we can go into Ei mode with tab and we can scale this up a bit with S and then make it taller with S and then Z and scale it up a bit like this. Press tab to go back into object mode, and then GZ to bring it up a bit more, and then we'll hit G and then Y to push it back. And we'll bring it somewhere over here. Then we can press zero on number p to go back into camera view. And now we can see where this needs to go now. I'm going to hit X, and just move to the side a bit. And then I'm going to go into Edit mode, scale it up a bit more and then S and Z to make it a bit taller then tab to go into object mode and we can bring this up by here, and then I might just push it back further by G, and then Y and then GX, have it somewhere around here. This building, I might press G and X to move it to the left a little bit, so we have some more room for the sphere here. Maybe push this further back. And then I'm going to hit Shift A. And then under mesh, I'm just going to choose for now, we'll just use the UV sphere. This should be fine. We can go into Edit mode with tab, scale this up a bit somewhere around here. Then tab go back into object mode and we can push this back with G and then Y. And we'll have it somewhere in the front here in front of this tower. Go back into camera view with zero on another part. GZ, bring this up, then GX. We can just scale it up in edit mode as well to somewhere like here. Then we can move a tower to the side a bit more have something that looks nice and just move things around until you're happy with the composition. Maybe this could be a little bit taller. But we can always play around with these simple shapes later on when we add more detail, more stuff into the scene. Well, this is a good style of air blocking. I will see you in the next lesson. 8. 3D Lesson 7 Blocking Windows, Doors and Balcony Openings: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we'll be continuing with the blockout of our buildings. Okay, so next, we're going to add some shapes so we know where the windows and doors are and the little like the Matrabia on the side here as well. So what we can do is start with some basic cubes. So let's press Shift A and under mesh. Gonna choose a cube, and we want to make this the size of a window. So I'm going to hit one on number pad the front view. I'm going to use our guy as a reference here. So with this, we can just bring it up with Gene Z. And then we can go into edit mode with tab, and then A to make sure everything is selected. And then we can scale it on the X with S and then X and can bring this in a bit like this, and then S and Z to scale it a bit smaller. And I'm going to have it to around about this size. So the top of his head is here and I'm going to go to the bottom is in line with his *****. So that should be good height for a window. And then we just need to make this a bit thinner. So I'll bring this face forward with GMY we'll just create something very simple like this. So now I'm going to go into object mode. And we can see the origin point, this little dotier is all the way ATNA because we moved that face forward. So to reset the origin point to the center of an object, we just need to right click it in object mode and then set origin to geometry. And there the origin is in the middle name. So when we rotate it, it rotates around this origin point. So now we can grab this and we can just bring this up and place this to where we want our windows. Now remember, we can snap to this face with G and then hold control, just snap it to this face here, and then we can press one to go into front view. And we can place this to wherever we want the window to be. So I'm thinking somewhere around here. And then we can duplicate this twice. So we'll go Shift E and then X and then Shift D and then X again. We can just make sure these are kind of evenly spaced by hitting G and X and then moving it around just like that. Now we can select all of these with shift and left click. We can duplicate them all at once. So it'll go Shift D and then Z to bring them down. And we'll have some around about here as well, just underneath. Now we can press Shift A, and we'll add another cube. And this one, I'm going to go into Edit mode, and I'm going to select the face on the left and go GX and bring it out this way. And I'm going to hit A and then S to scale it, and then SZ will scale it on the Z a little bit as well. Then we go back into Object mode with tab, right click, set origin to geometry, and then I'm going to hit G, hold control to snap it to this face over here. And we can actually go to camera view with zero, and we can see where we want this cube to be. So I'm going to hit GY and bring it forward a little bit. And GZ, we can bring this up a bit as well, and we'll just have this in this area here. That should be good. Now, we also want to have a doorway here. So for the doorway, we're going to start with a cylinder. So let's shift a mesh and cylinder. And then we're going to rotate this. So let's go into Edit mode. Actually, before we do that, I'm going to delete that. I'm going to shift a mesh and cylinder. For me, I still have the vertices here set to eight from the tower. So we're going to change this to something like let's go with 21, just so we have a bit more of a smooth circle here. And let's go into Edit mode with tab, and then let's rotate it on the X by 90 degrees, which we can do just by hitting R and then X and then type 90. And then what we want to do next is delete this front face and this back face. So you just delete faces by hitting X and then delete faces. And then I'm going to left click this face, and then I can control and left click another face, and it will, select the shortest path to that face. So I can control and left click over here as well, and then just shift and left click this last face here so that we have the bottom half selected. And we can just delete faces just like that. So now we want to select these two edges. So I'm going to press two to go into edge select mode and then left click and then shiftl this edge. And then we want to extrude from this edge downwards. So I'm going to hit E and then Z, so we get this blue line here, and then we can just extrude this down just like that. And then we can fill in a face between these edges just by hitting F. And then if we select this edge, and then to select the whole edge loop, we can hit Alt Shift and left click and all select the whole edge loop here, and then we can press F to fill that in. And then the same for this edge loop. So Alt Shift, left click, but make sure we deselect this. I'm going to left click here to deselect this. Alt Shift, left click, this edge, and then F to fill. So now we have the shape of this door here. We can always bring this face in a bit with G and Y, make it a bit thinner, just like that. Tab to go back into object mode. And now we want to make this the size that we want it to. So we could move it so it's like behind our guy here, and then press one on number, pas goer front view. And I'm going to go into Edit mode with tab, press A to select it all, and we'll scale this just a little bit, and then GZ bring it down. We want quite a tall doorway, I think, so maybe just a tiny bit more, and then GZ just get a nice size of the doorway. This looks quite nice, I think. So go with this tab to go back to object mode and then right click Set origin to geometry. Now we want to rotate this by 90 degrees, so I'll press R, Z, and then 90. And now we can press GY to bring it over here, and we'll place it in the middle of this building here. So GX hold control, and we can snap to this face here. And we just want to center this up. So GY put this in the center here. So now we know there's a doorway going in by here. Now there will also be like an opening for the balcony here. So we can just do a quick cube here. We could probably just duplicate this cube. So I'll hit Shift D on this cube, and then X, move it over here, and then GY, move it over here, and then GX hold control to snap to this face. And then GY to put it in the center and then GZ we'll bring this up somewhere around here. And then we can go into Edit mode with tab, select this bottom face here. So press free to go into face mode, select this face GZ, and bring it up somewhere around here. And then we can select everything with A, and then we can scale it on the Y then. So S Y and just make it a bit wider, something like this. And then tab to go back into object mode and just make sure this is nice in the middle here. I'll do that. Now we can duplicate this doorway here so we can go Shift D and then Y and bring one into the center here just like that. Make sure this is in the middle here. And then we could probably grab another one of our windows. So I'll hit Shift D, and then we can move this over here somewhere. We need to rotate this 90 degrees, I'll go Z 90. And then GY, we'll move this over GX hold control to snap to this face, and then we can bring this down. So we have a window here, and then GY, move this into place, and then we can just shift D and then Y and move one over this side as well. But now we will have a doorway here and a window where we'll do this later on because this is rotated, so we'll sort this building like a bit later. I also had a window here, so we could probably just duplicate this cube here, shift X, and then GY holt control to snap to this face up here, and we can just place this somewhere over here. We could just make it a bit bigger by just scaling it up S and just having something along here. Okay, so we will also have some windows up here, so they're different kind of shape. Similar shape to this, so we could probably duplicate this with shifty and then Z. We can bring this up, and I'll just hit S to scale it in and make it small. And we'll have it around about here just above this doorway, and then shifty Y we'll have one this side. And then shifty Y, have one this side as well, and make sure they're quite evenly spaced. And I think I think that's fine for now. We have all our windows in. We'll sort out this side later on, but we'll just focus on this side for now. So I'll see you in the next lesson. No. 9. 3D Lesson 8 Architectural Trims with Edge Loops and Extrusions: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to start adding some detail to our buildings. Okay, so next we're going to add the details to our building, like the tops and the little trims going around. So let's start with this building on the left here. I'm going to select it. And I'm going to hit tab to go into Edit mode. With this top face selected, I'm going to duplicate it so it's separate. So I'm going to hit Shift D and then right click, so it stays in the same place. Then we're just going to extrude it up a little bit with E. So extrude it up and just make it a little bit taller like this. And then we want to select this face loop here. So over this edge, I'm going to I'm going to left click over here to deselect this face, and then Alt Shift left click here to select this face loop here. And then we want to extrude all these faces at the same time. But instead of pressing E, I'm going to right click and we get the extrude faces along normals. So if we left click and then we can slide to extrude this outwards a bit like this. And then once we left click, we have a menu that appears over here. We want to choose offset even just so it's all extruded evenly. And then we can also adjust the slider here to get the right distance that we want. So we want it just to be just a little bit out, just like that. And then to select this whole piece, we can press L over this face and I'll just select this one piece here, and then we want to separate it from this building, so it's a separate object. So we just press P, and we get this menu, and we can separate by selection. Now, if we press tab to go back into object mode, we can see this is now two separate objects. So with this one selected, we're going to hit Shift D and then Z to bring this up. And then we're going to snap it down to this top face. So G, Z, and then hold control to snap it down here. And then we want this one to be a bit wider. So we can just go into Edit mode with tab and then A to select everything. And then we want to scale it on the X and the Y. So we can do that by just pressing S and then shift Z, and then I'll lock it on the Z axis, and we can just scale it just a little bit like this so that it comes out a little bit like that. S shifts Z, it locks it on the Z axis, and it only scales on the X and Y then. So we just scale it out so we have this kind of shape here, just like that. Then we could also go into Edit mode, maybe and select these top faces. So I'll select this middle face, and then Alt Shift click here to select these faces here as well. And we can just maybe make this a bit thicker, so GZ springs up a tiny bit just like that. And then tab to go back into object mode. We can do the same for this one here. So we'll go into Edit mode with this, select this face, duplicate with Shift D and then right click to put it into the same position. And then we can extrude with E, bring this up, Rand at here, and then deselect the face by clicking over here, and then Alt Shift left click this face loop, and then right click extrude faces along normals, and we'll bring this out a little bit, and then offset even down here. And then we can play with this offset slider. Something like this would be fine. Cool. And then tab to go back into object mode. And then we want to do the same over here. So we'll select this one, tab into Edit mode. We'll select this face E to extrude, bring this up, and then Alt Shift left click. We want to deselect the top face, Alshift left click, and then right click extrude faces along normals, bring this a a bit, and then we can play with this, offset even, and then play with the offset. And then we want to hit L, but we don't want to select everything. So let's just hit L on this piece. And for some reason, it's selecting it all. So pretty sure we duplicated it. So I'm going to undo until we get the flat face again and I don't think we duplicate it. So shift E to duplicate and then right click, make sure we have this E to extrude. Just like that. Deselect the face. I shift, left click, this face loop, right click, extrude faces along normals, and then offset even, and then play with a slider. And then we hit we can deselect and then hit L on this piece, and then P separate selection. And then tab to go back into object mode. And then this piece, we can go Shift D Z, bring it up, and then GZ hold control, and it'll snap to the top face here. And then back into Edit mode with tab, press A, and then S, Shift Z to lock it on the Z axis, bring this a a bit more like that. Nice. Let's go back to object mode with tab, and we need to separate this one off as well. So I'll go into Edit mode. Deselect everything L over this piece, P, separate selection, and then back into object mode. And that's all sorted. Now, should we have this a bit thicker, as well? Yeah, so I'm going to make all of these a bit thicker. So I'll select this into Edit mode. Select this face, Alt shift, click this face loop, and then GZ, I'll make this a bit thicker, as well. And then the same for this piece as well. So into Edit mode on this, we'll select this top face, Alt Shift click this face loop here, and then GZ, make this a bit thicker here. Back into object mode. So now we want some pieces going around the middle as well. So we're going to use another tool called the edge loop tool. So we'll start with this one here. It's going to edit mode on it. And to put in an edge loop, we just press Control and R, and we get this edge here. If we left click, we can then slide this edge to where we want it. So we want one just by here, just like that. So the edge loop tool, what you should know is it only goes through faces with four edges. So if I show you here, I'll just quickly create cube. This is important to know. I'll go into Et mode. Control R to add an edge loop. You can see it goes all the way through because each face has four sides. But if I was to undo this and join these two vertices with J, so now we have two triangles here and I press Control R, you can see it goes through the faces with four sides, but it doesn't go through the ones with three sides. So that's why we always stick to quads when we're modeling so that we can put in edge loops. So knowing that we have four sides on each I can put edge loops, just like that. That's the edge loop tool. So let's go back to this one. And we have our edge here. Now, we want to turn this into two edges. So with this edge selected, if it's not selected, just alt and left click, an edge and I'll select the whole edge loop. And then we can bevel this edge to, like, double it. So if we Control B to bevel and then move your mouse cursor, slide it, you can choose the thickness. You can hold shift to make it a bit more controlled. And we can just slide and then left click. So now we have this and we can move this up and down with G and Z to where we want it. And what I'm actually going to do is duplicate this face now. So I hit Shift D and then right click, and then we can hit P separate selection. So let's go back into Object mode with tab and we can select this face. You might have to double click to select it because sometimes it selects the building. So click again and we can select this. And then we go into Edit mode with tab. You can press A to select it all, and then we'll just do the same as we did here. So right click, make sure we're in Face select mode. So we want to be up here with Face select mode or press three on your keyboard. Right click Extrude faces along normals and extrude the S L bit, just like that. And then we can add some more edge loops going this way. So if we press Control R here, we can put it in edge loops. But then if we scroll up on a scroll wheel, we can add more edges in here. So we can just add a few. Make sure we have one, two, three. So we'll just put them in just like this. And then we can select some of these bottom edges just like this, just so we have these selected. And then if we go G and then Z, we can drag these down to create this kind of shape here, just like that. And then tab to go back into object mode. So that's that one done. Now I might bring this face loop up. So I might go back into Object mode and Alt click this edge here. Make sure we're in Face mode. So press three to go into Face mode and Alt Shift or just alt click this edge here to select this face loop. And I might bring this up just to make it a bit thicker, just like that. That should be fine. Anything else? I might bring this face down, so I might select this one. And then in edit mode, I'll click this edge here to select this face loop and GZ bring this down, make this a bit thicker, just like that. And then tab to go back into object mode. Then we want one going along here as well. So I'll select this edge, this face. I mean, tab to go into Edit mode. We'll hit Control R to put in a edge loop here, and we'll put one somewhere along maybe just under this window here, we'll do, and then Control B to bevel, we'll bring this out here. And then let's shift D to duplicate it, and then right click and then P separate selection. And then tab to go back into object mode, and then we want to select just this piece and then tab to go into Edit mode, AR click, and then we're not in Face mode, so we won't see the option. So press three to go into Face mode. Right click Extrude faces the long normals. You bring this out a bit, just like that. Now if you notice on the reference, it has a little indent on this one. So what we can do here is actually put an edge loop in here in the middle. Left click right click, so it goes in the center, and then Control B to bevel. We'll bring this out just like this. And then we'll press three to go into Face mode. Right click, extrude along normals, and we can bring it inwards, just like that. And then tab, go back into object mode. And there we have this shape here. So is there any more we want to do? We have some over on this side as well. So we will continue with the other pieces in the next lesson. 10. 3D Lesson 9 Bevel and Array Modifiers for Detailed Facades: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to finish up adding the details to our buildings, and I'm going to show you some new modifiers called the bevel modifier and the array modifier. Okay, so let's continue. So we have some over here that we need to make. So what we can do is select this piece here. We'll go into Edit mode with tab and we can put an edge loop here and bring this down. And I'm going to bring it to around about here. And then we can Alt left click this edge here. We need to press free to go into Face Mode, Alt left click here. And there we have this loop selected. We can press Shift D, right click, P, separate selection. And then tab to go back to object mode, and then we can select this piece here back into Edit mode, and then we can press A and then make sure we're in Face mode and then right click extrude faces along normals, we can just extrude this out a bit just like that. And then let's go back into object mode, and we'll do the same down here as well. So we'll select this building into Edit mode, control R, and we can bring this one up here. Just like that, and then press free to go into Face mode, Alt left click here for the face loop, and then shift D, right click, P separate selection, and then tab into object mode again, and we'll select this and then into Edit mode. A, right click extrude faces along normals. You can bring this out just like that, and we can adjust the offset here, offset even, and adjust the slider something like this. C. Now, we can see this is clipping through the wall here. I'm going to go back to object mode, select this wall, and just push this back with GMY just a little bit like that. Now, with these pieces, they might be a bit thick compared to these pieces, and we want it to be a bit you know, we don't want them to be too thick. So I just going to go into Edit mode, press A to select everything and S and the Z, and scale it in, and then GZ, move it down a little bit just like that. Back into object mode, and we'll do the same for this. So Edit mode, A, S, Z, scale on the Z, and then GZ, we'll move it up a bit like that. And then instead of doing edge loops on the building, we can just make sure we select everything with A, and then we just do Shift D to duplicate, and then Z, and we can bring this down somewhere around about here, and then back into object mode. And then this can be one piece then. I'll be fine. Okay, so now there are some details on this building that we're going to do. So pretty much the same technique. I'm going to select this and then go into Edit mode. And let's add an edge loop just under these windows. We'll add one here, and then I'm going to add another edge loops, so Control R, and we'll bring this one to round about here. And then I'm going to Alt Shift left click this edge. So now that we have both of them selected, and then we're going to hit Control B to bevel and slide it out and create just two lines like this. We'll press free to go into face mode, and then right click Extrude along normals, and we'll push this out just a little bit offset even down here. And we can adjust the offset here, just like that. And then we can do the same for above the windows. So I'll ask edge loops, Control R. We'll have one here. Control R again. We'll have one here. Try and get the same kind of spacing that we had here. And then Alt Shift left click this edge loop and then control B to bevel. We'll slide it out, get the same kind of thickness as the lower ones. And then press three to go into face mode, right click extruded faces along normals. And then we can try and much the offset for this one to offset even and bring this slider in just like that. Cool. And now we want an edge loop in the middle here. And then control B to bevel and make this quite thick. And then we're going to press three and then right click screw face along the walls, and we'll push this one inwards, just like that. And then back into object mode with a tab. Okay, so I also want to quickly show you the bevel modifier. So as we can see here, these edges are very, like, sharp and it becomes very hard to see when there's no, like, bevel on these edges. So we're going to add a bevel modifier. So if we go to the spanner symbol here, this is our modifier tab, and we can click Add to Modifier. And we get a whole menu here and this loads of modifiers to go through. Different ones do different things. But the one we want is we click Search and type in bevel. We'll choose this bevel modifier here. And you can see here on the edges is added, like a little bevel on each edge. And the way this works is a modifiers like nondestructive, so it doesn't apply to the object until we click this down arrow and hit Apply. But the way this works is that we can keep this on here and it allows us to customize it, like make changes to it without committing to the change until we apply the modifier, which is nice. So for the amount, this is the amount of bevel, so you can see the effect it has here. I'm going to go with a value of 0.15, I think, or maybe 00.015. Just have a small kind of bevel here. And you can see it's still a bit like it has this low poly look. But if we go down to the shading option here and click Harder normals, you can see it smooths out the bevel here, and I quite like this look, and it becomes a lot easier to, like, see the details in the Meshn with this bevel modifier. And I'm going to add this bevel to pretty much every object that we create so instead of going through every object and clicking like wrench symbol and then adding the bevel, we can just select all the objects that we want the modifier on and then copy them over, like in one button. So I'm going to select all of these objects that we made. Shift select to select multiple ones and make sure we get every one that we made here. So all of these, this one, so we want all of these pieces here. And I'm going to select this building last one with a modifier on it, and you can tell this one's selected last because it has, like, a yellow outline, whereas everything else has more of an orange outline. So this is the active selection. So now, if we press Control L, we get this link transfer data menu. And what we want to select is copy modifiers. So any modifiers on this object will copy to the other objects. Do we hit copy modifiers? Now all of these pieces have bevels on them. Now, we might want to adjust the bevels because they're different sizes on different objects, and that might be because of the scale. So if we press N on this piece, because this bevel looks a bit bigger, you can see the scale here is we need it to be 111. So if we press Control A and apply scale, you can see the bevel changed. Now this is one, one, one, and that's why we always want to apply the scale because, you know, we get different results if the scale is off. So I'm just going to press A to select everything and then just hit Control A and apply scale. So that'll apply the scale to all of our objects just to make sure we have it. And now the bevels should be consistent across all of these objects. So there we go. And then, that's the bevel modifier. Is there anything else we want to add in here before we move on? We will have some bricks going down the edges here, but we'll do that soon. We could add in quickly some there was one more. So I'm going to select this object here. I'm going to go into Edit mode. And we can press L over a piece to select it all. I might move this dan a little bit, and then I'm going to shift D and then Z, bring this one just up by here. So we have a gap here. If you look at the reference, we have some wood, like wood supports going across here. So I'm going to go back to Object mode with tab and then let's quickly add in another cube. So we'll go Shift A mesh cube and just bring this over to the wall here. And we can just scale it down with S. We can G and then hold control to snap to this face, just like that. We can go into Edit modes with tab, select this face, GX, and bring it out and just create this kind of piece just like this and put it in the center just like that. Very simple. And then I'll quickly show you another modifier. So instead of duplicating it separately, we can add another modifier over here. And if you search array, we choose array, and arrays copies it over. So at the moment, it's going on the X, which is the wrong way. So let's set the X to zero here. And then we can slide out this Y value. You can see what's happening here. So if we increase the count, so we want four on the count and then just increase the Y to space these out. And it just basically copies the object over. So that's the array modifier. It's quite useful. And then we want to add on our bevel modifier. So we have this selected. If we shift select well, if we copy over a bevel modifier from this, it will get rid of the array. So let's just add the bevel manually. So we'll add a bevel modifier again, and we can adjust the slider on the amount to however thick we want bevel and then just put shading to harder normals and we have a bevel on it then. So that scale because we scaled in object mode, so let's hit Control A, apples scale, and now let's adjust the amount on the bevel here to tighten that up a bit. And that should be all good. Okay, so we will move on to the next lesson. I'll see you then. 11. 3D Lesson 10 Boolean Window Cuts and Clean Quad Topology: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to cut holes into our building using the boolean modifier and fixing the topology with the knife tool. Okay, I'm going to make some quick changes to this piece here just to make it look a bit more like the reference. So we can isolate the piece by pressing forwardslash. And if we go into Edit mode with tab, we can dissolve edges by selecting them. So I'm going to click press two to go into edge mode and then Alt click this edge and then Alt Shift click these edges. And then we can dissolve them by pressing Control and X. Now, if I press seven, to go into top view and then press Control R to add some edge loops in here, we can see that they come in at a slant here, and that's because these edges on the end at a slant as well. So we need to press Control X to get rid of these. And to have them come in straight, we're just going to put one edge loops, so Control R, left click, right click in the middle here. And then if we use Control B to bevel, then scroll up. You can see they come in straight now. So I'm just going to put some edge ups in and then under segments over here, I'm going to change this to eight. So we have eight of these, and now we can go underneath and then select every other edge just like this and then GZ to bring it down. And then we can alt, click and then Alt Shift click these edges, and then Control B to bevel. And if you bring in some segments, you can create a nice curved shape just like this. And then forward slash again to go back into your normal view and then tab to go back into object mode. Okay, so we're going to cut some holes into our buildings for the windows, and we're going to use that using a boolean modifier. So I'm just going to grab these windows for now, press one to go into front view, and I'm just going to scale these up a little bits and then control apply scale, and then just make sure these are right where I want them to be, and then we're going to join them into one object. So I'm going to shift select all of these to select them all, and then control J to join them into one object like this. And then we're going to hit G and then Y to just bring them into the wall, just like that. And if we select there a building here, we're going to add a new modifier over here called the boolean. The search boolean. And we want the difference the difference option here that will cut a hole into it. And we can use this eyedropper tool to select our cubes here. And then once it's selected, just press this down arrow and then hit apply. And now if we move our windows forward with G&Y, we can see we've cut a hole into this building here. So then we want to do the same for these windows. We can select them all and then Control J to join and then G&Y to move them into the window. And then we'll select their building, add our boolean modifier to it, and then use the eyedropper tool to select these, and then we'll apply that modifier. And then GY to move this over here. Now we have our windows here. Right now, if we have a look here, we have a bevel modifier, but the bevel seems to have gone a bit small. And that's because of the topology. Might be blocking the bevel somewhere. So I'm just going to press forward slash to isolate this building. Let's go tab to go into Edit mode. And we've cut holes in here, we can see the topology isn't the best. So we're going to fix this with the knife tool we can use. So first off, we have an edge loop here. Let's see if this is needed for anything here. Okay, so I'm going to click this edge loop and then Control X to dissolve it. I don't think we need it there. And then I'm just going to press A on everything, and then I'm going to press M to get this merge menu and then merge by distance just to make sure we don't have any, like, duplicated vertices, just to make sure. And then I'm going to press one to go into front view. And then we can use our knife tool to, like, cut into this mesh to create new edges. So if we use K, brings up the knife, and we can select this vertice here, and then we can press Z to lock it on the Z axis, and then bring it up to this edge and then click. And if we hit Enter, it creates an edge going all the way up. So we're going to create like a grid kind of pattern so that we can get all quads on this front face here. So it becomes a bit tedious, but once you do this, it makes modeling later on a lot easier and solves all that problem. To go into Knife too, we'll select this vertice here, press Z to go straight up, and then left click and then Enter, and we want to do these for all of these vertices here. It's K, left click and then Z, left click, Enter. I'm just going to do that for all of these here. K, left click, Z, left click, Enter. Okay. And then K, left click, Z, left click, Enter. Okay, so we're going to these ones are joined here, that's okay. We're going to join this one and then this one, select them both with shift and left click, and then we can just hit J. I'll join them together. This one's fine. These ones, we can hit J and then J here, and then J here. Now, we don't need this edge here, so we can select this edge and then control X to dissolve it, and then maybe we can dissolve this one as well. Can we dissolve this one? This might be holding it, the shape in so it might not dissolve. Yeah, that's okay. So control X on these. So now we just need to join up sideways. We need to do these ones here. So these bottom vertices, we're using a knife tool against K, left click, and then Z, bring it all the way down, left click, Enter, do that for all of these. K, Z, left click, Enter. So we're just joining these up so we can create so that every face has, like, four sides to it, so we can, put in edge loops, and we have, like, clean topology for our bevel modifier. A most of the time you can get away with engons which are faces with more than four sides, but sometimes it does get a bit weird. You can see the bevel here. As soon as we joined these two vertices up, you can see the change in the bevel. So this is what it looks like right now. Then if I join these up, you can see the bevel came back. So I'm just going to join these together as well. So just using J to join them just to make sure we have all quads. And then we need to join these up here and then these here as well. So we can test by pressing Control R and then right click to see if we have quads here. So we need to fix these side faces here because the loop doesn't go through. So what we're going to do now is K, left click here, and then we can do X to go on the X, and then just left click Enter here. So K, left click, X. It goes a bit weird, you can press escape to go back. So K, left click, X, left click and then Enter and just do that for all these sides here. Okay, left click, X, left click, Enter here. And then we just need to do these side ones over here. Just like that. So now, the edge loops should go through every face here. So that shows we have all quads. Now, this is this face done, but now obviously this face here has more than four vertices because of these here. So this face, we could maybe get away with deleting it because it doesn't show in our scene. So the face on the right, we can just press X and delete faces. That'll save us a lot of time. The bottom face we could probably get away with as well. We can delete the bottom face. And then possibly the backface as well we probably don't need. I'm just double checking to see if we actually see it in the scene. So yeah, we can delete the backface. So these backface is here, we can delete these. And now we just need to I'm going to press Control free on number pads. That'll bring us into this view here. I'm going to press one to go into vertice select mode, and then we can just join here. So press K, this vertice, and then Y, Left click Enter and just use the knife tool to connect all the way over here. So okay. Left click, Y, left click Enter. And now we have all quads. So later when we're doing vertex painting, we're going to put in more edge loops so that we have more vertices to paint on. So, yeah, that's all fixed now, and we have our bevel looking how it should. So that took up a bit more time fixing that, but it's worth it for later on. It'll make your life easier. In the next lesson, we'll continue adding booleans for these windows as well, so I'll see you then. Oh, yeah, one thing I just remembered, we didn't do the top face, but it's covered by this top piece here, so we could probably just get away with deleting this top face, as well. So we just have this. There's one face here at the back. Now, that's part of another piece. Never mind. So, yeah, we can just have these two faces here, and this looks perfectly fine. Cool. Right now. I'll see you in the next lesson. 12. 3D Lesson 11 Boolean Windows and Doorways with Clean Topology: Okay. Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to finish off adding booleans for the windows and doors. Okay, so let's move on to the other windows here. So we can do this doorway. Alright, so I'm just going to move this down a little bit, just to make sure we cut off the bottom, and then we can go GX, move this into the building. And then select their building here. We'll add our boolean to it, and then choose our doorway here and then apply, and then press G x on this to move away, and we have doorway for this. Now, if you want this to go a bit deeper, we can just select this building, go into Edit mode with tab. We can select this face and then press G and then X, and we can move it in a bit more like this. Maybe have it somewhere range here. That should be enough. So back into object mode. You can select these here. I'm just going to make sure that perfectly where I want them with G and Y and just move them Just like that. And then shift select them all and then Control J to join them together. All right, so now let's move these with G&X, move them into the building, just like that. Now, let's select their building, add modifier, search, boolean, eye drop a tour, select these, and then apply, and then GX, move this over. And now we can see here where it's curved. You can see the flat faces here. We can fix this just by right clicking this object and then hid and shade smooth. I'll fix that right there. Okay, so next, let's just go into Edit mode, and we'll have a look at this topology here. Now, we will need to add some edge loops here, so it hasn't affected us so far. And we can still put edge loops here, then it does get a bit weird. But we're just going to leave this for now. I don't think this will cause us a problem. As long as we can put edge loops here to paint on this side, we should be fine. So go back to object mode. We'll leave that. As long as the bevel is working, you're all good. Now for this one, I do the same here. I'm going to move it down just so it goes underneath the floor just to make sure we cut it. GX, move it into the building. We'll add a boolean to this, add modifier boolean, choose our door and then apply, and then GX on this to move out the way. And then we can select this face in edit mode and then GX, move it in a bit more. Back into object mode. We can shift select these and then Control J to join them, and then GX to move them into the building. And then we'll put a boolean modifier on this again, select our windows, and then apply the boolean. And then GX, move this over here. My bevels still working. I'm just going to have a quick look at the topology in Edit mode. And we may need to fix this up later on, but it depends if we end up vertex painting it because it's quite far, and we might just get away with adding edge loops up here and we'll cut this off, we'll isolate it off and then have quads up here instead. So we'll worry about that later. Don't worry about it. This one's quite simple. It's just one square. I might make this a bit bigger. So I'll go into Edi mode on this and scale it up. I have a nice big window here. And then in object mode, we'll go GX, move this in. And then select this building here, and then we can add boolean modifier. So boolean, we'll select this piece and then hit Apply. And then this one as well. I might scale this up. Control A, apply scale, and then GY, move this in, and then add the boolean again onto R building. So select this and then apply. So on this one, we can press GY. This is working, and then GX. This is working here. Cool. And I think that's all of them. Now, there was an extra one of these below the windows here, which we can quickly add. So we could get away with just duplicating this piece. We Shift D and then Z and bring this below the windows here. We'll have one here. And somewhere around here should do. So we have this. I might bring it down a bit, so there's, like, even space between the top and the bottom. So maybe or just in between the middle of these two windows here should look good. All right. Now, we'll worry about this later on the left side. But we'll just work on the right side first. And I think that is everything. So next we will start adding some more pieces in, some steps, maybe. And then we can get to work on the balconies and stuff. Or I'll see you in the next lesson. Okay. 13. 3D Lesson 12 Create Realistic Stairs with Bevel and Manual Modeling: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to be creating some steps. Okay, so I'm going to show you two different ways to make steps, and you can use whichever steps you prefer the look of. So if we press Shift A and then mesh cube, and then we can press G Z one to bring it up to the floor, and let's press tab to go into Edit mode. Press two to go into Edge Select and let's select this edge, and then we'll control B, and we'll just give it a bevel just like this. Once we left click, we'll get this menu. And if we go to the bottom here, we see profile type. We're going to choose custom. And then with this dropdown menu here, we have preset. I go to click this and you should see steps here. And we can see the profile with these points here that are creating steps. Now if we just increase the segments here, we go to about 16 we should have all our steps in here then. So now with this, we want to squish this down. So I'm going to press A to select everything. And then if we go up to the pivot point here, transform pivot point and select this, we're going to choose free D cursor. So when we scale this, it'll scale it towards the free D cursor here. So if you do S Z and then type 0.05, not 0.05. I'll right click to and do that SZ 0.5. It scales it by half. So now this is like 1 meter tall. And then we can scale it on the X by going Sx two, so that will double the scale on the X. So if we press tab to go into object mode and then press N, and then we can see here it's 4 meters on the X and then 1 meter on the Z to where we scaled it. And then let's go GX. We'll move the way. So there's one way of doing steps. Another way is to just do it by hand. So we're going just do Shift A mesh cube. I'll go GZ one to bring this up to the floor and then into Edit mode. We can select this top face here, and we can choose the height here. So just going to go GZ and bring this down somewhere around about here. And then I'm going to push this front face back with GMY to get the width of the top step. Just like this, we'll go around about here. And then I'm going to put in about four edge loops. So control our scroll up. We put in about four edge loops here, one, two, three, four, e. So we have five steps altogether. So now we want to press three to go into face select and then we select all of these faces, and then we can press E to extrude and create our second step. And then we can select these faces, E to extrude. And then extrude these. And then finally the bottom step E to extrude here, like so. And then we can press A, SX and scale this out somewhere around about here, just like that. So now we need to add bevels to these. So this one, we can just add modify search, bevel. We can bring the amount down and then shading to harder normals. Maybe bring this up a tiny bit more so we have more of a bevel. And then we can select this and then shift select this one, so this one has the yellow outline and then Control L copy modifiers. So now they both have the bevel. So now that we have the steps in, they're looking very straight. This is like perfectly straight line. So what we can do is if we're going to edit mode on this and then control and add some edge loops this way, just as menu as you want, and then left click and then left click again. And then I'm going to press A to select everything. And if we go to this menu up here, we see mesh. You're going to click this and under transform, we have randomize. So this will mess up just push for to seize the range. So with the amount under here, we're going to choose 0.01. And there's a tiny little amount of movement. If you go back to object mode, you can see now the lines aren't perfectly straight anymore. I just looks a little bit more natural. And we can fix the shading here by just right click and then shade smooth. I'll smooth any shading errors. And we can do the same for this one as well if you prefer these steps, so we can just control R to mesh loops. A, di select everything, and then mesh transform, randomize. You could even try 0.02, if you want it to be even a bit more messy. And then going back to Object mode, right click, Shade Smooth. And then we have two different kind of steps here. I think I prefer these ones. Doing it this way is easier for smaller steps, but I find it this way is easier when you're doing larger steps because obviously, if you're extruding each step out individually, it takes a while. So the bevel method can be nice and quick. But this one you have more control over how it looks. So I'm going to go with these steps of mine might make them a bit bigger. So I just go in edit mode and scale them just like this. And then all we need to do now is just press tab to go back into object mode and then GY, hold control, snap it to the wall over here, and then GX to move this into the middle somewhere. Just like that. Cool. There's some steps for you. I will see you in the next lesson. No. 14. 3D Lesson 13 Model an Arched Window with Detailed Wooden Panels: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to learn how to create a window. Okay, so where we did the steps before, E bevel might still be set to the steps on the custom thing. So let's just quickly add a cube and go into Edit mode and select an edge and then hit Control Beta bevel. And then if you're still on custom steps, make sure to choose super ellipsio and then just left click somewhere, and then we can delete this cube then. So now let's move over to this window here. Let's go into Edit mode. And then press free and select this face. Now we can invert the selection by hitting Control and I, and then press X and delete faces. Alright, so now with this, we're going to add some edge loops in, and then we're going to split off the faces and then extrude the mate. So if we press Control, and we'll add an edge loop in the middle here, left click, right click. And then with this edge loop, we just need to press Control B to bevel, and we will bring this out to the edges here, and then press three for face mode. And then let's shift select these faces, and we'll press Y to split them off, and now they're split here, and then we can just H to hide the mate the way. So now we need some faces at the top and bottom. So let's control, but one in the middle here, left click, right click, and then control B to bevel, and we'll bring these out to the top and bottom here. And then we can press f and then select these two and then hit Y and then H to hide these out the way. So now we want to add an edge in the middle here again. I'm going to slide this one up to around about here. And then we can select this bottom face, and we'll press Y. So now this one's split off here. So now let's put an edge loop in the middle here. F click, right click, and then Control B to bevel. I'm going to scroll up once so we have an edge in the middle as well. And we can have this around about here. Press three for face mode. I'll select this face, press Y, and then and then this face, Y and then now let's put in two edge loops here. Left click, right click, and then control, scroll at once, left click, right click. And now let's press Y on all of these faces. So three, left click. Y, left click, Y, left click, Y. And then Y on all of these faces. And then shift select them all. And then H to hide. So now with this one here, we're going to control for an edge loop in the middle, left click, right click, and then Control B and then bevel this like this. So we have two faces here, and then we can press Y on this face and then and then Y on this face, and then And then we N one over here, and then one over here as well. And then we can select both of these. You'll hit Y and then H. So now we need to get a curved kind of shape going down here. So let's put an edge loop in the middle here and an edge loop in the middle here, and then edge loop in the middle here, and edge loop in the middle here. And then let's select all of these edges here, and then go GZ, and we'll bring this up to round about here, and then we can delete all of these faces now. Let's press one to go into vertice select and we'll select both of these vertices and then GZ to bring them down like this. And then we can press two and then left click and then shift left click this edge, and then Control B to bevel. And if we scroll up, we can create kind of curved shape like this. Now if we press Altage, this will bring everything back. And we want to have a kind of we need some woods going diagonally across here as well. So what we could do is press free, and then we could select maybe this piece here, let's press Shift D to duplicate and then Y, and we'll bring this out. And then we can go SC, but our pivot point is set to three decursor. So let's go to the top here. And with the pivot point here, we're going to go back to median point. Now we press S and N Z, we'll scale this up to make it a bit taller. And then let's go into front mode with one on number part so we can see. We'll go GX we'll move this over here. And then let's do to rotate, and we'll give this a bit of an angle like this, and we'll just make sure this covers the whole face like that. And then we can go Shift D and then X. We'll bring one this way, bring it down just to cover up this gap here, just like that. And then Shift D X, we'll have another one here somewhere. And then you can probably select all of these shifty X, bring them over here. We want to make sure we're not crossing over into this gap here. So we'll just move these around somewhere like this. That should be fine right by there. Okay, so now, let's select all of these, and I'm going to press G Y and just move them behind the window like this. That should be fine. And then I'm going to press E to extrude them at a little bit, give me a little bit of thickness just like that. Now we can select this face here. We'll select all of these. We can press L on it to select the whole thing, and then E to extrude. We'll extrude this A a little bit like that. And then we can select these ones. We go E to extruded. We'll extrude just pass these. And now let's select our panels down here. E to extrude. We'll go just behind these ones, I think, or maybe if you hold control, you can snap to this face so that they are exactly the same here. Unless select these middle faces here, we'll go E to extrude and we'll extrude. Maybe we could hold control and snap to this face as well just so that they're in line. But we have these outer faces, we'll select all of these, and then E to extrude, and we'll go past the window so that they're pointing a bit further out. Now let's go into Object mode with tab and let's add our bevel modifier to this. So add modifier, search bevel. We'll put shading to harder normals and you can adjust the bevel however you want. You can bring it down, make it a bit tighter. I think this looks quite nice here. Now, these are floating behind here. So if you want to move these in, we just go into edit mode, deselect everything, and then press L on all of these pieces. And then just go GY. We can move these like insides. Just make sure they're not poking through anywhere. You can go S Y to scale them and make them a bit thinner, but be careful because the bevel might catch. But then something like this should be okay. And there in object mode, we can just right click set origin to geometry to bring the origin point back in and then GY, and move this into the window here. Now, we will duplicate this later on, but we may as well wait until it's textured just to save some time, and then we'll duplicate it over to these windows. So there is your first window done. The next lesson, we will work on this window. 15. 3D Lesson 14 Build a Decorative Arched Window with Boolean Cut: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to work on our second window. Okay, time for a second window. So let's select this here. We'll go into Edit mode with tab. Press three for face mode and select this face, and let's invert the selection with Control I, and then X, delete faces. So we need an edge loop in here, so control, and we will drag this one down somewhere around here. I'm going to press three and then select this face. And we're going to press P and then separate selection. Tab to go back to object mode. And then with this top face here, I'm just going to duplicate it. Shift D and then Y, we'll bring this forward. And then I'm going to select both of these faces and then just hit H to hide it out the way for now. So with this face, we can press Shift S and then cursor to selected to bring our Fred cursor here, and then press Shift A mesh, and we're going to go with cylinder here. So we want 32 vertices might be a bit too much. Let's bring this down to, let's say, 20. Yeah, 20 is fine. Now let's press X and then 90 to rotate this around. Let's bring this forward with GMI for now. And in edit mode, I'm going to select this backface. We'll delete it. And then I'm going to delete all of these, so Alt click here to select this face loop. X. Actually, no, no, we want to delete this front face first. Delete this front face. And we only want to delete the bottom half of this. So from here and then control left click here, and we'll delete the bottom half here. And then let's go into front view with one on number pad. We'll press A to select everything, and we'll scale this down so it fits in the window here, just like that. We'll go GZ, bring it down a little bit. So we have this here. And now, with these two edges here, I'll press two and then select these edges. I'll press E and then Z and we'll extrude it down all the way, so it goes like past the window here. And then we can press Alt left click this edge here to select the whole loop and then just press F to fill, and then control I actually make sure we're in face mode. Select this face, Control I, and now X delete faces. So we're just left with this front face name. I'm going to press one to go into front, and then one to select the vertices here. So with this vertice, I'm just going to go GZ and bring it up here. And then kind of move these vertices around just like up and down to get a nice kind of curve going. So we want it to be a nice kind of shape going in. So we might have to select these here and then go S and then X, scale them in a little bit like this. And then these two and go SX, scale these in, maybe bring these down a bit, bring these ones down a little bit, have a nice kind of curve shape here. Just like that. And then we can press A and then GZ and make sure this is a bit lower down, so it's not poken through the top here. And I'm quite happy with this shape here. This looks quite nice. So now we can do E and extrude this out this way. So let's press tab to go back into object mode, and we'll go GY, and we'll push this inside of our window here. Like that. Now we'll click on our Window and then we'll add the Boolean modifier to this. And then with the eyedropper tool, we will select the shape and then let's hit Apply over here. And then we can delete this out the way now. So now we're left with this kind of shape cut into our window here. Let's press AltH and we'll bring the other window pieces back. And let's hide this one out the way for now with H, and let's get to work on this. So this top piece would be nice and easy, press tap into Edit mode, control our scroll up, and we can add some wood panels in here. So I'm going to press three and then press Y on each of these faces to split them. So now, these are all separate. We can go press tab into object mode, and then we can select this piece here. So with this, I'm just going to go Shift D and then Y, bring this forward, and then H to hide this out the way for now. We'll use that later. And with this one, we can go into Edit mode with tab. We'll put an edge loop in the middle, left click, right click, and then Control B to bevel, we'll bring these to the edge here. And three, select this face. Y, select this face, Y, and then hide these egg the way with H. And then put an edge loop in the middle here, left click, right click, control B, bring them to the edges here. Left click this face here. I'll go Y and then Y on this face, and then we can hide these egg the way. Now, let's add in some edge loops here like this and then we could maybe add one in the middle here. And now let's press A to select all of these. And at the top here, we're going to go to face. And then we want let's first try triangulate faces, see what pattern we get. So we get this kind of pattern going on. Now, how could we work with this? If we select all of these edges here, the ones going diagonally. See what kind of result we get. If we press Control B, let's see what happens. So now this happens here. So we get this kind of shape going on. No make it toothik. Let's just go like this. And then press Control I. Actually, Control Z. Make sure we're in Face mode, so press three for face mode and then control I and then X and then delete faces. So now we have this that we can use. I'm going to press A, shift D, and then Y, and then we bring this forward. And then we're going to scale this by negative one. So if you go S X and then negative one, it will flip it around. And now we have this kind of shape here. So now let's press Altag I'll bring everything back. And let's go into object mode with tab, we'll press Altag make sure we have everything. I don't think we're going to need this one actually, so we can delete this one here. All right, so let's start with this piece. We're going to edit mode with this, A, E to extrude it out, and we'll bring this out like this here back into object mode. We'll bring this top piece here. We'll go G Y, and we want this just behind here. So let's first Let's first go into Edit mode, and let's press A, and we'll extrude this out first like this. And then back into object mode. And I'm going to shift select this window up here just so we can copy the bevel over from this. So Control L, copy modifiers. So now we can see our wood panels with the bevel here. And I'll go G Y and snap to the back here, so it's snapped here, just like that. And then with this, we could go into Edit mode and then just push this face back a bit, just like that. Back into object mode. And now we can play around with this. Let's go into Edit mode on this. Let's extrude. All right, so let's press L on all of these pieces here. And maybe these ones as well. And then we'll extrude these together. So E to extrude and then Y to extrude these. I'm going to deselect everything and then just select the front ones, so L on all of these pieces. And then we'll go GY, and then we'll just snap it to one of the front faces here. So they're just in front just like this. Now let's select these outer faces, and then we can go E to extrude and we'll extrude just past this kind of pattern here. So back into object mode with G table I mean, and then GY, and then we can move this somewhere around here. Now, this might need to be a bit thicker. So I'll go GY and snap it to this back face here. Go back into Edit mode. And with these front faces selected, we can just go GY and then hold control on this face to snap it to here. And then back into object mode, we will select this piece, select this piece, and then select the one with the bevel last and then Control J to join. And then we need to fix this shading here, so we'll just go right click Shade Smooth. And there is our second window done. Now, these might need to come a bit forward. So go back into Edit mode, Deselect everything and then just hit Y on all of these pieces. Not Y L, I mean, press L on all of these to select all of these pieces here. I might make them a bit thicker with S and then Y. Make them a bit thicker like this. And then GY, move them forward a little bit. So they're more in the middle here, and then back into object mode. And there is our second window looking quite nice. So GY we can push this back. And there is our second window. Oh, actually, looking at the reference, there is one thing we're missing, and that's like wood beams going across here. So select it and then go into Edit mode, Deselect everything. And then let's hit L on this piece. We can just go Shift D and then Z and bring one up here and maybe move it back just a little bit, so it's behind this wood here, and then shift D and then Z again. So shi shift D, Z, bring this up, just like that. And now it's done. I'll see you in the next lesson. 16. 3D Lesson 15 Modeling Detailed Windows and Doorway with Bevel: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to continue with our windows and make a start on the doorway. Okay, so before we move on, we need to learn about face orientation. So if we go to the overlays setting here and into this drop day menu, we're going to turn on face orientation here. And if we zoom into this window here, we can see some of these pieces are red. Now, every object has, like, an outside face and an inside face. And when we flipped these around, we scaled by negative one to flip them over. But by scaling on a negative number, it also turned them inside out. So this is Blender's way of saying that these faces are actually inside faces. And this is important because we need Lender to know how light interacts with outside faces compared to inside faces. So to fix this, all we need to do is just select the object. We'll go into Edit mode, and then we can press A to select everything. And then if we hit Alt N, we come up with this normals menu, and we can just press recalculate outside, and then that will fix that automatically. So that's that we're going to keep this option turned on so that we know whenever our faces are inside out. Alright, so back into object mode, and we can get to work on this window up here. So we're just going to quickly smash out the window so we don't have to deal with them later on, right? So into Edit mode on this, we will press three face mode, select this face, and then invert with Control I, and then X and delete faces. Right? So let's have a look at our reference and see what kind of shape we're going with. So we need the border on the outside. So let's control R, left click, right click, and then Control B, we'll get these on the side, and then three, and then select these hit Y, and then H the hide these the way, and then we'll control R edge loop in the middle. Control B, and then we get them on the top, as well. Just like that. The shift select these Y and then now we want to duplicate this phase so that we have two, we'll go shifty, Y. And then with this, we'll go P, separate selection. We'll go back into object mode, and we will hide this one out the way, and we'll work on this piece here. So let's go into Edit mode. We want to cry and create a cutout like go this way up here. Okay, so we need an edge loop in the middle. Let's scroll up twice, I think, so that we have three here like that. And then let's put one in the middle here. Yeah, that should be fine. Now, let's add an edge loop here and then an edge loop here. And where is this going to go? Okay, so let's press one so that we can select this middle vertice. And let's press G Z, and let's bring this up this way just like this. And A, we need to delete some faces. So let's press three, let's delete these two middle faces here. And then we need to delete these middle faces here as well. So we'll delete those. Now let's select this edge. So press two, select this edge, and then shift select this edge. And then let's try beveling. Control B will bevel scroll up a bit so we have some segments. So now we have this nice shape going on here. Cool. Tap to go back into object mode. We'll press lth to bring this window back. And then with this, we'll go back into Edit mode. We'll add some edge loops in here. Just like that. And then three and then press Y on all of these faces. And then we'll press Altag to bring back all of these. And then we should Let's extrude these middle ones eight first. So we'll press E on these, extrude these eight. And then let's extrude these out a bit. Just like this, we'll go E, extrude these out. And then let's go back into object mode. We'll grab this and then we'll go GY, hold control, and we'll snap it to this face here into Edit mode. I'll go A, E, extrude this a a bit. Just like that. Now, back into object mode, we can join both of these together with Control J, and then let's copy over a bevel, so we can shift select. Maybe this piece will be fine. And then Control L copy modifiers. And now this has the bevel on it. And then with this selected, we can go right click Shade Smooth to fix the shading here. And now we can just adjust these pieces. So I'm going to go into Edit mode again. I'll press free for face mode. I'll select these outer faces here, and I might just push them back with GY and just have them pretty much just in front of this face here. And then we can always adjust the bevel amount here to tighten up the bevel to get something a bit nicer, just like that. And there is that window done. So now we go GY and push this into here. There we go. Done. And now we'll do this window, but it'll take a bit longer, so we'll do that in the next lesson. But this doorway will be nice and quick. So what we can do here is going to edit mode on this and we will delete this face. And then we will delete this face and then delete this bottom face. Let's add in some edge loops here. Just like that. And then some on this side as well. I'm going to press three for face mode, and then I'm going to select every other face like this so that they actually yeah, I'm going to select every other face like this. But then with these, I'm going to select two, miss one, select two. So we have the two middle ones here, miss one, select two, and then all of these like this, just like that. And then I'm going to hit Y to separate these off. So now we have this going on, and then we can press A and then right click Extrude faces along normals, and I'm going to bring this inwards just like this. And we can see here this kind of overlapping here. So maybe we don't want to go that way. If we control Z, and then right click extrude faces along normals, we can see that it's creating some gaps here, and we don't want this. So maybe if we control Z all the way to the point where to here first, so that now, these are joined together now, so we don't want them split. We want to press A, right click, extrude along normals, and we extrude them before we split them, basically. So we'll extrude them like this, and now we don't have any overlap or any gaps. Next, I'm going to press free for Face Mode, and I'm going to Alt click like this to select the whole loop around like this. So Alt Shift left click, and then I'll miss one here and Al shift these two, miss one. I'll miss two here. So we can get these top two here. I'll miss two here, and then Alshift click these, and then Alt Shift click these like that. And there we can hit Y and then we'll press A to select everything. And now that these are separated, there are like holes in the middle that we can't see. But if we go to mesh, actually, it'll be easier if I do alter end first and then just flip, we can fix the normals and let's add a bevel so we can see what's happening here. So let's go into object mode. We'll add a modifier, so add the bevel, and then we'll bring the bevel down shading to harden normals. And then right click shade smooth. So see these hard lines here. That's because we have holes like inside the mesh. So what we need to do is going into Edit mode, a to select everything. And then I believe it's under face or is it under mesh? I believe it's under mesh cleanup and then fill holes. And you can see where it's filled the holes. We have a nice bevel here now, separating our bricks here. And now with this, we can just go GX and slide this into our doorway here somewhere. You have it poking out just a little bit like this. That should look quite nice. Cool. I will see you in the next lesson. 17. 3D Lesson 16 Finishing the Lower Facade with Bevel and Array Modifier: Okay. Hello, welcome back to Blender, stylized Arabian market course. In this lesson, we're going to finish off modeling the lower half of the front building. Okay, so let's select this one here. Let's go into Edit mode, and then we will select We could select let's get rid of this face here. Delete this face, and then delete this face here and then delete this face. And then let's press L over these faces and then Control I and then X deleteFaces. So now we're just left with this here. So with this, we can press A and then right click extrude faces along normals and we'll extrude them in just like this. And then with these faces here, we could select some. So I'll select this face, these two faces, and then this face. And then I'll go Shift D and then right click to duplicate them, and then E and extrude them down just like this. Now we want these faces to be flat. So if we go S, Z, and then zero, I'll flattenate the faces, and then we can go GZ, old control, and snap it down to this face here so that they're all in line. Now, I'm just going to add an edge loop here and bring it down around about here would do. And I'm going to select this face here. I'm going to press Shift D and then right click, and then I will extrude this one out, so go E to extrude a little bit like this. And then this face over here. We can go G Y, hold control over this face to snap it here. And then we can put an edge loop in the middle here. And then we can select both of these faces here. So this face and this face. And we can press GZ and just bring it down a little just like that. So these corners are touching here. Then we can press two for edge mode, Alt click this edge loop and then Control B to bevel scroll up a bit to make it nice and curved, just like this. And then maybe we could select I'll press free, and we could select these front faces here and then just go GY, GX, I mean, and just push them back a little bit. And then we'll fix the normals just by pressing A, lt N, recalculate outside, back into object mode. We can add our bevel to this. Add our bevel modifier, shading to harder normals, bring down the amount just like that. And then right click Shade Smooth. And then you can just push this back into the window then. So GX, push this in. And we want this bottom shelf to be like, just touching the wall. So GX just like that. And maybe I'm going to bring down this amount on the bevel to 0.01, like that. That should be good. And there is a window done. Now we can quickly finish off this lesson by adding details up by here as well. So I'm going to shift right click here, and then shift A and then mesh cube bring in a cube by here. Go into Edit mode, and we'll just scale this down nice and small. And then we can go S and Z to make it a bit taller. And then we can go G and then X and just push it in a little bit like this. Back into object mode. We can go GY, bring it to this side over here. Let's add bevel to it. So add modifier search bevel, shading to harder normals, and let's bring down this amount to 0.01. And then let's add the array modifier. So on the array, we want zero on the X, and then we'll push the Y out to get a nice spacing, and then we can increase the count over here. Something like that, and then just adjust the Y so that this is closer to this edge here. Like so. Then we want to duplicate this and rotate it and put it on this side. Shift D and then Z 90, and then GY I'll bring this over here and then line up this one into this corner. GX I'll have this one here, and then GY push it back. Now let's lower the count on this. And then we will adjust this Y value here just like that. There is everything modeled for this bottom half now. Soon we'll get to work on the wooden part up here. So, I will see you in the next lesson. 18. 3D Lesson 17 Building a Wooden Shelter with Array Modifier Beams: Hello, welcome back to Blender stylized Arabian market course. In this lesson, I'm going to create a shelter above the windows. Okay, so I'm going to select this piece here and just move it up a bit so we have just a bit more room underneath for the shelter. I'm going to shift and right click here to bring out free Dcursor here, and then shift A mesh, and let's bring in a cube. I'm going to press GY to move it forward and then GY, hold control to snap to this face here. Now, let's go into Edit mode. And then I'm going to select this top face, and we can bring this down. And then we can select the bottom face and we can bring this up. And then we can select this side face here and then GX, and we can bring it over this side. And we can just see how wide we want our shelter now. So I'm just going to move these faces to how wide we want it. So I'll have this one this side, and then this face. Push this in a bit here. Now, let's select this front face and then GY and we can push this back here. Now I'm going to select this bottom face here and then just shift D to duplicate and then right click, and then we can press E and then we can extrude this down a little bit. So we have two planks of wood here. I'm going to go back into object mode and then add a bevel to this piece so we can see the groove in the middle. So let's add the bevel modifier to this, and then shading to harder normals. And then we can bring the amount down something like this. Now let's shift A and add another cube. And then GY, and then GY, hold control, and we can snap it to this face then. So back into Edit mode, and we can bring this bottom face down, and then we can go G Z and then hold control to snap it to the bottom face here. And then we can just make this finner by moving these faces in there. Just like this and then move this one up and we can create a kind of flat piece going long ways. And then with this face, we can go GY hold control and snap it to this face here. Now this is in line. And we could add an array to move this over. So if we go back into object mode with tab and then add array modifier, we can push this X value and then increase the count and then just line this up to where we want it to be around about here should do. And then if we select this piece, we could probably just duplicate this bottom piece here. So if we go into Edit mode with tab, make sure everything's deselected and then press L on this bottom piece here, we could shift D to duplicate, and then GZ, bring it down, and then GZ hold control and snap it to this bottom face here. And what we could do is if we select this bottom face here, and then you press Control and then the plus icon on your number pad, it will expand the selection. So it will select these ewood faces here as well. And then we can press X and delete faces just so we have the top face of that piece here. And then we could add in some edge loops just like that. And then we can press Y on these faces to separate them. So I'll select these two and then press Y. So now they're all separate. And then we can select all four of these faces and then extrude downwards, and it creates like kind of wood panels here. And then we can press A, lt N, and then recalculate outside to fix those normals later. If you go back into object mode, we can see we need to pull these faces forward because they're kind of clipping with this face here. Look, we'll go into Edit mode and just select this one face. We could go GY and just push it behind just like that. And then let's go back into object mode. And we can shift select this piece and then just press Control J. Now these are joins. But then you see it got rid of the array, so let's Control Z, and we'll click this and then apply the array here. And now we can join it with Control J. Go. Now we just need some support pieces. So we're going to shift right click here and then shift A mesh cube, and we'll go GZ GY, I mean, sorry. And then GY, hold control and snap it to this face here. All right, so back into Edit mode, we can bring this top face down with GZ, and then we can snap it to the bottom here with GZ, hold control, just like that. And then this piece, we can go GX and bring it this side here. And then this face, we go Gx and bring it somewhere along here. This bottom face, I'm going to bring it up just a little bit, so it's going past the top of the window here. And then this face, this front face will go G Y, push it back somewhere around here. Okay, so actually, with this face, we're going to go he Y and then push it back all the way this side. So we have just a support here going against the wall. We could make it thinner by pressing A and then SX and make it a bit thinner like this. So then we want to press Control R, as an edge loop, and we'll bring it up here. And then I'm going to press free so we can select this face and then E to extrude and extrude it along here. Then I'm going to Control and throw an edge loop in the middle here. And then I'll select this edge and bring it down. And then I will alt click this edge loop and then Control B to bevel and then scroll up and we can create a nice curve here. Then I'm going to press A to select everything. I'll go GX and just move it to the side a bit and line it up. Then I'll duplicate it with Shift D and then X and then move this side. And then we can duplicate again to have one in between these windows. So I'll go Shifty X, move one over here, and then shift E X again and put one this side as well. Try to line it up, so it's nicely spaced, but then we might have to adjust these wooden pieces here so that they're not clipping through like this. So this one is kind of catching here. So what we could do is go back into object mode and then click this one and going to Edit mode. And we could just adjust the spacing of these pieces. So I'll press L over this piece here and just go GX. We could just move this out the way here. And I think if we have them, so they're kind of not evenly spaced, they might look a bit more natural and, like, handmade, if that makes sense. We just do it like this and just have them kind of off center. That should be fine there. So let's press tab to go back into object mode. We'll click this one and then shift, click this one and then Control J to join. So now we have the bevel on these pieces. And then for this curved face here, we need to fix this with right click and shade smooth. So there is a nice balcony. Now, if these are a bit thin, which I think they might be, we could go into Edit mode again and just press L on all of these pieces. And we can scale them on the X, but we need to go to our pivot point up here and choose individual origins, so it will scale from each individual origin of each piece. So if we go SX, it will scale like this, and we can adjust the thickness of these supports here. Just like that. So now we have a nice shelter windows. So I will see you in the next lesson. 19. 3D Lesson 18 Designing a Detailed Balcony with Custom Bevel: He. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to create a balcony under the window. Okay, with this shelter, I'm just going to right click it and set origin to geometry. And then I might make it a bit bigger because for me it's looking a bit small, so I'll just scale it up. Make it a bit bigger like that, and then I'll go GY, and then GY hold Control and snap it to this face here, and then Control A and apply scale. So now we can do pretty much the same technique for the balcony here. So we'll go shift right click and then shift A and let's bring in a cube. And then we go GY, and then GY, horse Control, snap it here. Go into Edit mode, we'll go SC and scale it in. And then we can select this face here, bring it this side, and then this face, we can bring it this side, just like that. And then we can select this front face here and go Git and push this back. It might be easier if we go into object mode and grab our reference here and just bring him up here just so we can see how big the balcony is. So maybe we could just push him up here and we can see where it needs to go. So I imagine the bottom would be somewhere like by here, so we could bring this up here, just like that. So we can visualize it a lot easier. So we have this. We need like two layers of wood here, so we could just go shift D and then Z and bring this underneath and then go GZ hold control. And then I'm going to go into edit mode on this one. Select this bottom face and just make this one a bit thinner just like that. So next, we need to create the railing going across. So what we could do is duplicate one of these faces so that we have the right width already. So let's press three, select this face, and we can just go shift D and then Z and bring this face up. Somewhere like that. And then I'm actually going to shift the again and then press Y, and we'll just move this one over here for now. And with this piece here, we can E to extrude and extrude this one back to create the front railing here. And then with this piece, I'm going to press Control R to add an edge up in the middle. And then Control B to bevel it, scroll down just so we have a single bevel like this and just bring it to the ends here, just like that. And then we can delete this middle face here. And then we can go GY select these faces here. We go G Y, hold control, and snap it to the wall here. And then we can go and extrude this out. So E, hold control and snap it to this face here. So now we have the side railings in. Now with this bottom face, actually, no, we could press L and deselect everything, press L over this piece here, and then go Shift D to duplicate and then Z then hold control and snap it down to this bottom face here. And then we need to create. Sometimes in Edit mode, when you snap faces, it goes inside. So we might need to just bring this up manually and get it as close as we can here. I like that. So now we need some pieces going long ways. So what we could do is deselect everything. You could press L on both of these side pieces, Shift D to duplicate and then right click. And then X 90 to rotate it 90 degrees. We could go GY, move them forward. And then we can scale them in by pressing Alt S, and then just scale them in a little bit like this to make them a bit thinner. And then we can just move these faces into place then. So we'll select both of these bottom faces here. And move them down. So we can try GZ, hold control, the snap to this face here. And then we select both of these top faces and then GZ, bring it down, and then GZ hold control, snap them up. So next, we want to create the wooden kind of triangle shapes at the front. So what we could do now is duplicate another face. So maybe this front face here we go Shift D, Z, bring this up. And we'll go SX, scale it in a little bit. And then I'm going to press two to select this edge, and then go GX, hold control, we'll snap it to this side face here, and then do the same for this edge over here. So select this GX, hold control, snap it to this face here. And then the top face, we'll go GZ and snap it to this bottom face here. And then this bottom edge, you can go GZ hold control, and snap it to this face here. So I'm going to select this whole face, and we can just move this forward for now the way, go GY. And then I'm going to go P and separate selection. So I'm going separate this off for now. Then let's fix these normals with A, Alt N, and then recalculate outside, so that's fixed. And then let's go back into object mode with tab, and then let's select this front face here. So back into Edit mode. And we want to add some edge loops here. So control R and then scroll up until we get some squares. I like that. And then we want to triangulate these faces. So if we press A, and then under face, we can go to triangulate faces. Actually, not triangulate. We want poke faces. I'll go with poke faces, so it creates this kind of pattern here. It like pokes a vertice in the middle and then creates these triangle shapes. And then we're going to inset these faces with I. So we can press I and then I again. So we inset each individual face and then hold Shift and just create something like this. And then with these center faces selected, we can just press X and delete faces. So now we have this pattern here. Then let's press A and we can E to extrude and give this some thickness just like this. And then we can press A again, lt N, and recalculate outside back into object mode. And then we can go G Y and push this into place now. Just like that. And then we can shift select all of these pieces and then Control J to join them. And then let's add our bevel to this. So bevel modify it, shading to harder normals, and then the amount can go to like 0.015. Now we just need some support for the bomb, so we can do that just by right clicking or shift and right click here. Shift A mesh cube. And then we can bring this down. Shift GZ, hold control, snap it to this face here. And then we need to snap it to the wall as well. So G Y and then GY, hold control, just like that. So back into Edit mode, we can move this face in here. And then this face can come here, and then the bottom face, we can move this up. And then this front face, we'll move this back somewhere around here. I'm going to create a square shape here, and we're going to use the bevel. So if we use Control B to bevel and do something like this, and then we're going to go into custom again on the profile type. If we go into custom, there's a nice one here called I think it's crane molding, not crane molding. I think it's cornice molding, this one. And then if we increase the segments here, we can see the shape that it kind of creates here. Though I don't think we need 15. I think 12, I think is a good one. You go for something like this, and then we can press A and then S X to make it thinner or thicker depending on what kind of look you like. Now let's go back into object mode of tab and let's add an array to this. So add a array modifier. We'll bring the X value, increase the count. How many do you want? One, two, three, four, five, six, seven, eight. Nine or ten would do. Let's go with nine. And we can bring this out just like that on the X. And then make sure this is nice and symmetrical. It's looking good. Now let's apply this array and then shift select this piece and then Control J to join. And because we have a lot of edges here, the bevel might catch like this. So we could either go into Edit mode and dissolve some edges, repress Control X here and just fix up these horrible edges here. We could have something a bit more simple like that. But then we might have to do it for all of these. But if your bevel is catching, we can just bring the bevel down just a little bit and make it a bit nicer. So I've gone with 0.007 quite small, but we can see the bevels looking a bit nicer now. So now we can just right click and shade smooth to fix up that curved piece of it. And now we have something like this. So there is our balcony. Now let's double check the size of this. Could make it a bit bigger, a bit smaller if you prefer. And I'm going to go into camera view with zero on the number pad and adjust it from here. So it might be a bit far out, might want it in a bit like this. This looks a bit bit too far forward. So if we wanted to push it in a bit, we can. We can just go like that and then go into Edit mode and press L on, like, all of these bottom support pieces. And then just go GY to move them forward and then just push them into the wall like this. And then that should look quite nice there. So there is our balcony. I will see you in the next lesson. 20. 3D Lesson 19 Modeling a Detailed Balcony with Bevel and Custom Patterns: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to create our second balcony. Okay, so let's work over here now. So I'm going to select this building. And let's go into Edit mode. And with this face here, we can just press GX, and we can move this in quite a bit so we don't see it from the camera. And I'm going to go into Object mode. And this piece here we could use for our balcony. So's going into Edit mode on this. And this top face we could probably bring down quite a bit. Now, we probably want to bring our reference over. So I'm going to go back to object mode quickly and bring our guy over here. And rotate him by -90 and just bring him so we can see how tall the balcony will be. All right. So now we have this here, go into Edit mode. And let's start with let's duplicate some faces so we have some stuff to work with. So I'm just going to duplicate this front face for now. Go shifty X, move it out of the way. I go go P, separate selection. So we have that. And then with this piece, we can use this for the floor. So I might select the bottom face and then go Control I to invert the selection and then delete these faces so we have a plane, and then select this edge here and then go GX, hold control, and we'll snap it to the wall on the inside. And then with this edge, we'll go GX and then figure why do we want our balcony to be? So I'll bring it probably this much we'll be fine. Let's control R, and we'll have some edge loops to create some wooden panels, just like that, we'll do. And then we press three and then select every other one just like this. And then press Y to separate them. And then we press A, and then E to extrude or bring this up. Just like that. And then A, lt N and then recalculate outside to fix that. Back into object mode. We could either bevel to this. So we just click out a building and then shift click out balcony floor and then Control L and copy modifiers over. And that didn't work. Let's try again. Control L, copy modifiers. I don't know what's going on here. Okay. It's very strange. So let's just add the bevel manually if it's being funny. So add the bevel modify it. Shading to higher normals, and then amount can go to like 0.015, just like that. And then right click set origin to geometry as well. We have the geometry the origin point here. So now we can use this face. That's Shift D and then X. And we want to go into Edit mode, and let's do the top and the bottom first. So let's do control lab or edge loops in the middle here. Then we can control B to bevel and scroll down. We have a single bevel here and have the top and bottom like this. And then you can press Y to separate this middle face. And then these two faces, you can just press H to hide for now. We'll put edge loops in the middle here. And then control B to bevel this way or get some side pieces in like this. Press Y to separate the faces off, and then we can well, we could probably lth to bring everything back now. And then these top and bottom faces, we'll extrude to give some thickness just like that and then do the same for these two faces. Extrude, just like that. So now we have this middle face we could play with. Now, let's go P separate selection, just to separate this off. Let's go back to object mode. And with this outer piece here, we'll go Gx and then move this into place here. Now we might go GZ, and then GZ hole control and snap it down to the top here, and then GX, move this into place. Now, this might be a bit too tall. Let's go into camera view for now and just see this should be right. Yeah, it'll be fine with this. Now, we need to fix these normals, let's go into Edit mode. A, lt N, and recalculate outside. Now fixes that. Then back into object mode. We can shift select this piece and then Control J to join. I like that. That should be good. Now we need some pieces going long ways. So what we could do here if we go into Edit mode and add an edge loop in the middle here on the top one and then on the bottom one as well, and then Althif click this edge. So we have both of these selected. We can press Control B to bevel and we can bring them all the way so that they're in line with this piece here. So now if we go on the inside, we might have to, like, isolate with forward slash so we can see. We have, like, the square these squared faces here that we get extrude from. So if we select all of these, and then we'll shift D and then right click just so that they're separate. And then if we E to extrude out, we can just create this then and just bring them so they're inside the building, I guess, like that. And then forward slash again to go back into normal view, and we can see what we have here. Cool. So now we have this piece. We could probably delete this extra face. We might not need this now. So with this, I'm going to edit mode. I'll put another edge loop in and bring this up here. And with this face, I'm going to shift D and then X. We'll push this back and get this into place then. So I'm going to bring this up to the top and then make sure it's like all the way back GX, and then we screwed out and bring it this way. And then if we go into object mode and then shift click this one and then Control J to join it. So that's part of that now. If we go into Edit mode, I might press select everything and then press L on this piece and duplicate it and put it on the bottom, as well. So Shift E and then Z can bring this one down and put it on the bottom. So now we have this piece here. So with this edge, I'll select it and then just Control X to dissolve the edge here. And then this edge, we want to be snapped to the bottom here. So let's select it, and let's bring it a bit closer with G&X just so we can see what we're doing here. And then select this top edge here, we'll go GZ and then GZ hold control and snap it to this bottom face here. And then we want the bottom edge here. Bring this up, and then we'll snap it down to this face here. So GZ hold control, a la so it's the right height. And now, let's add some well, I'll bring it forward again, so with GNX, bring it forward. We need some edge loops in here now, so let's just add some edge loops here. And let's press it. Well, we don't want to select everything. We just want these faces selected. So we'll select these. And then under face, we could try some of these options, see what we get. If we triangulate faces, we get this kind of pattern. I don't think we want this. So our control Z, if we poke faces, we get this pattern. Yeah, so we want to poke faces. But for the other balcony, inserted these triangle faces, but for this one, I'm going to press one for Validice select, and we're going to select all of these middle vertices here. We're going to bevel these vertices. So to bevel vertice, I believe it's a bit different. Is it Control Shift B? Yeah, Control Shift B to bevel of vertice. Just like that, we can create some stuff like that. And then we want to rotate these. So make sure we're on individual origins here. And then we might have to rotate on the Y, I believe, not the Y on the X. So if we press X and then 45, we can rotate it around to make a diamond shape, and then we can scale these in then to get a nice size on these. And then we can press three and then X, delete faces. Now we have some nice diamond shapes in here. And then let's press L on this piece, and then we'll go GX, snap it to the front face here. Then E to extrude and give it some thickness, just like this. And then we'll press A, Alt N, recalculate outside to fix that. And there we just need some wooden panels on the side here, so we could probably go into it mode, select a face here, go Shift D and then Z, bring this up. Press two for edge mode. We'll select this bottom edge, and then GZ hold control, and we'll snap this one down. This top edge, we'll snap to the top here, so GZ hold control. And then we can put in some edge loops. This piece here, just like that. If we press forward slash, we can see the whole thing here. So now we can select every other face like this and then press Y. And then we could extrude it in. So extrude this in just like that. And then let's press L on Let's Control Z. We've pressed Y to separate these off and we need to select these ones now as well and then extrude all of them just like that. Then let's press L on all of these pieces. And then just move them in a bit. So GX now GY, I mean, just move them in the center, just like that. And then we can shift D and then Y and bring them over here as well. And then do we need any supports for the balcony? Yes, we do. So we'll go forward slash again so we can see everything. And then we can press A and then Alt N and then recalculate outside. And then for the supports, we'll just go into object mode and then shift right click. We can just add a cube. So shift a mesh cube, good GX, and then into edit mode, we can scale this down and scale it on the Z to make it a bit longer, and then SX make it a bit thinner. And then SY. And then make it a bit taller as well with S and Z, something like this. If you go into object mode and then press RX, RY, I mean, Y, and we rotate it just like this. And then we go GX. We can just move this into the wall and move it down. Now we want to bring this face. We want this face to be flat. So if we press tap to go into Edit mode and select this face here. Could go S Z, and then zero to flatten it out. But then it kind of squishes it a bit as well. So we need to select this back edge here, and then just go GX and just pull this out the bit, just so it's not so thin, you know, back into object mode. And then we can just bring this up here and then go G Y, move on this side. And then we can duplicate one on this side, so Shift D Y, have one there, and then we can have two in the middle here. So where is our middle This one's in the middle, I think. So we'll go Shiftyy we'll have one this side. So we got free panels in the middle here. So this one, shifty we'll have one this side here. And then, these are in the wall, but it's fine. We won't be able to see, so it's all good. We can just shift select all of these, shift select this, and then Control J to join. And there is our balcony all done. Let's have a look from camera view with zero. And we can see just how tall it is here. Nice. I will see you in the next lesson. 21. 3D Lesson 20 Creating Brick Pillars with Array and Mirror Modifiers: M. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to add some detail to our building and then start working on the pillars. Right, so I'm going to select these pieces and just press H to hide them just so we can get over here and see, right? I'm going to press Shift and then S to get our menu back. I'm going to put the cursor back to the world origin here just so it comes back here. And then let's press Shift A and then mesh cube. And then let's bring it to the floor with G Z one, just like that. And let's grab our guy here, we can bring him back to the center by pressing Alt G. I'll bring him over here to the world origin. And then just G Y, we'll pushing back. Now we need to create a small brick. So it's going to edit mode. This top face we can bring down. And then we can go A and then S shift Z to scale it in a bit like this. And then just adjust this. So we want it to be longer on one side. So this back face here, I go go G Y and create something like this, more like a rectangle. And then I'm going to press A and then Shift D to duplicate, and then Z and 90 to rotate it. Let's go GZ, we'll bring it up and then GZ hold control. When we have multiple faces like this, kind of the snapping doesn't work very well. So let's just bring this up manually and place this on top. And then GX, we'll move it this side, and then GY, we'll move it like this. So we have two bricks on top of each other like this. So now we could just go back into object mode. Let's add our bevel to this. So bevel shading to harder normals and then bring the amount down just like that. And now what we can do with this is if we add an array modifier, and we want zero on the X and then one on the Z. So now we have this pattern and we can use this to go up the side of our buildings. So let's put it on the corner here. So we'll go GY. And then GX. And we want to place this nicely on the corner here, just like this. So now we have this kind of pattern going on. It creates some nice depth to the wall when we bring this up. So now we can increase the count and go all the way up to up to this bottom trim here. So we'll increase the count up here. And then if it doesn't fit perfectly, we could just scale in object mode. But then it's going to scale from the origin point, and we want the origin point to be at the bottom here. So if we go into edit mode and we select this bottom face, we can right click. No, not right click. We want to shift S and then cursor to selected, so it'll bring the freed cursor here. And then if we go back into Object mode of tab, we can right click and then set origin to freed cursor. So there are the origin points here. So now when we scale, you could either use individual origins, individual origins for this, so we scale from the origin point. You can use SZ to, like, make them thicker. So we have nice thick kind of bricks here, and then we can lower the count then to bring it down just like that. Now we might want to have this a bit thicker like this way. So what we can do is go into Edit mode, and we only have to adjust these bottom ones now. So this face, I might go G Y, make it a bit thicker this way. And then this face here, I'll go GX, make it a bit thicker this way. I think that looks a lot nicer. So now we can copy this over to the other side using a mirror modifier. So if we add another modifier here called mirror and scroll down, we have the mirror here, and we have this eyedrop tool we can use to select our building here. Now, it's mirrored on this side, because we have the X selected. So if we disable the X and try the Y. So now we have the Y here, but it's not mirrored perfectly. So what we might need to do is select our building because it's based on the origin point here, so we need it to be in the middle. So we can try right clicking and then set in origin to geometry. And we see it's not going to the middle still, so we need to set the origin manually. And what we can do is select we go into Edit mode, and we select the bottom face here and then Shift S cursor to selected. It will bring the cursor in the middle of this face. And then we can just go into object mode and then right click Set origin DFredcursor. And now that's fixed our center point here. Now we have this, and it doesn't seem to be perfect. So what we could do to fix this is find Find one where is actually in the middle. So if we go back into Edit mode and we try another face, maybe if we set the origin to one of these faces here where it's just that's forward slash to isolate. Let's try this top face. If we shift S and cursor to selected and then into object mode and then right click Set origin to three D cursor and then forward slash again and see, so now we can see the bricks here on this side, and that's perfectly in the middle. So all we need to do now is select our bricks, and then we can shift D and then Z, and we can bring this up. And then we just need to go G and then X and bring it out this way, just like that, and then GZ to bring this down here. And then we just increase the count until we reach the top here. And if you want it to be perfectly fitting here, we just need to scale it on the Z, and we can just line up this one brick to the top here. So there we have some nice patterns here. So now we can start working on the wall here. So let's press ALTH and we can bring our objects back. Now, we don't need these window pieces because we'll just use one of the other windows we made. This door, we need to get around to making this door soon. So we can just go GX and move this out the way for now. Let's put it in here. We'll work on that later. Let's get some pillars in for here for the wall. So let's go Shift S again and cursor to world origin. And then we can go Shift A mesh cube, and then bring it to the floor with G Z, and then one. And now, let's go GY. We'll push this back over here. Let's go into Edit mode. Bring this top face down to round about here, and then AS Shift Z and we can scale it in on the Z like this. And while we need it to be a lot bigger than this, because it needs to be slightly taller than our steps. So let's just scale it up for now. And let's go into object mode, and we'll go GZ, hold control and snap it to the bottom of these steps, so it's on the floor. Go GY, and then hold control and snap it to the wall here. And got GX. We'll move this. So it's like just next to the steps here. It's going to edit mode. And with this top face, let's scale this in just a tiny bit so we have this kind of shape here. And then we're going to press I to insert the face. Then we can scale up then. So E to extrude up, and then we can go to the top. Now, I might bring it up a bit further because I might make the wall a bit taller as well. So I'll bring it just above the wall. And then all we need to do is just I to inset again. We E to extrude, so we have this. And then I'm going to press E to extrude, and then I'm going to press S to scale it out just like that. And then E to extrude and then S to scale this in. So we have this shape here. And now all we need to do is select this face, and then we'll I to inset, and then E to extrude and we can push this in just like that. Let's go into object mode, and let's go GY and we can push this up against the wall, so like this long piece is against the wall here. And then we can go GX, move this into the steps just like that. And then we can always adjust the scale. So what I might do here is I might select the wall first, go into edit mode, select this top face here. I might bring it up just a tiny bit. And then I'm going to shift D to duplicate this face, and then E to extrude. And then with this front face here, I'll just go G Y and push this edge a little bit, so we have a top on this wall here. So this pillar is looking a little bit thin. So what we can do is go into edit mode and press free for face mode. And if we alt click this face loop here, we can press S to scale this up, make this a bit thicker. We can do the same for this face loop, so Alt click here. We go S and then shift Z. We can scale this a little bit, make that a bit thicker. And then we press A and then Alt S, we don't want to do Alts. Let's just do S and then shift Z, scale it like this. We can have some nice thicker pillars and then something along these lines. And then with this top face, I might just bring it up a tiny bit just like that. And then we go we have our pillar sorted. Let's add our bevel to this. So let's go to modifier, search bevel, shading to higher normals. And this is looking quite nice now. I'll just adjust this bevel, something like that. Then we can shift D and then X and bring one this side. You can also use the mirror on the stairs if you want. Let's have a looking camera view. Now, we might need to make this a bit wider because I might bring this over a bit here. And with these steps, we'd have to bring them over into Edit mode, A to select everything and then just SX and scale them into the pillar like this. That's looking a bit better. And then we could start working on the doorway. So I will see you in the next lesson. 22. 3D Lesson 21 Cutting an Arched Doorway with Boolean: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to finish off our archway. Okay, so for the wall, we're going to create a doorway using a Boolean modifier. So we need to create the shape first. So let's press shift A mesh, and let's add a cylinder. And let's rotate this with X and then 90. I'm going to go to one for front view on the number pad. And let's move this into position and we can get the right size. So's going to edit mode and scale this up a bit. And we'll have it somewhere around here should be good. Now, let's go into Edit mode on this cylinder, and let's delete the front face and the back face and the bottom half of this. So we want these faces. We'll delete these. And then I'm going to press two and then select these edges and then E to extrude and then Z to go down. We'll just go down just so make sure we cut off the whole bottom of the wall here. And then we need to create the shape. So we select this top edge here. It's going to the front view, and that's GZ, and we can bring this up here. And then let's go into let's press one for vertice select. And we could probably delete these back vertices here. So I'm going to go behind it and then left click and drag. So we can select all of these vertices, and I'll just go X and delete vertices. And we've deleted this one here. We don't want this one, just the back vertices. So we have this. Now we just have these vertices here. So I'm going to go press one to go into front view. And now we can start creating a shape here. So we want it to go in and then out here. So I'll select these two vertices, go gz, bring this in. These two, Gs, bring this down and do the same here just so we have a nice curve so we have this kind of shape here. And then we can press A to select all these vertices and then E to extrude and then Y to extrude it back like that. I'll press two for edge mode, and then Alt click this edge and then F to fill. Alt click this edge, F to fill, and then A, lt N and recalculate outside. And we need to fill in this bottom as well. We'll just fill that. So now we can go into object mode and then G Y and push this into the wall, so it goes all the way through the wall here. And then I'll probably bring it down just a tiny bit because we want to give some space for us to extrude outwards for the frame. So now we can take this. We can click out a wall here and we can add a Boolean modifier. And we can select our cutter piece here. And if this happens, where it's going a bit strange. I'm going to disable this using the display here. I'm going to go into Edit mode on this, and then I'm going to press L on this top piece here, and then P separates selection just so it's separate. And then going back into object mode. I'll select both of these wall pieces and then control a apply scale just to make sure it turns back on here. And it's not disappearing now. So it might have been a scale issue. So if you apply scale, that might have fixed it. So we turn this Boolean back on. Yeah. So now we can apply this Boolean. And then I'll use GY on this piece to move it forward here. And now we have a nice hole in our wall that we can use. So with this piece, we're going to use this. I'm going to Edit mode. We can delete this front face and delete the back face and the bottom face. And I'm going to select these two bottom edges and then go GZ and snap it to the bottom face of the wall here, so it's in line with this face here. And then I'll press A and then f and then right click Extrude faces along normals and scale them out just a bit like this. And then I'll go back into object mode and then G Y and move this into the wall here. We need to make it a bit thinner. So we'll go back into Edit mode. I'll press A and then SY, we can scale it in, have it. Make sure it's going past the wall here. The back doesn't matter so much, but the front what we see, so we'll just go GY just like that. Now, this inside face is like clipping with the wall because it's like, in the same position. So let's select all of these inside faces here. And we're going just press Alt S and scale them in a tiny bit just so they're not clipping with the wall there. And then maybe A and then S Y, we could scale it out, make it a bit thicker, just like that. And now we have a nice frame around our wall here. Back into object mode. Let's add a bevel to this. Not boolean. We want bevel. And then shading to harder normals, we can bring the amount down and then right click Shade Smooth. And then let's add in let's say add in a floor over here. So I'll go shift a mesh plane. I'll use a plane for the floor. I'll go into Edit mode and then press two and then select this edge. And then this edge, I'm going to go Gx and bring it just past the building here. This back edge here. We can go GY, bring it over here somewhere. This one we'll just bring over here. And then this one we can go GY and then push it back towards our wall here. And then let's go back to object mode, and we'll shift D to duplicate this. And then we want it up above where the steps are. So we go GZ and bring this up to a roundabout here. Just like that. And then we go GY, and we can bring this back. And we want this to be just behind the steps here. Just like that. And make sure it's not poking through the wall here. So we'll go GY and push this into the middle of the wall. Then these steps need to go forward so they lock into this floor here. So we can close this gap here, just like. And then this, we can press tab for Edit mode and then GY, and we don't really need the floor to go that far back. So we'll go to about here, just underneath the sphere here. And that should be all good. If we go to camera view, we can see. So we have a floor in there that we can use a floor in over here. Now, we may as well just add a cube here for the building. So let's go Shift A mesh cube. And then let's go GY. We can bring this over here. And then GZ, bring it up and then GZ, hold control to snap it down to the floor. And then into Edit mode, we can grab this face. We will GX, move it past the doorway here, and then this one we can bring up here. And then this top face. I'm going to go into camera view and we go GZ and bring it just above the doorway, but we want it like below the wall. That makes sense so like somewhere in the middle here. So just GZ bring this up just past the doorway where we can't see the top of. And this looks like a good distance, I'll be fine there. And maybe we could, I'll be fine. I'll be, sorted. So there is a nice doorway for our wall, soon we will get to work on the next while we have the door here we need to create. And then we can start working on these buildings here. I'll see you in the next lesson. 23. 3D Lesson 22 Designing a Detailed Door with Bevel and Wall Trim: He. Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to learn how to create a door. Okay, so for the door over here, let's select this piece here. We'll go GX and bring this out. And let's go underneath and go into Edit mode and select this bottom face here. We'll go GZ bring it up and then GZ hold Control, snap it down to the floor then. And then let's select this front face or control I to invert and then X delete faces. So now we're just left with this. And now we have to think about some kind of door design. So I'm going to press one to go into vertice mode. And let's shift select these two vertices and press J to join them. So now we can put an edge loop in the middle here, and then we can select these two vertices and press J to join these. Now, let's start with these top faces here. So I'm going to press three, and then I'll select both of these. I'll press I to inset, and then I again to inset them individually and just bring them in to a roundabout here. I'm going to press Y to separate them. And then we could put it in an edge loop. Well, we want to separate these faces first. So I'll press H on these to hide the make the way. I'll press Y and then H on this face, Y and then H on this face. And then the bottom faces, I'll do Y this one, Y and then I'll select all of these, then Y and then and then all of these, Y and then Okay, so now, let's put in an edge loop here, and then an edge loop in here and shift select these two edges, we'll go Control B to bevel and bring these out just like that. And then we can press Y and H on these faces here. So Y Y YH, and then Y H on this one. We could add some at the top and bottom as well. So actually, maybe we just go with the bottom. Let's go top and bottom. So we'll control put two edge loops in here. Select them both. We'll Control B and bevel. And then we can just press Y to separate these, and then we can select these ones and press H to hide. Now let's put in two edge loops here, two edge loops here. We'll select these two middle faces here and then press Y. And then we can press AltH to bring everything back. And now, if we press we press A and then E to extrude and extrude them all at once, just like this. And then we go into object mode. You can add a modifier, search bevel, shading to harder normals, bring this amount down. Just like this. Right click Shade Smooth. And then we have a nice design for our door. And we can always go into Edit mode and select some of these faces and go GX and push them back a little bit, just to have some depth to our door if that's what you prefer, something like this. And then with this, we could just go GX and move this in to our doorway here. Nice. So now we can add some detail to the building here. So what we could do is going to edit mode on this building. And let's add an edge loop in the middle here. I'm going to go to camera view. And with this edge loops, I'm going to go GZ and bring it down around about here would do. Let's put another edge loop in the middle here, and this one can go somewhere around here. And with this edge loops I'm going to go Control B to bevel. And then I'm going to go Shift D, so it's separate. And let's get nice and close now. Right click. Well, let's press three and then right click extrude faces along normals. We can bring this out like that. Now we can press L on this piece and then go Shift D and then Z and bring this down a little bit. And on this one, we can control R to add some edge loops this way. Actually, let's add, just one edge loop so it's straight. And then control B to bevel and scroll up. We'll add some edge loops in just like this. And then we need to get underneath it. So let's select every other edge here. And then once we have these selected, we can go GZ and bring it down to create this pattern like that. This here, we can select this face and E to extrude. We'll bring this out a bit, just like that. And then we need to bring out the roof as well. So let's control Control. We'll throw an edge loop here, I think, and let's bring this down a bit, just like that. And then this front face, we can select this and we'll just go E to extrude and bring this out to create like a low roof going just like that. Now, we can add in some pillars under here in the next lesson. So we'll do that next. Is there anything we can quickly do before we finish this lesson? No, we may as well move on to the next one. So I'll see you in the next lesson. 24. 3D Lesson 23 Boolean Door Panels and Decorative Roof Details: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to finish off the back building. Okay, so let's work on this building over here. So this one, we need to add our bevel to it. So let's add the bevel modifier over here. The shading to harder normals and then bring this to 0.015. And now let's shift and right click here. And then let's go Shift A and let's add in a plane. We'll go X and then 90. Then GY, we'll bring this forward a bit. Now, I might hide some of these pieces out the way just so we can see properly. And then we can go one on number pad to go into front view, and we'll select the airplane. We'll go into Edit mode. We'll grab this edge here, GX, bring it this way, and then this one can go over here, and we could probably snap it to the side faces here GX and hold Control. Just so it's a nice width here. And then the top edge, it'll snap it to this bottom face here. So G Z, hold control, and then the same with the floor. So GZ, hold control here. And then we're going to cut some booleans into this. So back into object mode. And let's alter H. Maybe we could reuse this piece here because it's a similar shape. So we'll go Shift D and then Y. We'll bring it out here. And that's going to edit mode on this and let's select let's select it this edge going around here. So all the way here, we'll select this and then I'll press one for vertices and then Control I and then X and delete vertices like this. And then I'm going to join these two vertices up with J. If J doesn't work, we can use F. And then we can fill in this face here. I'm going to alt click here so it selects all of them, and then F to fill, and then we can press E to extrude and extrude this out. It's good this way, so the normal go in the right way just like that. And then back into object mode. We'll go GY and move this into the wall here. Now, this needs to be a bit smaller. So let's go into Edit mode. We'll press A and then S the scale down just like that. And then let's bring this bottom face down and just bring it down below the floor. So it cuts all the way through. All right, so let's go back into object mode. We'll go GX and move this to this side here, and then GY, move it into the plane. And then I'm going to add let's remove the bevel. We don't need the bevel on this cutter piece here. And then let's add an array modifier. Add the array. We'll move this on the X a bit. I'm going to go into camera view with zero on number pad. And I'm going to use GX to move this. So this one is in the middle of this doorway here, and we have the two pillars either side of it showing. So we might need to move it just the side a bit like this. Now let's select there were plane here and let's add a boolean modifier. And then select piece here. And then we can apply boolean. And then our cutter piece, we could probably just delete this now. And now we have this here. Okay, so I might actually undo that and undo again and then click cutter piece, and I might bring this X value and just tighten up this array a bit and then move it into place and then apply the boolean. I thought it was a bit too wide. So I'll apply the boolean, and then we can delete this. And there we have this here. So now with this, we could go into Edit mode. And let's press forward slash so we can isolate it and see what we're doing. I'm going to press one together vertices up here. And I'm going to join these two with J and then join these two with J. So now we can put in some edge loops but first let's press A, and let's just extrude this back to get some thickness, just like that. We'll press A and then lt N and then recalculate outside. And now let's put in some edge loops here. So we'll put one here and then one here. I'll press two for the edge select and then Althif click this edge loops. We can bring these up just by here. Then we can press three for face mode and then Alt click this and then Alt Shift click this. I'll go Shift D to duplicate, right click, and then right click again, screw faces along normals and screw these out just like that. Now, I need to see where the floor is, so I'll do forward slash so we can see where the floor is here and just getting close like this, put an edge loop here and an edge loop in here, and then Alt Shift click this one, and we can bring this down here. Somewhere along just like that. And we'll put another edge loop in here and in here. Alt Shift click this one, we'll bring this up a tiny bit. Then I'll press free for face mode. I'll Alt click this face loop and then Alt Shift click this face loop, and make sure we're on individual origins here, and then S and then Shift Z, and we can scale this out just like that. Now let's put in another edge loop here and in here. Alt Shift click this edge loop. We'll bring this down just like that. We'll press free for face select. Alt click this face loop and this one. And then we'll shift D to duplicate, right click, and then right click again, extrude faces along normals and bring this out just a little bit like that. And then finally, we can select this face and then this face. We'll do I to inset. And then E to extrude inwards, just like that. And then to get a nice pattern on this, all we're going to do is just I to insert this face a little bit like that. And then E to extrude and push this back just like that. And then if we press tab to go back into object mode and shift click this building here, we can just press Control J to join, and it should have the bevel applied to it. And now we just right click and shade smooth, and that's finished all done. Cool. So next, we can start adding the stuff up here. So let's shift the right click here. And we want to add a cube, so we'll shift shift A mesh cube. We'll go GZ, bring this up, and then GZ hold control, snap it down to the roof here. Tab for Edit mode. I'll select the top face, we'll bring this down a bit. And let's go with this face, we'll go GX, move this over here, this one, GX, move it over here. I'm going to go to camera view with zero, and we can't see it. So this top face needs to come up higher, so I'll just bring this up so where we can see it like that. We'll bring this face over a bit more, and then this black face can go GY. We make it like a square kind of shape. I'm going to go back to object mode, and we could probably delete this now. We probably don't need it. So now with this cube, we could go into Edit mode. We can select this top face and then go Shift D to duplicate, and then E to extrude, just like that. And then we can alt click by here for this face loop and then just go S and then Shift Z and scale this up a bit just like that. Okay, so now that we have this, we can just click this and shift click this. And if we control J, this is joined, and there we have the bevel on it as well. So before we finish, we'll just go into Edit mode on this. We will select this top face. We'll do Shift S cursor to selected. So now we go back to object mode and press Shift A mesh, and UVsphere It's in the middle of this face here. Go to Edit mode and scale this up. Just a bit like this. I'll bring it up a bit more as well. And then I'll do forward slash to isolate it, and I'll alt click this face loop and do X delete faces, and then L on this bottom piece, do X, delete faces. And then I'll press forward slash again. I'll press two and then alt click this edge loop and then do E Z, hold control, and extrude it down just like that. And then maybe A and then GZ to bring it up a bit more. Then I'll click this edge loop and then GZ hold control just to give it a bit more space. So we're going to use this to create the piece on top. This takes a while so we'll continue this in the next lesson. 25. 3D Lesson 24 Sculpting a Detailed Dome with Bevel and Extrusions: M. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to work on the details of our dome piece. Okay, so we have this piece here. Let's go into Edit mode. And let's put an edge loop in here. We control. And then there's control beat to bevel, scroll down for a single bevel like this and bring it like here. And then I'm going to alt click this bottom one here and just bring it up a bit more like that. And then I'll press free, and then Alt click this face loop and then Alt Shift click this face loop. Right click Extrude faces along normals, and we'll have something like this. Then I'm going into Alt click and then Alt Shift click these face loops. I'll do Shift D, right click, P, separate selection. Go back to object mode, and we can hide this piece. So now we're just left with this duplicated piece. I'm going to shift D, right click and then H to hide it. So we have another duplicate. And then let's go into Edit mode on this piece now. So Edit mode. And I'm going to shift select this edge here, and then I'm going to go to select Select similar and then choose length, and it should select all of these. And we just need to deselect this bottom edge here. And then if we press one to go into front view and then go to our wireframe view here at the top, click this and we could probably deselect. So I'm going to press T to get this menu. Actually, no, we don't need the menu. I'm going to press C. If you press C, we get this circle here, and you can use the scroll wheel to change the size of it. And if we hold down middlemose button and go over these edges, it will deselect these edges like this, just like that. And then we right click to get rid of that circle. And then we can go back to our solid view here. And now we just need to bevel this now, so we could control B to bevel and bring this out just a bit like that. And then I'm going to press free for face mode, control I to invert, and then X, delete faces. So we're left with this. Then we go A to select everything, right click and extrude faces along normals and bring this a little bit like this back into object mode. We'll do ltH and then we're going to hide this piece the way again. And there we just have this piece that we dated as well. So maybe we could hide this the way as well for now. So now we're just left with this. We can go into Edit mode on this and we need to do the bottom pattern. So with this, what I'm going to do is Alt click all of these faces and to delete faces just so we have the bottom one here. And we're going to put an edge loop in the middle here. Then I'm going to press one on number p to go front view again and go back to our wireframe view up here. And then we got it selected. We can just press one and we have our vertices selected from when we did the edge loop, right? So we just press one. And then with these vertices selected, we can go Control Shift B to bevel these vertices just like that. So now we need to select some edges. Let's press two. We need these edges here. So if we press A to select everything, and then we can Alt Shift click these two edges here to deselect them. And then we could press Control B to bevel, just like that. Then we can press Control I. Actually, Control Z. We need to press free for face mode and then Control I, and then we can delete these faces then just like that. And then with this, we can press A, right click, extrude faces along normals and bring the bit as well. Back into object mode. We'll press AltH and we should be left with this now. So we could add our bevel to these pieces. So let's add modifier bevel shading to harder normals. We'll bring this down a bit. Just like that and then right click Shade Smooth. And then we should be able to join all of these together now. So control J, and then we have to shade smooth again to fix that. And here we are left with this. So now we just need to do the spike on the top now as well. So we're going to Edit mode on this. Press one for vertice select, and I'm going to select this vertice and control X to dissolve it, so we're left with this flat plane here. I'm going to go Shift D to duplicate and then E to extrude and then we can do I to inset and then do GZ and bring this up just like that. Then I'm going to I to inset again. And then E to extrude and then scale this in a little bit like that. Then I'm going to E to extrude and bring this up just like here. And then I'm going to control R, put an edge loop just above this one here. Control R, we'll have one here. Control R, we'll have one here, just above this edge loop. And then this top face, I'll select this top face and scale this in to create the spike here. And then I'll put an edge loop in the middle here and then scale out, and then Control B to bevel and scroll up to create a curve. Then I'm going to press three and then Alt click, and then Alt Shift click these face loops. I'll do Shift D, and then I'll do right click extrude faces along normals and scale these out at just like that. And then we could probably put an edge loop in here, bring it down a little, scale it in, and then give this a bevel just to smooth it off a bit. And then maybe bring this top face in a bit to make it a bit more pointier. Then we have a nice spike on top there. There we go, this should be all done. Now, if you want to make adjustments to this, you could go into Edit mode and then maybe alt click this face loop and bring it up a tiny bit or make it lower depending on what you prefer. Have a looking camera view and see how this is looking. There we go. I'll see you in the next lesson. 26. 3D Lesson 25 Building a Circular Tower with Boolean Windows: Hello. Welcome back to Blender stylized Arabian market course. So in this lesson, we're going to start creating our tower. Okay, so let's hide our floor right the way for now. And let's press our reference here. We'll go Alt G, bring it back here. Z 90, and then GX to move and make the way a bit. Then let's do Shift S and cursor to world origin. Then shift A mesh, we'll add a cube. I'm going to go into edit mode, press one on the number pad for front view. And we're going to scale this in on the X and then on the Z a bit to create the size of a nice window here. And then I'm going to move this in edit mode so we keep the origin point at the center here at the word origin because we're going to use an array and we need the origin points to be in the same location. So I'm going to go back to object mode and then Shift A mesh cylinder. For the vertices, we're going to choose eight. And then we want this face to be pointing at the front here. I'm going to go into Edit mode and then Z 22.5, and I'll rotate it perfectly like this. It's going to the front view with one, and then we can scale this up, so our windows fit inside the wall here, and then we can go GZ and just bring it up a tiny bit, so it's centered just like that. Into object mode, we'll select cutter piece here. We'll go into Edit mode and then GY just move this into the wall a little bit. And then let's add an array modifier. I'll search array. For the shape, we're going to choose circle. And then for the count, we want eight. And then I'm just going to turn on X ray, this little icon here so we can see inside the cylinder and make sure these aren't overlapping here so we don't cut into each other and then just toggle that back off. Now it's back into object mode. I'm going to select this cylinder and then just shift D and then Z, we can bring that up. So we have that for later on. And then with this one, let's add a Boolean. Search Boolean, and then we can pick our cutter piece here and then apply the Boolean. Now with this, we can create a window. Let's go into Edit mode. I'll select this face here and then Control I X, delete face. And they let's put in some edge loops. So put one here, and then Control B. You can press Y to separate this face here, and then we can hide these faces. We'll put edge loop in the middle here, Control B to bevel. And then we can press Y on these faces and then I'm going to put one in the middle here, Control B. We'll have a thin one here and then Y and then and then put two in the middle here, select them both. Control B, and then Y and then Then I'm going to put two edge loops in each of these faces like this. Then I'll press one for vertice mode. We can join these with J. We can join these with J, and then let's select some faces. I'll select some of these like this. We can go to face and poke faces. And then let's press A, I to inset, I again, and then we can delete these faces here. Press lth to bring everything back. Press A and then E to extrude. And then I'll select these outer faces here, and then just go GY and bring these further out, just like that. And then back into object mode. I'm going to select there a cylinder here. Into edit mode, I'm going to grab one of these faces and go Shift D and then Y, bring this out. And then P separates selection. So now let's go back into Object mode and select this plane here into edit mode. Let's add some edge loops. And then select these faces. We'll press Y and then let's press A, then E to extrude, and then A again, and then G Y and move this just behind the window like that. And then into object mode, we'll shift select our window piece here and then press Control J. So add that to all the windows. And now let's just add our bevel to this. So let's add the bevel modifier, shading to harder normals and amount to 0.015. And then into Edit mode, we'll press A and then GY, and then we can move this into our building here. Just like that. So that's one layer done. We can move this up a bit further. And what I'm going to do is select both of these pieces. We'll go Shift D and then Z, bring this up, and maybe we could snap it down to that face there. Now this one needs to be a bit smaller. So let's go into weit mode and then just scale it down a bit, bring it down here and maybe that's maybe a bit bigger, something like that, and make sure it sit in on top here. And then we want to duplicate this piece, so we shift D and then Z, and then snap it down to here. Now we need to do pretty much the same again. So what we could do is another way we could do this maybe is if we alt click this face loop and then press I to inset and then SC to scale these down on the Z like this. We could also do right click and extrude faces along normals to push them in like this. And then I'm going to select this front face here and then go Shift D and then Y and then P separate selection. And then into object mode, we'll select this and we can create just a quick window here. So I'll just do something simple like this put an edge and put them on the side here. We press Y and then hide these two faces here. And then this one we go Control B, put them on the top and bottom, press Y, and then hide these faces. And then maybe we could just put in some wood panels or something like this. Then just select these, press Y, then we can do lt H, A, E to extrude, and then bring these side faces over like that G Y. And then add our bevel to this. So we'll add our bevel modifier, shading to harder normals and then bring this in. Just like that. Let's add the array modifier to search array. We want shape to be circle, came to be eight, Itoated mode, press A and then G Y and move this into place here. Just like that. So now I'm going to choose this cylinder here. I'm going to control put in an edge loop, do Control B to bevel this. And then press three, right click. Actually, you know, we want to shift D first, and then P separates selection. So we have it separate. And then in object mode, we can select that piece into edit mode. We can press A, and then right click extrudes along normals. We can bring that out there. Back into object mode. We can move this somewhere by here and then duplicate it and put one like above here. Just like that. Then we could duplicate it again, move it down, and scale it out so we can wrap it around the top here. Like, so we can duplicate again, move this one down here somewhere. And then shifty, we could have one at the bottom, as well, just like that. And then we could make sure everything's applied. So let's apply the array on these windows make sure they're all applied. And then let's select everything. We'll select all of our pieces. I'm going to move just to make sure yeah. So we have them all selected. I'm going to shift click a window last because that has the devil on it. So then if I control J, the bevel should apply to every object then. So then with this, we can just go GY, move it back. I'm going to go to camera view with zero on the number pad and move this into position here. I just have it the bottom is just below the wall so we don't see underneath. And we could delete this old cylinder no and we can have this here. You can always scale it up a tiny bit if it's a bit too small or move it forward. It's also possible. Then once we texture this piece here, we'll duplicate it and then place it on top here. There is our tower. I all see you in the neck lesson. 27. 3D Lesson 26 Creating Realistic Materials with Normal Maps: Oh Hi. Hello. Welcome back to Blender, stylized Arabian market course. So in this lesson, we're going to learn the basics of texturing in blender. Okay, so we've done a fair bit of modeling. So maybe we should take a break and learn about textures. So at the bottom here, we have our timeline. This is for animation. We won't need this. So if you put your mace cursor over this line here, you get this like two arrows and you can move this window up. And if you click this icon here, we can change the window to Shader Editor. And then if you go into the corner here, so your cursor turns into a cross, we can click and drag a new window out here, and we can change this window to UV editor. I'm going to use these two windows to create our textures. So I'm going to just add a temporary cube for this. I'll go shift A mesh cube, and we can make this a bit bigger and then Control A and apply scale. Alright, so in this window here, we have this is where we control the shader. So we can add a new material by clicking New and we get these two nodes here. We can scroll in and out. You can click a node and then press G to move it around. And to add new nodes, we just use Shift A, and then we get the menu that we can use here, right? So, up here, we have different viewpoint modes. So this one here is the material preview. We click this. We just get like a default white material. So with the cube selected, we have a material input node. So anything that goes into this material input is what gets shown onto your model here. And then this principle BSDF node is your shader. So this is where we control all the different settings. So here we have base color. We can change the color of our cube here. And then metallic. So metallic of zero is non metallic, and then one is fully metallic. Roughness is like how reflective it is. So a roughness of zero, it becomes like a very reflective mirror type of material, and then roughness of one is like the opposite. Iowa we won't need to worry about that. That's mostly for, like, transparency and how thick the transparency is. And then Alpha, we'll be using this for some opacity in the textures. And then normal we'll go over normal maps in a bit, and then anything below this we won't really be using here. But omission is quite a useful one. It emits light. So you can use that if you like lights and flame and stuff like that, which is quite useful. So we need to add in some images to use as a texture here. So if we go to Shift A, and then we go to search, we can type in image texture, and we want this one here. And then if we click Open and we go to our course files folder, we should see a texture folder. And we'll start with wood for this one. And we have a base color, we have a normal, and we have a roughness. So I'm going to choose base color and then open image. And then I'm going to plug this color node into this base color node here. And we can see we have the wood on our own material here. If I press tab and then scroll out in this window, we can see our model is being cut up and then placed into, like, a two D kind of version of itself here. And each of these faces corresponds with one of your faces on your model here. So by default, the Look at the default shapes that we go with blender, they come unwrapped. But if I was to make any changes to this model, let's say I put in an edge loop here and then extrude this face out, it doesn't update the unwrap, and we can see here the texture isn't applied properly. So we won't really need to do much with UV unwrapping in this course. All we really need to do is just press A on our model. We can press U, and then we can just use Smart UV Project. And then click Unwrap. And then that will unwrap it automatically for us. And we can see now the texture has been applied here. Now, if we do need to make any changes to our UVs over here, we'll just do it manually. Let's say we wanted this wood grain to go the other way, we would select these two faces here and then just rotate it. And now our wood grain is going this way. So that's the basics of UV and wrapping. We could also change the size of the texture here by scaling these. So if we make this bigger, now the texture is a bit smaller. We do have an add on to get the right scale. So if we're going into At mode and then press A on all of our islands here, and then you press N to get this side panel up here, we have the texil density add on that we installed at the beginning. If we scroll down. This basically allows you to you can press calculate TD, so we know the density of this is 0.5 pixels per centimeter. But we can set the size here. So for most textures, we're going to use 2.56. So this sets all your islands to 2.56 pixels per centimeter. So we want the same texel density throughout your scene. So every texture is like the same size, so it looks consistent, so we're just going to use that to make sure the size is the same. Now we can see the wood is a lot smaller and more of like a real life size now. So that's your base color here. If we can duplicate the node with Shift D and then move this underneath here, and then we can click this folder icon, and then we can add our roughness image here. I'll open up image. We'll plug this into roughness. Now roughness is a black and white image. So under color space, we're going to change it from SRGB to non color. And then this controls how reflective it is. So this is set to the wood material. So it's not very reflective at all. So this is the right roughness. But now our textures looking a bit flat. It just looks like a flat image placed on our texture. And we want some of these, like, wood kind of like grooves in the wood to kind of poke a little bit. And that is what the normal map is for. So if we shift this image texture here, and then we open up our normal map and then we need to change this to non color as well. And then you can see here this has a yellow color pin here that goes into a purple normal pin here. So we need to convert it into a normal map. So we'll go shift a search and type in normal and type in normal map. Get this normal map here, and then we just plug the color into the color here and then the normal into the normal here. And we can kind of see the effect it has. If you look at these grooves, we can kind of see it's starting to take shape now. I I change the strength to something like ten, you can really see the effect it has. And if I bring this back down, you can kind of control how strong the normal map is. But I think a strength of maybe one or maybe like 1.2 at the most makes it look really nice. And now we start having some kind of depth to a texture. So that's the basics of setting up textures. Now, we will also use some other nodes. So if we go Shift A and then search and then mapping, and then we plug the vector into all of these vector points here. And then we want we do Shift A search and what is it called texture coordinate, I believe. Texture coordinate, and then we plug UV into the vector here. So we're telling it to use the UV map, and then with this mapping node, we could also rotate the texture around and move it like this. That's a useful node to move your texture around like this. So as basic sub textrin we'll go into more detail of adding more of a stylized texture in the next lesson. Okay. You 28. 3D Lesson 27 Stylized Sky Texture World Lighting in Cycles: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to set up our world lighting. Okay, so before we get into more texturing, we're going to set up our world lighting because we do our lighting first. Our lighting has a big impact on how materials look, you know, so we want to get that sorted. So we're going to go into edit and then preferences. And then under system, we want to make sure we have optics selected. And then if you have a GPU, choose your GPU. If not, then choose your CPU here. If you have an older system and you don't have optics, then you can go with da, hopefully. So we'll close that once we have these selected. And then we're going to go to our render properties here. And then for the render engine, we're going to choose Cycles. And under device, we're going to go with GPU compute. And then under sampling here, we're going to tick denoise. So now, if we go to our rendered view up here, you'll get a nice, dark scene here. So there are many different ways to light up your scene. The first way is to go Shift A, and then under light, we can choose Sun. And with this, you can just rotate it around and get like a direct sun on your scene. That's one way. I'm going to delete that because we're not going to use that sun. We're going to use something else. So I'm going to go back into our shader editor here and I'm going to bring my UV window back as well. So under the object menu here, we can choose world, and this is our world shading, basically. So we have a world output, same as a material output. It just shows whatever's on the world, and we have a background node. You can change the color of your background and the strength of it. Here. But what we're going to use is a nice little node called a sky texture. So go shift a search sky texture. And if we plug this into the color here, we get a nice little skybox that we can use. So it's pretty self explanatory. Sun disc is your sun. You turn this on and off depending how strong you want your sun to be. Sun size affects your shadows. So if I was to rotate the sun here somewhere where you can see the shadow here, a smaller sun size casts like a harsher shadow. And then if I was to lift this up, you can see it creates a softer shadow. So for sun size, I'm gonna go with a value of two, quite like this. Look. Sun intensity, I'm going to keep that at one. That's basic how intense your sun lighting is. Sun elevation you know, is how high the sun is. I'm going to have quite a high sun. I'll go with 45. And then sun rotation you can have whatever angle you want, whatever it looks nice. I'm going to go with 135 degrees, so it's pointing like this way into our scene. Altitude can give, like, a different kind of look on the ground, mostly. So we could probably bring this somewhere, like four or something. It's quite cool. And then these three settings here can change the overall color and the way the lighting looks. So with A, I'm going to go with, like, 2.5. For this A sales, I'm going to go with, like, a value of 0.5, and then ozone, I'll probably keep at one, and I'll have something like this. So there's our world lighting setup, and then we can get into some texture. I'll see you in the next lesson. No. Mm. 29. 3D Lesson 28 Procedural Stone Material with Ambient Occlusion: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to add some more details to our textures and learn how to make them look a bit more stylized. Okay, so I'm going to change this back to object here so we can continue with more textures. And I'm going to go up to Edit and preferences and under add ons. We're going to search for node wranguler we're going to make sure this is enabled, and this just allows us to use some keyboard shortcuts to, like, speed things up when we add some nodes in. So if you go Shift A, we'll add in a cube, and we'll make this a bit bigger and then control a apply scale and let's add a new material, we can rename this here to stone. On our shader, we click this and then do Control Shift and T. We can go to our course files folder here, go into textures and then under Stone. We can shift, click all of these, and then click Add here to add them all. And then the add on will connect them all for us. So now we can go back up to here to our rendered view, and we can see here we have the texture. Now this is looking a bit bright and blown out. So if we go down to color management here, so scroll down a bit. We can turn down the exposure, so it's not so bright and we can see more of the detail in the texture here. So we're going to go into edit mode with this, and we all have islands selected, let's press N, and then under textil density, we can choose 2.56, so we have the right scale of the texture and then back into object mode. So I'm going to drag these out here. So we have some space to put some more nodes in here. So the first thing you want to do is add some color variation to this object here. So it's looking a bit too white. So what I might do is go Shift A and then search and type in hue saturation value, and we'll grab this node here, and we can place this on this line here to connect it. And for the value, I'm just going to bring this down to something like 0.2. So we have more of a grayish, brownish color. And then we're going to use a mixed color node to mix in some different colors with this. So if we go Shift A, search mix color, we can get this node. And we want to put this into the A slot. And then we can plug this into the color here. And now with this color picker here, we can mix in another color, but we need something in the factor to tell it where to mix to. So we're going to use another texture to mix that and use it as a mask. So if we go Shift A, and then we can search for noise texture. We can grab this node, and then we're going to plug this into a color ramp. So if we go search color ramp, and then plug the color into this. I'm going to control shift and left click this color ramp so we can see what this noise texture is doing. And if we drag up this black arrow, we can, like, crunch in these values to get, like, a different like, more contrast in the actual texture here. So with this noise texture. We can plug it into the factor here and then plug this shade of backup. And let's say we just go to pink for now so we can see the difference. We can see how it's using the noise texture to mix in this color. So this result is okay, but it's a bit it's not the best, you know, it's kind of got quite a harsh kind of blend. So we're going to use some other nodes to create more of like a better blending, basically. So we're going to add another node here. Go Shift A search, and we're going to type in Voronoi texture. And we can get this node. And let's just duplicate this color ramp with Shift D and plug the color into the factor here. And then if we control shift left click on this color ramp, we get this kind of pattern here that we can adjust with this black value. And we have different settings here. So for the F one, I'm actually going to go to smooth F one. So we'll use this. This is more like a blurry kind of blend we can use. And for Euclidean here, we're going to use a different kind of shape. We have some different ones here, but we're going to go with this Chevy Chev texture here. So with this, we're going to take this texture here and then mix it with this noise. But with the vorne texture, we're just going to hit Control T, so we get this mapping and texture coordinate node. And we're going to use the object coordinate for this just to make sure it's like a consistent size on each object. And then we're going to plug the noise texture color ramp into the smoothness here. So now we get this kind of effect going on. And we could probably bring this black value all the way to the left here, maybe just a little bit to the right. So we're just going to adjust these settings here on the noise texture and the Varinoi. So with the noise texture, we're going to bring the scale up to something about like 50. The detail of two would be fine. Roughness, I'll just bump this up to like 0.75, and that should do for the noise texture. And then for the Varinoi texture, we're going to lower the scale down to something like 0.4. So we get this detail can be left as default. All the can be left as default, and that should be fine for that. Now we can see here if we can adjust the darkness of this vornoi texture with this one, and then we can adjust how much it blends in with this black arrow on the noise texture. So you can see it kind of blurs in those sharp lines there. So now we have this, like, nice, kind of kind of looks like spray paint. And then we can always adjust the scale here a little bit. I think 0.4 about 0.4 is a good value. So we can use this as a mask now to plug into this mixed color note here. So I'm going to drag all of these to the left a bit. And then with this four and texture with the color ramp, we'll plug this into our factor now and then plug up the shade out to the material I put. And there we see we are blending it like this. So we can always adjust the scale of the vornoi to bring more in if you wanted to. But I think I'm going to keep it at like 0.4, maybe 0.42 or something. And then we can adjust this color now. So if we go for a color where it's like, kind of, we're in a desert environment, so I imagine like a yellowy, reddish brown kind of color. But we don't want to go too saturated because this is going to be like our grayish stone. So I'll bring the saturation down a bit. And now we have some color variation going on now. So we just adjust the saturation. We could always adjust the black on this noise texture to adjust how it mixes in. And now you will see the effect once we have more objects. So let's say we scaled this one up here and then re unwrapped it, and then set there a TD. You can see the effect it has now on different kind of objects. And as we move things around, the blending changes because it's based on like it's using a procedural node here. And this is looking a bit sharp. So maybe we could change this Vornoi texture up a bit, so it's not so harsh. We just play around with the settings and get a different kind of result. So now we have this kind of thing going on. And we could always bring this black further back so the change in color isn't so intense, you know, like this. Bring it back to it's more of like a smooth kind of transition. So that's one way to get color variation and different kind of blending modes using a mixed color node. Now, another thing I like to do is, let's say we have this here. And we can create, kind of, like, crevice here. And I like to add some ambient occlusion to the textures to simulate, like, dirt buildup and, like, dust. So if we drag these two nodes over, and we'll go Shift A search ambientecclusion, you want this input ambient occlusion node. And then we'll plug this into a color ramp. So search color ramp, and we plug the color into the factor here. I'll control shift left click this so we can see what's happening. And then if I drag this black value up, we can see it gets darker in the crevices here. So we need another mixed color node. So we'll get a mixed color, and then we'll plug this into the A from here. And then this one is going to go into the factor. And then this one can go into the base color then and we can plug this up. Now, these black and white arrows, we might have to switch them around. So let's change this white color first. There's something pink so we can see. And I'm going to swap these around. And now you can see the pink is coming into the crevice here, and we can, like, crunch these values to control how tight it is and how intense it is just like that. So now we have this, and we can just change this color to, like, a sandy kind of color like this. We can make it darker. And just have a very subtle kind of transition in the crevices here. So you can always adjust this if you want it to be more intense. But I think having it just nice and so gives a nice effect here. So the last thing we need to do is just add some edge highlights to our object now. So let's drag this out a bit more. And then we're going to add a node called a bevel node. So we'll go Shift A search, type in bevel. And we want two of these. I'll do Shift D to duplicate. And then we're going to put in a mixed color node and plug these into here. And we're going to use a different blending mode called difference. And we want two different values here. So for the top one, I'm going to go 0.04. And then for the bottom one, we're going to go with 0.02. And we're going to plug this into a color ramp. We want the factor to be one here, and then get a color ramp. And then if I can control shift left click this color ramp, we can see it's added like a white highlight over the edges here, and we can use this as a mask. You can adjust the radius here. You want more of like a softer and bigger and then this one to tighten it up. I'm going to keep this at 0.02, and then this one, maybe we could go up to like 0.05, have it just a bit thicker like that. And then you can bring this white arrow down to make it more intense. And then this black arrow to make it less intense, just to crunch those values. And then we just need to mix this with another mixed color. So we'll grab a mixed color node. And then this can go into factor here. This could go into the A slot. And then this can go into the base color here, and then we'll plug a bear shade up. And now we can just about see easier to see in the darker, there were white highlights here, and then you can control the color of your highlight with this color here. So we want to go white. We can use this color picker, actually. We have an eye drop at all here, and we can choose like a light color in our object. So if you choose this, it kind of matches the color of our actual, object. And that's how you get some nice highlights, and now we've ended up with something like this. Now, if you want to preview what it was like before, we can just control Shift Click. This here, or if we plug this up into the base color here and then plug our shade, this is what it was like before. And then this is what it's like now. So we've completely changed the look of it, really. We've added some more color variation, you know, some dirt build up here, and then some edge highlights. And that's basically the building blocks of creating materials, just adding some layers, plugging them into mixed nodes, using different textures to create masks and plugging it into the factor. Ambient occlusion and some bevel nodes for some highlights. And you'll see this setup on pretty much all the shaders that we have available in the course. Now we could also adjust the overall color. So if we take this huge saturation value node here and then duplicate it and then put it at the end here, you can adjust the final color of your entire material. So if you put the value to one, this is what it looked like before we added this. We could always, lower the saturation to make it more gray and then, like, bring the value down a bit more to make it like darker. So it's more like a gray stone, if that's what you prefer. But yeah, you can just play around with values and just experiment and see what you end up with. So I might put the saturation here to like 0.85 or something. And then the value to, like, just 0.5. And then this will be a nice desety stone texture that we all use. So yeah, I hope that wasn't too complicated. If it was a bit too complicated, then don't worry, we have made some shaders for you that you can just throw onto your objects and will be good to go. I will see you in the next lesson. 30. 3D Lesson 29 Smart UV Project and Material Linking Workflow: He. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to take the material we made and start applying it to our objects. Okay, so now we can take this stone texture and start applying it to some of our objects. Now, because all of our objects are, like, pure white, it becomes a bit hard to actually see, you know? So what we're gonna do is we'll press AltH just to unhide everything. And then we'll press A to select all of our objects, and then we're going to shift select our human reference last because this has a material on it. And this material is basically ambient occlusion with a color ramp set to, like, a grayish color plugged into the base color. And we can copy this material over to all of our objects just by hitting Control L and then link materials. So now with this material, it's a lot easier to see our individual objects. Now we can delete these cubes that we were working with just like that. And let's select the objects that we wanted our stone texture on. So it's going to be most of these, like, stone trim pieces. So we can shift select all of these. And there's some over here we can grab. Just like that. And then maybe this one, but we might have something different for that one. So I have all of these selected here. We can go into Edit mode with all of them selected and press A, and then we can unwrap them at the same time. So we'll press U and then smart UV project and then unwrap. So we have the islands of all of our objects here. We'll press A just to make sure they're all selected. And then we can press 2.56 to set the correct scale of the UVs. We'll go back into Object mode. And then here with this drop down menu, we can choose stone material. And then this has added it to the active selection here, and we can just copy this over to the other objects so we could control L and link materials. So now, all of these have our nice stone texture on them. So we can drag this down a bit so we have more room. And let's bring in the textures from the resource file. So let's go to file. We'll go to append. We'll go to a course files folder, and we want the Arabian market resources blend file. And then in the collection folder, we can choose materials and append this. And then we should see once it loads, our materials come in here, right? So we can move these to the side out the way. And we can start choosing some objects to unwrap. So maybe we should start with something simple, Let's go with this window up here, this window here. So let's go into edit mode. We'll press A U smart UV project wrap. And then we can set our TD here. If it's called 2.56 here, we can just press set the TD or press this button here. So I'll set the size of the UVs, and then we can change this to wood. So we could start with Wood DAC. We can choose that. And now this is just all one wood texture. But let's say we wanted multiple textures on this. If we go to this little material properties icon here, we have a list of materials here. So we have a wood dc. This is like a second material slot, and we can always add more materials over removed materials using these buttons here. So I'm going to press Plus to add a material slot here, and then we can just choose another material. Let's type in wood, and we could try wood light as well. But we need to tell Blender where to put the wood like material. So if we go into Edit mode and make sure everything's deselected and we can press L on some pieces. So maybe maybe these outside pieces. If we press L on these to select them, and then we hit a sign on the wood light, this will become the wood light material here. So we can add another material, and we can put wood dry. Now we have three different types of wood. We go into At mode, and we can select using L on these wood panels behind it and choose wood dry, hit a sign. And now we have this, three different types of materials on one object. Now we can do the same with all of our other pieces. So we could go with this window, we go into Edit mode, A U smart UV project. We can unwrap. We can set there a TD. We can change this material to wood, dark. This second material can be wood light. And then we can just choose what we want to be wood light now. So I might go with some of these pieces up here. And maybe these two and assign these wood light. And then we could put another material on, make this wood dry, and then choose some of these wood panels here. And then hit a sign. And it is a second window then. So quite nice and easy. So we'll do this window. We'll go into Edit mode, A U, smart UV project wrap. We can set T deep and then change this to wood wood dark. And then this one could be wood wood light. And for the wood light, maybe we could have some of these smaller pieces selected. So we'll select all of these. And maybe these two going across here could be wood light. So we'll assign there, and then we can add another material. And this would be our wood dry. And then we could choose these wood panels behind it here and choose wood dry there. So now that we have our materials on these windows, we could just go back to solid view, so it's a bit smoother. Go to front view with one on the number pad, and we can duplicate these across now. So go Shift D and then X and move these into place just like this. I like that. And if you want to get them perfect, you could just go Shifty x and then hold control on this face here to snap it. So shifty X, hold control. And now, we go to render View, our windows are in. So one more, we could do this shelter. So, into Edit mode, A U, smart UV project, wrap, and then set there with TD. And then for this one, we could go with the drywood and we can have a look at how this looks. And then if you wanted any more pieces, you could just add maybe the dark wood, go into edit mode and then just press L on any pieces you want dark wood. So it's L here. Maybe these pieces underneath could be dark. And then hit the sign. Now we have different wood types here. So yeah, just go around your scene and just doing that just unwrapping and then setting TD and then setting materials. And then one thing to look out for with the wood is with the wood grain, we want it to, like, follow the face going long ways. So if I come across any, that the wrong way, I'll show you how to fix it. But let's say this face was, like, going this way here. All we really need to do is go into edit mode. Select that face. I'll select the island down here, and then you just go 90, so it's facing long ways. Now I'll fix the wood grain there then. So I'll see you in the next lesson. 31. 3D Lesson 30 Scene Wide Material Assignment and UV Control: Oh Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to continue adding some textures to our objects. Okay, so we're just going to continue off from last lesson and just go around our scene and start adding some materials. So we can do this bargaining here, look into Edit mode and then AU, Smart UV project, wrap, set TD, and then we can give this wood dry. And then we can have a look if there's any pieces we want to be different. So maybe maybe this one and maybe this one in the middle here. For a second material, we can give it the wood dark material and then just hit a sign. Is that when done? Now we have a window here we can do. We can just go Edit mode, A, Smit UV project, wrap, set TD. I'm going to remove this material slot and then change it to this could be Wood ****, I guess. It is the Wood **** then. And then we can duplicate this window over. So let's go shifty and then Y might need to go back to solid view so we can see properly GY, move this into position, and then Shift Y, move this one in. There's done. Back to render view, we have these wood supports here. So we're going to Edit mode. AU, smart UV project, wrap, set there with TD and then set this material to wood, something whenever you want. And we can see here the wood grain is going sideways here. I think we want it to go upwards. So I'm just going to go into Edit mode, select this front face here, and then just rotate it 90 degrees in So you see here when we rotate it, it's connected to this face here. So all you need to do is press Y on this island to separate it. And then 90, and then that fixes that then because some of these faces are connected to other faces, right? So we need these stones on the side here. I'm going to apply the array and the mirror on these stones so that the texture doesn't like duplicate. So we'll apply the mirror and the array. And on these stones as well, apply the array here and apply the mirror, and then we can shift select them both into Edit mode. A U, smart EV project, wrap, set there with textile dentity. And then into object mode, we can give it the stone material that we made, and then Control L and link materials. I might end up lowering the saturation on this and making a bit more gray. We'll see how it looks later on because maybe this colors a bit better, but let's carry on. We have our balcony up here. Let's select this. And then A, Smart EV project, unwrap, set down with TD, and then let's give this some material. So we'll start with the dark wood. And then maybe we should have light wood on some pieces. So we'll choose the light wood here and press L on this middle one, maybe some of these panels. We'll just select some random ones. And then maybe some random panels down here. So we can choose some of these. And then hit a sin, and maybe this will do. Actually, no, let's add another one. We'll add the drywood and I'm going to apply it to these two here, and then hit a sign. Then we have this. That looks a bit bit nicer. Anything else that we should do, right? We have this wall here. We can do this wall, the flat part of the wall. We'll go into it mode, A U smart UV project, unwrap. And then we'll start with 256 for this. And then we're going to choose the Which one is it? Sandstone block masonry. We'll choose this one, and we need to rotate the UV. So in the UV editor, press A to select all your islands, and we can just go R 90, and these are upside down. So make sure these are the other way around. So we'll go R 180, and these are correct now. So look at the pattern here. We want it to be facing upwards like this. So there's a wall. Now, what else could we do? So we have this archway here we could do. Go to Edit mode AU, smart UV project wrap set there a TD. And then this one will be OR stone that we made. We go the steps here we could create with stone. So Edit mode A, U, smart UV project, unwrap set ATD, and create stone on this. It's looking quite nice. We have the doorway here, which we need to do. So this doorway into Edit mode A, Smart UV project, unwrap set ATD, and then we will go with the dry wood, and then we can add the light wood as well. And then we can select our lightwood pieces. So maybe these panels in the middle. And then these ones here could be the light wood. Assign that. There's our door. Now we need some windows at the front here. So let's take one of these windows, I think we'll do. I'll go Shift D and then AZ -90. And then we can just GY, GZ, GX, and move them into our window here. So let's go to the solid view, and we'll go GX and GZ, we might need to scale this down a bit and then just get this into position. Go GZ, bring this up, scale it up and get it as close as we possibly can. So that looks good. We could go GX, push it back a little bit as well. And then we can just go shifty Y, bring this one over here. We can even snap it to this face and get that one in there. Have a looking rendered view. And there we go, looking good. Any other pieces we should do. We could do the floor. So we could select both of these floor pieces, go into Edit mode, AU Smart UV project and wrap into object mode, we will choose the stone paving ground and then control L link materials. And we need to go into Edit mode and set out a TD, as well. So set TD. Now with the floor, we could also go a bit higher so 512 or one, two, eight, if you want bigger stones. But maybe we should stick with 25, six, maybe that's fine. We're going to do the walls later on because we're going to be Vbtex painting, but we need to do this building over here. So we'll do our dome, our dome thing, right? So interdict mode, we'll do A, U, smart EV project, unwrap, and then let's set there with TD. So the first one will be stone. Are there a stone material? And then the second one will be gold. So we want the metal gold here. And let's press L on these little kind of like these things up here with the spike and the little metal kind of pattern that we made. We'll assign this. And now we got this. And then we're going to use the stone texture for these parts, but we're going to change the color. So we're going to select there was stone texture here. Actually, we're going to press the plus to add another material. And we're going to choose stone here. And then we're going to click this number. So this number means that there's 17 other objects using this material. But if we click this number, it creates like a copy of that material. And we can rename this to Stone red. And then if we go into our shader editor here, at the very end, just before our shader, we can add a mixed color. You have a mixed color here, and then we can choose a red color. And then we just need to assign it to some faces. Let's go into edit mode. We select everything. We'll click this face loop and then hit a sign. And you can see this is turned red now, and you can adjust the strength of the red with this factor here, just like that. Let's create another material and then choose there stone red. We'll click this number to make a copy, and then we can change this to blue and then change this color to blue. So we can choose like a bluish color. And then select some faces. So we can Alt click. I'm going to press L on this piece and then just press H so we can hide it either way. We might have to if it doesn't disappear, we just have to go to Solid view and then rendered view again. And for some reason, it's not hiding. So let's's go to solid view. We've hidden that out of the way. So now we can select these face loops with Alt and left click, just like that. And we're going assign Stone blue here. We do Alt H to bring everything back and then go back to render view. And now we can adjust this blue now. We might want it a bit darker, something along here. We can bring this down to make it darker here, just the factor to get something like this. And if we go to camera view, we can have a look how this is looking now. So we have this. And we may as well just really quickly before we finish this lesson is go to solid view. We'll go Shift D Z, bring this up. We can press seven on number pad to go to top view and get this nice and centered, and scale it down so that it fits onto our onto a tower here. So this might need to be a bit smaller so it's not overlapping. Then just GZ bring this to the center here, go back to camera view, go back to rendered view. And there's a good start, so we'll continue with the rest in the next lesson. 32. 3D Lesson 31 Tower Materials with Smart UV Project and Vertex Paint: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to continue adding more materials to our objects. Okay, so now we need to do some of the pieces on the tower. So let's select this. And, um, on this one, we could go into Edit mode, press A, U, smart UV project wrap. And then let's give it the stone material to start with. And then let's give it one of the wood materials. We'll give it wood. Wood dark. Yeah, let's give it wood dark, and let's select some items here. So we'll press L on some of these pieces. And then we could try doing the select option up here. So if you select similar maybe we could try Area. No, I don't think that works because they're selecting random faces that we don't want. So we're just going to have to press L on all of these manually, I think. So this one's probably going to take a while because we're doing so many different kind of manual selections. So I'll just press L on all of these frames. And then we all hit a sign on these for the wood deck. And then we'll add another one. We'll give it the wood light. And then we can select these panels. So press L on these panels here. And then we hit a sign. And then we go down, we have this window. So I might select the back panels. It would probably be quicker if we just added wood, like, first, and then selected the stone pieces. But we're locked in there. We're doing this. So we're going to select the wood panel just like this and then hit the sign on wood light, I guess. And then we'll have wood dark on these outside frames. You could always skip the ones at the back because we won't see it from camera view. There we go, we have wood dark on knees, a sign. I'm going to add the wood dry. And then we could have these middle pieces as wood dry here. Okay, so we're dry on these assign, and we can have Oh, we got another layer. Okay, let's go. All right. So outside frames. Dawsey, we done on that. I'll just get these. You could always fast forward at this point. I mean, you know what I'm doing here. I'm just selecting these and then applying materials on them. All right, so assign the wood deck on these, and then the wood light on the panels behind. One thing we could have done with these is, did the texture first and then added the circle array to it, you know? So these were wood light. And then we want wood dry for these middle pieces here. Okay, so wood dry on these. Now, there will be one more material on this for the main stone. I guess we could add them now. Yeah, so may as well. So with this, we're going to add another material, and this one is going to be the stone plaster VP material. We're going to choose this, and then we're going to press L on these like middle cylinder pieces here. These ones will hit a sign. And right at the moment, it's gray, and it's a bit we did set our TD with this, right? Let's press A and then set TD. Calculate TD. Yeah, no, we didn't. So we need to set TD. Okay, now we have our texture looking good. So by default, it's going to be gray, this stone plaster. And if we open this up, this is our vertex painting one. Now, it's going to look a bit complicated, but like all it is is we have a plaster based material, and then we have a plaster wall material, and this one has ambient occlusion on it. This one has some ambient occlusion on it and stuff. But it's mixed together here. It has a mixed shader here. Mixes these two materials, and it's separated by a vertex paint mask. So if we were to select this and then click this menu here and then go to vertex paint, it will add this attribute here, and now this is gone. This has turned into the like the plaster wall material instead of the plaster base. So we just need to go into vertex paint and then go back to object mode, and then we have this yellow material now. And it's the same with these walls. So let's say we select this wall here and then go into weighted mode, and then smart UV project, unwrap, set TD, and then set this to the stone plaster VP material. It starts off gray, and then as soon as we go into vertex paint, it'll apply the yellow wall material. And we're going to use vertex painting to paint in, like, the gray material underneath, but we'll do that later on. So that is that. So before we move on, we could probably do this archway. So we'll go into edit mode, A, U, smart UV project, unwrap set TD. We'll add the stone this stone plaster VP here. And then we'll just go into vertex paint so it goes yellow and then go back to object mode and then that's done then. And then we'll continue with some other stuff in the next lesson. I'll see you then. 33. 3D Lesson 32 Smart UV Project and Vertex Paint for Stone Walls: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to finish up adding the materials to our objects. Okay, so let's continue. Let's select this wallpiece. I go into Edit mode, and press A, U smart UV project, wrap, set TD, and then we can choose our stone plaster. And then we just go to vertex paint and then object mode. And then we do the same for this. Edit mode, A, smart UV project, wrap, set TD, apply the stone plaster. And then we just go to vertex paint and then Object mode. And then the same for this one. So Edit mode, A U smart UV project, wrap, set there with TD, and then stone plaster. And then vertex paint, and then object mode, just like that. And this top wall, I might change to stone plaster as well. So it looks a bit nice, I think. And then we just go to vertex paint and then object mode. Oh, and these pillars as well. We'll select both of these at the same time. A U UV project, unwrap, set TD, and then stone plaster. Go into Object mode, we'll do Control L link materials, and then vertex paint. And then it only does the one, so we need to select this one and then do vertex paint again. And then Object mode. And we've missed this little piece here, so we could apply the array and then apply the array on this, select them both into Edit mode, A, U, smart UV project, and wrap, set TD, go back to object mode. We could probably shift select this building and just do Control L and link materials and then go into vertex paint on both of these, just like not and are we missing anything? I think, oh, this building at the back as well. So let's start doing this as well. So let's start, it's all one piece anyway. So Itoedt mode, we go A, U smart UV project wrap, set there with TD and then add the stone plaster to this. So stone plaster. We'll just go to vertex paint, and then we'll go back to Edit mode. And then we'll add another one, so we'll add stone material. And we can press L on this top piece here and assign it to that one. What else? Let's have a look at the reference quickly and see what I did before. Yeah, so this face here, we'll apply the stone to this one. And We could apply it to this face as well. But then I think that's two DAC, so I'll keep it as stone. I'll keep it like that. We could press L on these pieces here if you wanted some kind of variation here, if you prefer to look at that. And I think that's done. So we have a looking camera view. And we'll do these buildings later on, but we're just going to finish off this side. So I think next, we should probably work on this, what's it called a matri beer. So we should work on that and start working on we should tackle this big piece up here. So I think we've finally learned all the skills needed to create this wooden kind of thing up here. So we'll do that we'll do this, and then we'll do that, and then we can start working on the market stalls and the props and stuff. So it'll be lots of fun. I'll see you in the next lesson. 34. 3D Lesson 33 Modeling an Ornate Matrabia with Bevel and Array Modifier: M. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to create our Matrabia. Alright, so let's start working on this piece up here. So I've gone back to Solid View. And I'm going to hide this building out of the way. So when we go into side view, it's not in our way. And with this, we could let's just bring it out a bit. And how should we start this? So it's going to edit mode and select this face. We'll do Control I, X, delete faces, and we'll just start with a plane for now, right? So we want probably an edge loop in the middle here, and we'll select one of these faces and press Y, so it's separate. And then we could add some edge loops down here. So actually, maybe we should undo this. And we'll just start with a plane here and we'll put edge loops at the bottom here. Yeah, we'll do it like this. So we'll put edge loops here, and then put another edge loop here. And then let's do another edge loop around about here. Something like this. And then we'll put another edge loop to create this middle piece here, and then we'll put another one around about here. And then we could work with this. So I'm going to separate this face off for now and just hide out the way. Now with this face, I'm going to press Y and then this one, Y and then this one, Y then this one Y I'll do Alt H to bring everything back. And we're going to start creating some extrusions and cut out some pieces here. So this bottom piece, let's just extrude this one back. This will be like our base here. And then this piece here, we could probably put in some edge loops like this. And then we could inset these faces. So I'll press I to inset and then I again and do this like that. And then we need to extrude these. So we need to alt click this face loop first and then extrude this back. We'll press E and then X. Bring this back here, and then F to fill this back face in. So now we can extrude these faces inwards. And then if we do I to inset again, and we can extrude outwards then just like that. So we have something like this? Let's put edge loops in the middle here, and then let's inset both of these faces. So I'm going to press Y on this face first, so it's separate from this one. And then we press I to inset, just like that. Now we're going to have to Alt click this edge loop here and this edge loop here. We'll go E and then X, extrude these back here, and then we'll fill in these individually like this. And then we can select these faces and then go E to extrude these back a little bit, just like that. Let's put in edge loops in the middle here, select one of these faces and press Y to separate it from this face. And with this one, maybe we could eye to inset maybe maybe before we do that. Let's do that. We'll put an edge lobe in the middle here and then edge lobe in the middle here, and then we'll put one either side like this and then either side like this. And then we can start selecting some edges. So I'm going to select this kind of pattern like this and then the same for this side. Like that. And then we can do Control B to bevel and bevel these out just like that. And then we could select these middle faces here and then press Y to separate these off, and we could add in some edge loops here. So I'll add three on either side like this. And then maybe two. We'll go with three go in side rays as well. And then we want to select all of these edges. So we'll select all of these, and then we'll bevel them. So we could control be to bevel just like that. And then we need to delete these faces here. So we'll select all of these faces. This is very, we can probably go select select similar area. Okay, so maybe we could deselect the ones we don't want. So I'll press C together circle and then just middlemce button on some of these. And then we need to just get in here and paint these over. It's probably quicker than pressing 1 million times, just like that. And then we don't need these ones selected. As you know, we don't selected the longer pieces as well. We do Alt click, then yeah, Alt Shift click these, and it will deselect Deselect the whole row like this, so we only get the middle faces. See, I try and do shortcuts to speed things up, and I end up doing it longer for myself. So you can probably just select these faces manually if it's easier for you. Right. We're almost there. Or do you select these ones. So we just have these faces selected, and we can do X and delete faces. So we have some holes in this now. Right, so we need to we need to select these outer edges. I'm going to press L on these pieces here and then just go Shift H so we can isolate these. And we need to select I'm going to press L on this one piece first, and then just hide it away so we can just select these outer edges here, and we'll go E and then X and extrude these back. I'm going to go quite far back a sec, just so I can see where it is. I'll do Altag and then L on these pieces, just so I can get to this edge without selecting over here. So I'll just do L on some of these. Why am I unable to select this face? I'm in face mode. Okay, there we go. So then we just have this so I can get to this edge here and select all of these, and then just go E and then X and bring this back for now. So lt H. So now with this, I can select this face loop, this edge loop and go GX, move this somewhere here, then F to fill, and then this edge loop, I can select F to fill, and then GX move this back somewhere here. And then These faces, we can select all of these. We can go I to inset, I again because we want to inset them together. And then we can do either GY, GX, I mean, to push them back like this or we can extrude them in like that. Yeah, so let's do the same with these faces. We'll do I to inset and then E to extrude, and then I'll hold control over this one, so it's the same distance just like that. No. 35. 3D Lesson 34 Creating a Mashrabiya Part 2: Okay. Hello. Welcome back to Blender stylized Arabian market course. Okay, so we're almost there. Now, we just need some kind of pattern here. So put in some edge loops, just like that. We'll select all of these faces. We'll do eye to inset, and then eye again. So they're separate just like that. And then I'm going to I'm going to put in some edge loops first, just like this. Now, I'm going to press one to go into vertice select mode and we can select some of these vertices like this. And then if we make sure we're on median point here, and then go S and then Z, we can scale these in. We miss the vertice here. SZ scale these in like that. Press free face mode, and then we can select all of these inside faces here. And then we can do E to extrude, bring those in. And then we want to select this outer edge loop here. And then we'll go E and then X, bring this out over this way, and then F to fill here. And there we have this roof shape that we can create. So let's put some edge loops in like this, and then we can select this top edge and then go G Y, GX, bring this back to here. And then probably easier if we just press L. We'll press L on this face and just delete it for now. And instead, we could probably add a cube. If we go Shift A and add a cube comes in over there. So let's do Shift S and then cursor to selected. All right. Let's go into Object mode. Shift S, cursor to selected. So now it's here back into Edit mode. Shift A mesh cube. Then we can bring this up, snap it down to the top here, get these side faces and snap it go GY hold control and snap it to the sides. Just like that. This front face, I mean, could go back and we could snap it to the front here, so GX, hold control, just like that, and the back face will go GX hold control. And then this top face can come down, something like that. Then we can select this front edge and then do Control B to bevel this somewhere like this. We can select this edge here and then go GX and push it back further. And then we can put an edge up in the middle and then Control B to bevel, just like that. Then we could select these side faces here And then we could go right click, extrude along normals, bring these out a bit just like that. And then we could put in some edge loops here. Quite a few. Just like that. We could Alt click every other one like this. And then I'm going to press Y and then H, so we can see inside here and we're going to fill all of these in. So I'll click these edges and then just press F to fill in these holes. So I'll do all of these on this side. And then turn my camera and I can do all of these on this side then. So I'll click Alt click F. And then we need to do AltH so it brings these back. And then if we do ShiftH, we just see these then so we can do the same and fill in these holes. There's a face here for some reason. I'm just going to hide this face for it. I don't know where that came from. And then fill in this face. And then do the other side. Then we do AltH then we can go into object mode. Let's add a bevel so we can see how it's looking, and then shading to harden normals. And we have this shape going on. Now this is looking a bit flat here, so it's going to edit mode and let's select this out of face loop and this edge loops, I mean, we can go E X, Extrude it back a little bit, and then fill in each of these faces individually like this. And then we can press L on this piece and L on this piece, and then just go E and extrude this back a bit. And now let's press A, alt N, Alt N, and then recalculate outside to fix all the normals. And there we have this here. Now, I'm going to shift and B click here. We'll do Shift A, mesh, and then cylinder. It's going to edit mode, scale this down quite a bit, so it fits inside here. We could just G to move E to scale, scale it up like this. And then I'm just going to add some edge loops. And then we can click some of these edge loops and just kind of scale them in like this. And then we can select them and then do Control B to bevel and curve them off a bit like that. Back into edit mode. We'll add an array. And then zero on the X, and then on the Y, we'll push these out, increase the count a bit, just like that. And then we'll apply the array. Maybe we want a few more. I'll do a few more and then squish them in like this. I might look a bit nicer. And then apply the array. We'll go shifty Y, bring them into this side as well. And then we'll shift select and then shift select the main piece, and then just do Control J to join. And then we have this. We need to right click, Shade Smooth. And then we can just push this into our wall name. I go GX, push this up against the wall. And then we're going to borrow some of these pieces here. I'll go into edit mode on this balcony. I'll press L, Shift D, and then this we'll do P separate selection. Back into object mode, we can grab this piece and place it underneath here. I'll go GY, move one this side. I'll go GX, move it out a bit, just like this. And then shifty Y put in this side, and then shifty Y, put one in the middle. There we go. There is a nice matroba for you. Let's go into rendered view. And let's select this. We'll go into Edit mode, A smart UV project and wrap, and then we can set OA TD. And then let's start with the wood DAC. We'll assign that. For the second one, we'll go with Wood light. And then we can choose some wood to put as wood light. So maybe some of these pieces up here. That could be wood light. Now, I'm going to add another one. This is going to be wood light. But then we press we need to go into object mode so we can press this number, and we're going to rename this to wood red. And we'll do what we did with the stone. We'll just add a mixed color at the end, place it at the entie and we can put this to red. And if we select some of these faces, like these inside faces, And then these faces here, we can assign red here, and then we can just adjust this factor, bring it down a bit, so it's only slightly red, just like that. And there is our matcha beer. Oh, we can also change these cylinders to red as well. So just press L on these pieces. And then choose red here. And then, I think we're done. Let's go with the camera view. You know it's bring down the saturation on this red here if it's a bit too intense. And then we should probably join these support pieces to this with Control J, and then we can scale this up and make it a bit bigger if you want to. Just like that. There's a nice mato beer for you. Hope that wasn't too difficult. I'll see you in the next lesson. No. Oh. Mm hmm. 36. 3D Lesson 35 Wooden Structure with Boolean and Solidify Modifier: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to get to work on this wooden structure here. Okay, so I'm going to select this piece and go into edit mode. We can select this face here. Let's do Shift D and then P separate selection. And then back into object mode, and we'll select this top face here that we made and go into Edit mode on this. We'll press A and then S to scale it up just a little bit like that. And then we want to extrude upwards. So we'll do E to extrude a little bit like that. And then we'll do Shift D to duplicate again, right click and then E to extrude and make this one just a bit thicker. And now we want to shift D and then E to extrude, and we'll bring this one up quite high to around about probably the same height as the top of these windows. It's probably a good height here. And then we can do actually, let's go a bit lower. We'll go a bit lower. And then we'll do Shift D and then E, extrude this one up a bit. And then Shift D again then we'll go E to extrude up. And then Shift D again, we'll go E to go up like this. And then we'll do Shift D and then scale this one with S a little bit. And then we'll do E to extrude. So we have this kind of shape here, and then we'll do E to extrude again. And then with this one, we can do I to inset, and then G to bring this up just like that. The roof. And we're going to camera view and see how tall this is. We can bring our guy up here and double check the height of him. So it's tall enough for him to stand on we have plenty of room here. And it looks like it should work. Now, I'm going to press L on this. I don't think this is correct here. This needs to be a groove in here. I'm going to Alt click this face loop and then select all these top edges here and then press Y. So separate this off and then press L on this one, and then mesh cleanup fill holes. So now we have that groove in here. Then I don't think I duplicate before extruding. Okay, so this face I might adjust here. I want to go high enough where the bevel snaps properly, so it looks like this. And that should be a good start for our building here. So we're going to need a cylinder so we can cut in the booleans here. So I'm going to shift right click here. I'll go Shift A, mesh, and then cylinder. We'll go X 90 to rotate this and then GY, bring it forward a bit. In edit mode, we'll delete the front face, delete the back face, and then delete the bottom half faces. Let's go into front view with one, we'll press A, and then we'll move this into place. We've missed a face here. There we go. Move this into place. We'll have it somewhere around here. And then we want to extrude from these two bottom edges here, so we'll go E and then Z, bring it down here, and we want to go somewhere around here would do. And then we can fill in these two faces, fill in this face, fill in this back face, and then fill in this face here. Okay, so now we want to press G, and then Y, we'll move this in like that. And then we can go Shift D and then X, move one this side. And then we'll press A and then Shift D, and then AZ 90 to rotate this Runge and then GX then we can move this one into place here. And then we can go shifty Y, bring one this side over here as well, and just make sure we get all of these in place where we want them to be and then we can duplicate these ones. L, L, shift the Y, bring this side as well to cut into here. So with this piece, I'm going to go into edit mode, and I'm going to press L on this piece. Make sure we deselect everything and then L, and then P separates selection just so it's on its own. B into object mode. We can select this and then add the Boole, we can just keep the bevel on it. We'll just do the Boolean. And I'll probably move this above the bevel just to make sure and then choose our cutter piece here. Let's hide our cutter piece and make sure this is correct. Now it has gone a bit strange because we're cutting into so many objects at once and they overlapped a bit. So we'll just apply this boolean here, and then we'll isolate it with forward slash, and then we can fix this manually now. So let's delete some of these inside faces here like this. We'll delete all of these inside faces. So now we can see that these need to come back. So if we select these edge loops and then go G Y, we can push this back just like this. And then these edge loops can come forward with G and then X just like that. And then these could come forward as well with G and then X, G, and then Y. Actually, one might be easier actually is if let's delete the top and bottom face, we'll delete those, and then we'll delete all these inside faces here. So we'll click all of these face loops, select all of these, and then we'll delete these faces as well. So exlete faces. So we just have like a flat plane going all the way around like this. Could probably delete this back face as well. We won't need that. And then with this, we could add let's go to the vertice mode, and let's join up some of these vertices. So we'll do J here to join there. Let's see if we can join these up. Yeah, so we can join those up at the corner. I'll join these up. And join these up. I'll join these with J and then J here. And it will allow us to put in some edge loops here. So we might need to fix up the depot now. We can ignore that. We'll be fine. Let's put an edge loop here. Can we put an edge loop in here? Yes, we can. We put an edge loop in here, I'll slide that up there. We can put edge loops in here and in here, and in here. And I'm going to select all of these edges. I go GZ, move them all up together. This edge, I'll select this and then go S, Z, and then zero to flatten it out. And we can do that. And then with this now, we could add a new modifier that we haven't used yet called solidify. So if we search, we want solidify. We'll move this above the bevel here. What this does is it takes it from a flat plane, and if we increase the thickness, it just makes it solid like this, basically, quite simple. We can choose even thickness, keep it even. And then we have this kind of shape here. Let's press forward slash so we can see what we're working with. And we might want this to be a bit thinner, maybe. Something like this would do. And then we should apply the solidify. And then we can go into edit mode. We can alt click these face loops that we made here. Just like this. We can go Shift D, right click, right click again, screw the long normals and bring these out, and then adjust this here. So there we have that. Then let's press L on all of these pieces. And then we can go Shift D and then Z and bring them to the bottom here. Then this one we might need to bring a bit lower, so it's just sitting on the bottom, just like that. Okay. So as most of it done, we will continue with this in the next lesson. 37. 3D Lesson 36 Modeling Detailed Wooden Fences and Trim: Hello. Welcome back to Blender, stylized Arabian market course. In this lesson, we're going to finish off our wooden structure. Alright, so now we can start creating the fence going around it. So what we could probably do is select one of these bottom faces here. So going into edit mode on this. We'll press L on this piece here. We'll go Shift D and then Z and bring this up here. And bring it to the height of the top of the fence, just like that. And then I'm going to select this face, this face. Actually, let's press L, and then P separate selection. And then into object mode, we can select this piece now and then into edit mode. We'll press L. We'll select these three faces, and then Control I and then X, delete faces just so we're left with these three faces here. I'm going to press A and then I'm going to go Alt S just to scale it inside. Just like that. And then we could we like extrude the long normals and scale them in just a bit, just like that. You do A Alt S. And then just make sure these are like inside inside the wood here, so we'll go GY, bring these in. These are all inside. That's fine. And then this face, we'll go GY, push that one inside there. Then we go into A Alt N, flip. And then we can do Shift D and then Z and bring this one down to the bottom here. And then we go back to object mode, and let's add in plane. So we'll shift a mesh plane, and then X 90 and then into edit mode. We'll grab this bottom edge and snap it to the bottom of this face here. So GX, hold GZ hold control. This edge, we want to snap it to like the side here. So GX hold control. This top edge, we'll bring it down and snap it up to the bottom of this fence piece here. And then this edge, we'll go GX and then snap it to the inside of this face so we're filling in this gap here. And then we can basically start creating the fence piece. So let's move and make the way, right? Select this. We'll put an edge loop in the middle and then Control B, just a single bevel, put it on the side. And we can separate these two faces with Y, and then we can put an edge loop in the middle here, bevel these. We can separate these two with Y. And then we can put a couple of edge loops. Let's put three edge loops, and then one in the middle. And then we can select these faces here, and then we go to face poke faces, I to inset, and then X, delete faces. Then we press A, E to extrude. And then we can select these outerfaces here, and then G Y, push these forward, just like that. Into object mode, we will add our bevel. So add our bevel modifier, shading the normals, and then adjust the amount here, bring this down, something like this. And now we can go G and then Y, we can push this into place, just like that. And then we can fill in these holes now so Shift E and then X. Just like that. And then we can shift E Z -90, and then GX and then GY, snap it to here, and then move it into place just like that. And then just duplicate these across. So we can go Shift E, X, hold control, Y, hold control. There we go. Do the same here, Shifty Y, hold control. Shift D, Y, hold control. These two, we could shift D, and then AZ make sure we're on individual origins, and then AZ 180. I didn't flip perfectly because the origin points aren't in the middle. So we'll select them right click set origin to geometry, shifty, AZ 180, and now we can go GY. And bring them over here, just like that. Then we want to do the same kind of technique, create a plane for the top. So what we could do is grab one of these pieces here, so I'll press L on this piece. I'll go Shift D and then Z and bring it up here. And then I'm just going to make it smaller on the Z, so I'll scale it on the Z like this and maybe actually, if I undo that and do Alt S, scale it in like this and then Alt Z, make it thinner like that, have a nice fin piece. And then Let's add a plane. So into object mode, we'll add a plane, mesh plane, X 90. You can move this into place. Into edit mode, we'll scale it down, and then just make sure this top edge goes in here. This bottom edge goes into, like, snap it to the top of this piece here if we can get to it. Like GZ hold control onto this face. So it's like here. And then this edge can go inside here, and then this edge can go inside here. We'll add some edge loops. Just like that, add some edge loops this way. And then we can select as forward slash twice late. If we press A and then Alt Shift click these outside edges, we can deselect them and then go control B to bevel, just like that. And then we need to delete all these inside faces now. So we need to select all of these. If we select one and then do select select similar area, it doesn't select just the one. Okay, so let's select all of these. And then we can press X X and delete faces here. Okay, so now we can press A and then forward slash, and then we can extrude this out a bit, just like that. And then we can add bevel to this piece now. So let's add modifier, search bevel, shading her normals and bring this down as tight as we can, just like that. Now, this piece here might need to be a bit thicker, so I'm going to press L and then Alts, make it a bit thicker like that. And SC, and that should be fine there. And then this piece, we can just duplicate this across now. So shifty s, shifty X, I mean, I can go there. And then we can go shifty and then Y, bring it to this side. Make sure this is inside the wood here, just like that. And then we go Shift D Z 90 to rotate and bring this one over. And then we can get these into place and then just duplicate them across. And then I think I think we're done modeling with this piece then, so shifty Y. Shifty y, and then one more shifty Y. Now, there was one thing I just remembered we need to do on this piece. It's up to you if you actually want to do it. But I'm going to select I'm going to select this middle piece into edit mode. And maybe we could scale these parts in, but they're already pretty thin. So in the first scene, I add these ones a bit thinner, but I think we'll just leave these for now. You could always add in some extra detail if you wanted to, like, I don't know, put in something like this and then extruding along normals or something. But now, we'll just leave it flat. We won't overcomplicate things. And that's how wooden structure done, I think. I think there's a little bit of detail we're missing. Yeah, so we did have some edge loops. So we did we're going to press I to inset these faces here and then extrude along normals. And they're kind of cutting in here to each other, they intersect in so you got to be careful not to intersect here. So we can just extrude in like that. I did have some edge loops in here and in here to create these kind of faces here so we could select these faces. This is just kind of extra detail that you can add, it's up to you. And then we I to inset, and then right click Extrude long normals to extrude these out. So now we have this around here. Yeah, it looks cool. So we'll have that. And now, I think we just need to texture it. So I've got a couple of minutes left of this lesson. Texturing won't really take that long, so we can just go into edit mode. Let's go to rendered view here. Into edit mode, or go AU, smart UV project, unwrap, set TD, and then go to add materials here, and then choose Wood DC and then a sign. So now we have this. We also want the wood red on this one. So we'll choose wood red here. And then I'm going to select all of these faces up here. Just like this. And then do Control and plus on number pad to expand the selection and then just assign. These are Wood red. I'll select this piece into edit mode, A, U, smart UV project, and wrap. Se there with TD. This one could be wood dark as well. And then we need to adjust the UVs on this one. So let's go to a UV map here. And with these faces here going sideways, we're going to click and drag and select them, and then we're going to press Y to separate them off and then do 90 to rotate these. So we want them to go long ways here. There's two here that we need to do. So we'll do Y 90 to rotate those. Now, these faces here so let's press L on these faces. And these ones, we can see these archways are going sideways, L. So we select these and we do R 90. So now the wood grain is going upwards this way. That fix is that? We could do these pieces here. I'm going to edit mode A smart UV project and wrap. And some of these faces here go in sideways. We need to select these shift and then click Shift and left click while dragging. You can press Y and then 90, so they're all straight. Press A and then set TD. And then we can choose the wood dark here. So that's that one done. And then these ones, we could select all of these together. I'll select all of these. And these ones here. Into edit mode, A U smart UV project and wrap set out with TD. We will choose the wood light. So W light into object mode. We'll do Control L and link materials. So there's that one done. And the wood green here, we won't worry about this because they're so small, it won't really matter that much, but everything else seems to be okay. And then if you wanted, we could go into wedded mode and then press L on, like, these little trim pillow pieces here. And we could have a different type of wood on this. So maybe we could put a different kind of wood here. So maybe wood wood light, we could try wood light assign that, and there we go wood light on there. And there is our wooden structure. The pillows are a bit thicker than the reference. That's because we had a wider space between the cylinders. So just bear that in mind when you create yours. But this still looks pretty cool. I'm happy with this, and I hope you're happy with yours. Now, this is we're 15 minutes into this lesson. Maybe we can quickly finish up. But we did have some of these supports underneath here. So we could go into edit mode on this piece and select one of these, go Shift, and then P separate selection. Let's go back to solid view so we can see here. And then with this piece that we just borrowed from here. We could just put this inside here. We can scale it down a bit. Let's do right click, set origin to geometry, and then scale it in. And we can place these underneath here. So GX, and then GY. And then we can add an array. So add modifier, search array, push this out here, increase the count, and do that and then shift, AZ -90, GY, and do this side as well. So we'll go GX, push these out a bit. Like so and then increase the count here and then adjust the value here. And then should be good. Just like that maybe or just have something something like that. I'll do it. It's all good. Maybe I should bring these there a bit more. Because like this face comes out further than this face, so these supports are, like, poking out, but you know what? That still works. Looks pretty cool. It's going to render view. I'll drag this down. Go back to camera view and we can see how it's looking here. It. I'll see you in the next lesson. 38. 3D Lesson 37 Building Realistic Wooden Crates with Bevel: M. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to create some wooden food crates. Okay, so I'm going to go back to solid mode. And I'm going to bring our reference down to here, and then just bring them over here somewhere. Then let's go Shift S and cursor to world origin. And now let's start with a cube. So we'll shift A mesh cube. Let's bring it to the floor with GZ, and then one. And then we'll just bring this over here, just up against this wall, just like this. And let's go into edit mode. And let's bring these side faces out a little bit. And then this edge here, we're going to bring this down like that. And this back edge will bring down a little bit as well. And then maybe we can push this front face back and just kind of shape the food store, something like this should be a nice size. So I'm just going to move this into the center of this wall here. Now, it's going to edit mode. I'm going to select this face here, and then I'm going to go P and separate selection. I'm going to go back to object mode, and we'll hide this face out the way for now. And now we have this. So we could go into edit mode. We could probably just delete the bottom face. We won't need that. And let's put in some edge loops here. So I'm going to put a couple in here, just like that for some wood planks. And then we want some thinner ones on the end here, just like this. Like that. And then we want the same for the other side. So we want to one, two, three, four, five, so five edge loops here, and then a thin one on one side, and then this side here. And then for these two faces, we can just put in some edge loops for some wood planks here, just like that. And now we need to start separating some faces. So I'm going to select these like this and then press Y and then This one, we'll press Y and then And then we can select like every other one here, and then press Y and then This one, we'll go Y H and then we can select some of these, Y and then actually, you know, we we missed one there. So we'll go this, Y like that, and then Y H on this end one, and then we can separate these as well. So Y and then so now we can press Altag to bring them all back and we can make sure these are all separate. Let's add our bevel first just so we can make sure that they are separate when we extrude them. So we'll add the bevel and put the amount to 0.015 and then shading to harder than normals. Now into edict mode. Let's do these fin pieces here. So we can just select them and then E to extrude. We'll go outwards with these just like that. Let's select our wood planks here. We'll go E to extrude, bring these out a bit. So we have something like this. And then this side, we'll do the same. We can probably just select all of these, and then eo extrude, bring these eggs a bit. And let's double check the bevels on all of these, so that's good. And then we can select all of these faces together, like the front and the back ones. And then we want to extrude inwards. So we'll go right click SrouFaces long normals and we'll go inwards like this. And then we just press A, Alt N, and then recalculate outside. And there is the outside frame. One thing I'm going to do is select the top faces on all of these thin ones here, just like that, and then just go GZ and bring these up a little bit like this. So go back to object mode and then do Alt H to bring this face back. And let's go into a mode, we'll press A, and we'll just scale it in a little bit on the X, so it's not clipping with these wood panels. On the X, it seems fine, so that's fine. Then we want to go S Y and bring these on the inside here. We've been going to top view and just make sure it's not clipping the edges here, so that should be okay. Let's put an edge loop in the middle and then an edge loop in the middle like this. And then we want to select each face and then press Y so that they're all separate like this. Now let's select every face, and we'll press E to extrude downwards and then Z. You might have to press E twice so we get this blue line, and we want to hold control on the floor and snap it to the floor. Might be easier if we hide this outer one out the way so we can see. Now we have this. And then with these bottom faces, let's go S Z, and then zero to flatten them out. But we want to be in median point here. So we got S Z zero. So we can flat these out then and then just go GZ, hold control and snap to the floor here. Next, I'm going to select all of these faces, these top ones and press I to inset. And then we can go E Z, Z again to get this blue line, and then we can just bring these day in a little bit like this. That should be fine. And then we also go A, lt N, recalculate outside. And then we'll go into Object mode. We'll go Alt to bring this back, and we just need a bevel on this as well. So these backfaces here are a bit high, so we could just go S and then Z and scale them in a bit like this, just to fix the shape up a bit like that. That looks a bit better. So into object mode, we can shift select our outside piece and then just go Control L and copy modifiers over. And then we have some nice crates in the center for some food. Mm hmm. 39. 3D Lesson 38 Filling Crates with Geometry Nodes GeoStacker: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to learn about geometry nodes, the GeoStacker node, and how we can use it to fill our crates with food. Okay, so now we want to bring in our food from the resource file. So let's go to the file and append. And let's go to our course files folder, and we want the Arabian market resource blend. And then into collection folder, I'm going to click Food and then I'm going to Control click GeoStacker and oranges, as well. And we can bring in these collections all at the same time and then just hit a pend, we should have them in here. Let's go to material preview so we can actually see them probably. And so the way this works, see these stack of oranges, they have a modifier on them called a geometry node. And with this, we can basically choose a collection here, which is oranges, and then just basically stack them up and we can adjust them using these settings here. So what we need to do is we need to put these different types of food into the own collection because right now, if we look over here in the outliner, they're all in the food collection, so they're all in one, and they need to be into a separate collection. So I'm going to choose this one. If we select it and then press M, we get this move to collection menu, and we just click New collection, and then we can type potato. And then these ones I'll press M, New collection. Put this like fruit one. This one could be M, new collection, fruit two. This one could be M, new collection, fruit three. And then this one will be M, new collection, fruit four. So we put those into different collections. All we need to do now is just go shift a mesh and then cube. So we have a cube here. And then if we go to modifiers and then add modifier, search, type in geometry nodes, and we choose this one here. And then we choose this drop day menu, and we should see crate stacker here. I'm going to choose crate Stacker. And once we choose a collection here, so let's choose the potato collection. You should see a nice stack of potatoes here. So all we're going to do with this, we'll go G and then move this towards one of crate. And then if we go into edit mode, we can see our cube. And if we shape this cube to fit inside the crate, we can move these potatoes with it just like this. And then we can move it in edit mode as well. And then move this face in here. Now, it's going to come in as a cube, as well, because even when I rotate it, I'll show you now. Even if I try and rotate it, it still stays. It's like a cube shape, so we'll deal with that soon. Even if I drag down this edge, it still stays as a cube. So we need to just try and get as close as we can to this shape, just like that. I think this will do. Now, if we go into edit mode, not edit mode, we want the object mode. And then we apply our geometry nodes here. So now when we go into Edit mode, these are applied now, and we can just press L on some of these potatoes. I got delete faces, and maybe a few more. That seem to be poking at a bit. And maybe a few on this side can go as well. And maybe some of these. And that looks perfectly fine to me. And then with this, we can just go Shift D and then X and bring this one over here. And delete I might delete a couple of these just so it looks a little bit different from the other one. We can just delete maybe some of these around here. And maybe some of these at the back, and that should be fine. And we basically want to do that for some other fruit. So we could choose maybe maybe one of these red ones we'll go with fruit one. So at Shifte mesh cube the modifier here, geometry nodes. Choose the dropdown menu, we'll go with crates slacker. And then we choose the collection fruit one. And then we can move this into place, go into wedded mode, we can scale it in. And then just move this into our crate here. We go SX. Bring the save the bit, bring this face over here, bring this face down. Bring this one back and make sure it's nice inside the crate here. I'll go SX just so it doesn't clip into the sides as well. And then into object mode, apply our modifier here back into edit mode. And then if you look at these fruit here, we have a seam in the middle. So if we press L on this piece, make sure you don't have SM selected here because if you choose SM, this is like the delimit of the selection when you press L. It's only going to press half of this here. So if it's on Sam, just put it on something like normal and it should select the whole fruit then. So just be aware of that. So we're going to delete some of these delete these, see how it's looking. Maybe a couple of these are like poking out a bit. We'll get rid of. And I think that's good. We'll go with that, court. And then one more, we'll go Shift A mesh cube, add modifier, search geometry nodes. And then we choose create Slacker. And then collection, we could go with root two. And then this one, let's move this in. You can always play with, like, the max particles, the gap between objects, the scale and the overflow if you want. But I think by default, the settings look okay to me. So I'm going to scale this in here. Might play with a scale on this one, though, because these are looking a bit fat, you know. So we'll see how it looks when we get the shaping. Just move these in here. And then let's play with this scale. If I bring the scale up, that makes them bigger. If I bring the scale down, makes the smaller, but it adds more fruit, so just be careful because you don't want to make Blender crash. You can play with this gap between objects as well, but too much and it doesn't really fill. So we'll have something like this, maybe. And then we have to go to object mode to apply the modifier here, and then back into Edit mode. And then press L on some of these, we'll delete these. And then a couple more. I might have made the cube a bit thin here, but maybe we could have one that's a little bit more empty. It looks like people have actually bought our fruit, you know. So something like this would do. We could always move some around if you want to just press L and then move them like in manually something like this, you know. That's all good. Maybe this can go somewhere over here like that. And then we could always check from camera view, see how this is looking. And we have something like this. Now, we could always just click and shift click these woods and pieces here, go into Edit mode. We'll press A, U, smart UV project, wrap. We will set there with TD here. And then into object mode, we'll give this the atmoteral slot, give this the dry wood or something or like the dark wood. And then this one could be maybe we give this one the dry wood here. Yeah, I should look cool. Then we can look at rendered view and compare it, and there is our first one done. I will see you in the next lesson. 40. 3D Lesson 39 Customizing and Duplicating Food Crates: M. Hello, welcome back to Blender stylized Arabian market course. So in this lesson, we're going to continue creating some more food crates. Okay, so let's press Shift A, and let's add another cube. And then we'll go GZ one to bring it up to the floor. And let's press H on the floor to hide this out the way so we can see. Let's bring it over here, and then into Edit mode, we'll bring this top face down just so it's like lower than the food here. So we'll bring it something like this. And then we can bring this face back, and then we go ASX and bring it in like this. Let's delete the top face. We don't need a top face. And then let's select the bottom face, and we'll press Y to separate it. And then let's add in some edge loops in the side here. Just two would be fine. And then maybe two on the bottom here. And now we want to separate some faces. So I'm going to select these two faces and then press Y and then We can select these two faces and then Y and then This one we'll go Y We'll just press Y and then H on every face here just to make sure they're all separate from each other. Just like that and then H to bring everything back. Now, these side faces, we will select these click extrude long normals, we'll extrude them outwards like that. These faces here, right click exude long normals, we'll extrude these inwards. And then these faces here, we'll have to go S and then Y to scale them in because they go into actually, no, we could just scale them downwards, and that'll be fine. Yeah. We just scale them down a little bit, and now we have this. We can go A, Alt N, and recalculate outside. And now we have a nice crate that we can use. I'm going to go into object mode. We'll go Shift D and then X. And then we can go into Edit mode. I'm going to go into the wireframe view at the top right here. So that we can press one for vertice select. And I'm going to click and drag and select this half here. So we select these vertices here, just like that. And then we can go G and then X and move these in to create more like a square shape like that. Back into object mode, we'll go back to solid view. I'm going to shift select this and then shift select our wood here so we can copy the bevel over quickly. Control L, copy modifiers. We have a bevel here. I might tighten these up. So with these bevels, I might go down to 0.01, and tighten these up a bit, just like that. Now, for the food, let's go into material preview. And we can grab these. So if we look at these and then go into Edit mode here and press A, and then under your UV editor here, we can see the UVs over these. So if you want a different kind of food, all we really need to do is just move these islands over something. So we can just go G and then move them over these green ones or something over here. You know, it's pretty simple. If you wanted some what are these like olives or grapes or something, we could just grab this. We could go Shift D, move this into our crate here. And just make sure it's inside nicely just like this and it's not poking through. So we have one crate there. This one. Well, let's duplicate this crate, so we have another one, and we could put like this red one here, so shifty. I'll put this one in here. Just like this. And then for the long one, I'm going to go shifty. I'll grab this here and put this window out the way. We'll put this one inside here, just like that. We might need to scale it up a little bit so it reaches just like that. And then I'm going to shift D and then X. We'll bring one this side, and then shifty and then X. Bring one in the middle here. And then if you want to flatten these eight, I'm going to select them all and then just go S and then Z and scale them down. You can make them a bit flatter, just like that. And maybe so it looks a bit more natural, I might have four in here and duplicate ones. We have four like this. You'd always rotate them around a bit, maybe. Just like that. Let's duplicate this long one. Shift Y. And then we can grab some of these, and then we could always change the food here. So we're going into edit mode. We have the islands here. I'm just thinking about color more than the actual food. So we got, like, a red one, we got, like, rice. We got this color here. So maybe we could have something like maybe this orange stuff here, whatever it is. I kind of looks like cheetahs. Right, we'll grab these and then make sure it's inside the woods. Just like that. I kind of looks like beans, actually, right? Shifty X. Move that over there. Shifty X. And scale these on the Z to make them a bit flatter. Just like that. And now we can shift select all of these crates. Go into Edit mode. We'll go A, U, smart UV project, unwrap. And then we need to set there with TD. Then I'll go back to Object mode. I'll shift click the inside crates here and then Control L link materials. So we have this dry wood on the crates here. And then to make things easier, we could shift select these two and then just go Control J to join them. But make sure you join the food to the wood and not the other way around because you might lose your bevel then. We just do something like that. Select these and then shift select the wood last, Control J, and then control J. So now, these are one object. Makes it easier to move them around. And then we can start placing these. So this one could go somewhere in front of this. This one could go here. You can put, like, a crate here and then, rotate it a bit. We could do set origin to geometry so that your origin point is in the middle when we rotate them. Like this, and then have this here somewhere. And then we're going to have some more go in here, like some more of these crates. So we could make our lives easier and speed things up just by duplicating these crates. So we go shifty and then X. You could bring these over here instead of creating another one, you know? It's up to you. These ones, I had, like, some space here for some barrels and stuff. And then I had these a bit further forward. And then Shifty X. And then in the reference, these are a bit thinner, so what we could do is to delete these. And then these ones, we could, scale on the X and have them more of like a square shape. And as long as we don't scale it too much, the texture should look okay. Yeah, it seems fine. We just need to control A, I press control here. Wait for it to save. Right, control apply scale, just to fix the bevel up. And then we could, like, move this one here, go shift the X, move this one next to it, just like that. And then we're going to have to add some more food. So I'll quickly remind you how to do this. If you forgot, we just do mesh cube. We'll add a modifier search geometry nodes, and then we choose our crate stacker. And then to collection, we can choose one of our food here. I'm going to go with fruit three. And then we can move this into place here. And then into edit mode, we just fit this inside our crate. So GX, and then GX here, and then bring this one down into object mode, we will apply the modifier and back into Edit mode, and then we press L on some of these to delete them and make it look more natural, just like this. Delete faces. I'll delete some more. And maybe a couple more. These are inside each other so we'll delete some of these and that should be fine. Maybe this one can go. You probably know how to do these already. You can fill these in. I'll fill mine in off camera so you don't have to sit here and watch me do the same thing over and over. I will see you in the next lesson. 41. 3D Lesson 40 Modeling a Stylized Wooden Barrel with Bevel: M. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to learn how to create a simple wooden barrel. Okay, so I'm going to go back to solid View. And these food pieces here, we could probably just move these out the way. Just like that. And then let's go Shift A, mesh, and let's add a cylinder. And for the vertices, I'm going to go with ten. It's going to edit mode. And let's select the top and bottom face. We'll press Y to separate them, and then we'll go S and then Z and scale these in just a tiny bit like this. Now, let's put edge loops in the middle here. We'll go S to scale, and then Control B to bevel and make this nice and curved. Like that. I'm going to put an edge loop here and an edge loop here and then Alt click to select both of these. We'll go Control B to bevel, give it a single bevel like this, just like that. And then we can go Shift D to duplicate and then right click and then right click again, and while we want to want to press free for Face mode and then right click so we can extrude faces along normals and extrude these. Now, I'm going to Altclick every other face loop like this. So we can select these. And then we can press Y. And then I'm going to press L on the ones we haven't selected here. So now we can right click extrude these along normals and bring these out a little bit. Now we might need to click these face loops and just scale these up just a tiny bit to bring them out further. Just like that. Now let's select this top face. We'll go Shift H to isolate it. I'll press one for vertice select. I'll join these two vertices with J. I'll join these two with J and then these two with J, as well. Then I'll press three and then select both of these faces and then Y to separate these. And then we can select them all and then extrude these up just a tiny bit. We'll do ltH to bring everything back. Let's go into object mode, and let's add our bevel. And then we'll put this to like 0.01, shading to hard and normals, right leg, shade smooth. And we have a nice barrel here. Now, if you want to close up these gaps here, we just need to go into edit mode. We will press L on all of these wood panels here. And then we can close these gaps up by pressing Alt and then S and just scale them up a tiny bit to close those gaps there. So now we can go into material preview, and then we can go into Edit mode. We got A U, smart UV project unwrap. Let's set our TD down here. Then we'll go to the material properties down here. We'll add two material slots. The first one will be wood. So we'll give this like a wood light material. The second one, we're going to use this type of metal. We have a metal gold here. I'm going to go into well, let's press L on these pieces here and then apply. We'll assign the metal gold to these pieces into object mode so we can click this number here to create a copy, and let's just call this metal. And if we go into our shader editor here, and towards the end, we have a mixed color node here with this yellow color here. We can just click this, turn the saturation down to zero, and maybe we could bring this value down to make it a bit darker and create this kind of metal color here. And now with this, we can just get the right scale. So we can just scale it in object mode, maybe go SC and make it a bit taller and then smaller. And we can put it tag guy here as reference and find a nice size for this barrel. So something like this seems good enough. And then we just control a apply scale, and then we can check in rendered view how it's looking, and now we have a nice barrel. So with this, I'm going to press lth to bring the floor back. So with this barrel, we can go G, Z, hold Control and make sure it's snapped down to the floor then. And then we can bring one over here somewhere. Just like that. And then we can go Shift D X, bring win over here somewhere and make sure it fits inside this gap. There we go. Nice little barrel for you. So I will see you in the next lesson. 42. 3D Lesson 41 Realistic Draped Carpets with Solidify and Subdivision Surface: Okay. Hello, welcome back to Blender stylized Arabian market course. In this lesson, we're going to learn how to create some carpets and some rugs using the solidify modifier and the subdivision surface modifier. Okay, so let's press Shift A, and let's add a cylinder. And we're going to go Y and then 90 rotate it on its side. And the inter edit mode, we'll scale this down nice and small and then go SX, drag this out a bit. Let's bring this up here and bring it up against our wood here. I'm going to wed it mode. I'll do Alt S to make it nice and thin, just like this. And then we could center this up here. Just like that. And then we would go, GY hold control and snap it to the wall here. And then maybe we could use Alt S and make it a bit thinner. And then go SX and bring this out a bit like that. And then into object mode, we could go to material preview. Now, in object this small, there's no point adding a bevel really because we won't really see it at this size. So let's just add material. So we're going to edit mode. We'll go A, U, smart UV project, unwrap. Let's set TD here, and we can give this the wood light material. Just like that, and place this somewhere here. Now, let's go Shift A and let's add a plane. We'll bring this up where we can see it. And in the materials, we're going to give it a texture. We're going to go with carpet, rug, hero texture one. And we should get this. So let's go into Edit mode. We'll put an edge loop in the middle here, and then I'm going to press GG to just slide it across just like this, just so we can get the edge just on the edge of this texture here. And I'm going to put an edge loop in here and we're going to put this one just on the edge here, and then one on this side, just like that. And then one up here. And then we can just delete these faces here and then delete these black faces just so we get the texture just like this. So now we have this. Let's go into Object mode. We'll go X and then 90. And then's going to front view with one on number pad, and we can bring this up here. I like that. And then we could go SX to scale it out this way a bit and then SC, make it a bit longer. And I want this to come just above these pieces here. We'll go SC and scale it up a bit more. I think a size of this should be perfect. Now we want to make this thicker, so we'll add a solidify modifier. And we'll just increase the thickness just a tiny amount, not too much. Just something like that we'll do. And then we're going to add another modifier called a subdivision surface. So type subdivision surface, we'll have this. And what this basically does is it adds more geometry so that we can easily create a mix it quite bendy. You CNA wants to be adding more geometry to this. So I'm going to put this to a level of two should do. Now we might need to put this above the solidify. I'll put this first. So then we get this. And what we're going to do is just add some edge loops in. So let's put a couple of edge loops go in this way, and a couple of edge loops go in this way as well. And then we need to tighten up these corners as well. So I'll put in an edge loop and then slide this up towards the edge here just to tighten up these corners here so it's not so rounded. Now, a way to visualize what's going on here is if I was to press this button, we can see what the geometry is doing, and it kind of rounds things off and adds more I basically subdivides your faces, so there's actually more geometry here than we can see. So if I was to apply this, if I was to apply this, you can see this is how much geometry we actually have. If I control Z, we have that amount of geometry, but we can manipulate it with this amount of geometry here. So it just makes things a bit easier rather than trying to manipulate, you know, this amount of geometry. So it makes working with high density messes a lot easier. Now, this is very flat and we want this to be shaped as if it's been hanging off this pole here. So we're going to use a new tool called proportional editing. Now the hot key is O on your keyboard, or we can enable it and disable it using this icon here. And what this basically does, if we go into edit mode and we click a vertice and then press G, we need to turn it on in edit mode. We get this little circle and then it is like a circle of influence. So if I do it really small, anything in this circle will move. And then if I make it really big, you can see how it moves the whole mesh like this. So what I'm going to do with this is select one of these bottom vertices here. Make this size around about this big, we can push this up and go GZ and just move this a little bit. Can move this one up a little bit with G&Z. We'd push these in with G and X a bit, make it really big, and just add some, bend to this carpet to, like, make it a bit more realistic looking. And then I'm going to, like, select I'm going to put it in an edge loop somewhere around here. Just like, hold the shape and then select these top ones here and then just go GY, make the circle quite small, and just make this like a slight little bend here. And then we could select this top one and then go GZ and create a little bend at the top here. And then we could select, like a whole row of vertices here and then go GY and push them back a little bit. And we could select this row here and then go GY and push this forward a little bit, just to add some bend to this carpet. So now this is looking a bit more real. We can go G Y and then push this up against our pole here. So it looks like it's kind of hanging from here and there. I just have something like this. So there's one carpet done. Now we could do the same thing for the one coming down here. So let's go back and, we're in object mode. Let's go shift a mesh plane. We'll bring this up. You know why is bring Oh, yeah, we got proportional editing on in object mode. We on that off. So we'll bring this up. And let's add a material to this. We'll go with rug texture two here. Pretty much the same thing, and we can use one of these. So going into edit mode. Add edge loops here, make sure it's all the way to the end here. And we'll have one this side. And then we could have one this side as well. And we'll cut off this rug, as well. We'll use this as well. And then I'm going to cut off these, like, little tassels at the end, I think, because it might look weird because they're not transparent and we'll see the black behind it, so we could just cut these. So I'll add edge loops down here and cut these off as well. So we'll just have this. Then we can press three. We can select both of these faces, control I, and then X, delete faces. We'll select this face and then go P separate selection. Back into object mode. And then we'll take this one. We'll go X 90 to rotate it, and then R Z -90 to rotate it this way. And let's bring it up to our balcony here, up here, and then we'll make it a bit bigger. Just like that. Now, let's add the subdivision surface modifier. Put this to two. Then we'll add our solidify. Give it a little bit of thickness here. Like that. Into edit mode, we'll give it some edge loops like this, some edge loops going this way. And then we'll tighten up these corners here. Just like that. And then we want to kind of bend this over our balcony. So what we could do is we put an edge loop here. Let's bring the whole thing down a bit and then go closer. We'll just put it right in front of the balcony here. And then we want this edge loop to be just above the balcony here. So then with these edges here, we can select these and then go G X. And then GZ, we can kind of bend this. We might have to rotate these. So we go Y 90, we can flatten these out now. And now we can just move these into place like this. And then we can select this holding edge here and go GX, push this out a bit. You could add another one here if you wanted to, and then go GZ, bring this up. And then we can move the whole thing down, sort of like sits on top. This might be a bit thick, the solidify so might make it a bit thinner, something like this. Then GZ move this down just like lat. And then we go into edit mode, and then with proportional editing on, we can just move some vertices around and just make this look like it's not so flat. Just like this, just moving around, giving it some flow to it, you know. And we could have a look in camera view in a minute once we've done this. So I'll just push this out a bit. I'm going to play around with a solidify, try and get a nice kind of thickness. That looks good from this angle. Maybe push these out a bit as well. I'm going to camera view, and that looks quite nice there. Cool. So that's how you make some nice carpets. We have one here that we could quickly do. Now we could add the subdivision surface modifier, put it to two, add our solidify into edit mode. We'll give it some edge loops here. And this way, we can tighten up these corners here. And then we'll go AZ 90, GZ, hold control, snap it through the floor, then we can go GY and then GX. We can scale this up and put this in front here somewhere. Maybe bring it a bit forward, and then we'll have loads of pots and, like, plates on this then. So we'll get a nice big rug, just like that. And then into edit mode, and then we'll use proportional editing to just move these around a little bit. And then bring it up maybe just a tiny bit on some of these vertices, just like that. And then go to camera view with zero. And how is this looking? We could play with a solidify. It might be going into the floor, so we can just bring it up like this a bit. That should work well. Okay, so I will see you in the next lesson. 43. 3D Lesson 42 Cloth Shelters and Canopies with Subdivision Surface: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to get to work on shelters. Okay, so for the shelter, it's pretty much the same kind of technique. So oh, with these as well, we probably want to right click and shade smooth we can see some shading errors. We'll just shade smooth on these just to make sure. Yeah, we can see here. So shade smooth on those, I'll be good. Right. So now let's add a plane. And then this one, we're going to bring this one up and we will make it a bit wider. Let's push it up against the wall here. And then into edit mode, we'll move this edge over here. I'm going to turn off proportional editing for now and just get the right kind of width here. I'm gonna go into object more quickly and just duplicate this pole here. I might actually make this tiny bit thicker and just move this out. And then let's go Shift D and then Z, and then into edit mode. We want to do SX, make this wider a bit, I think, just like that. And then we can push this up a bit. So now this plane, we can go GY and move this forward and just have this resting on this. Go go into edit mode. And then with this front edge, we'll go GY and just push this forward. And then we want to bring it down, don't we? So we'll bring it down this way and just get this into position. So it's just in front of these crates here. We can look in camera view and see the angle, and that should be okay. And then let's just go E to extrude and then Z, and we're going to bring this down a little bit like that. So there's one. So we can add our subdivision. It's like that, levels to two, we'll add the solidify modifier. Give it a tiny bit of thickness here. It's like that into edit mode. And then we will tighten up these corners here. And then here we need some. And then on the sides then, so one here, and then one here. And then we need one on this corner edge here, so we'll slide one up here just like that. And you can control how thick this kind of bend is just like that. So we'll put it around about here. Then we need some in the middle like this and then some going this way. Probably won't need as many going this way. Maybe three is enough. So now with this, let's go into material preview. Let's press A and then U, and then smart UV project. We'll unwrap this. And then let's set there with TD first, and then in the materials, let's choose. I think it's Canvas awning material here. This one. Now, we may need to rotate some UVs around. So we might have to do a different kind of unwrap. So what if we just let's try U, and then let's try the normal unwrap here, see what happens. So now we get this. This looks a bit better. And then let's rotate it 90 degrees. And now we get this, it's flowing downwards here. So this looks quite nice. We can use this. Let's drag down this window. So we have some room. Let's go into edit mode. Let's turn on proportional editing, and then let's grab some vertices and just give this a little bit of a bend here. Like this. Bring this one down a bit, drag some of these down because I imagine gravity is going to pull down the middle a bit more. So what we could do is alter click this middle edge here and just bring this down a little bit and then bring down this one a little bit. Just like that. We could select these side vertices and bring these down a bit more. And then maybe like one of these middle ones. Bring these down. That should be okay there. Yeah, that'd be cool. Now, let's do this one over here. So this one is going to be a different shape. So we're actually going to use a cube for this. Let's bring in a cube. And let's set this up over here somewhere. Let's bring this down. And then into edit mode, we'll bring this face over this side here. And then this face could come a bit forward. And then this bottom face, we could bring this up, and let's bring the whole thing down a bit, just like that. And we're going to delete this bottom face here. And maybe we could delete this back face. Keep the back face for now. We'll just keep that there. And then with this, let's add our subdivision surface. Put it in the two. Let's add the solidify. Let's increase the thickness of the solidify. We can't really see much from this angle. So let's add some edge loops in here. So let's bring this side to tighten that up. We'll bring one this side to tighten this up, and then one up here, and then one this way. There we go. Now with our solidify, we can kind of see better, bring that out a bit. Then let's add in some edge loops here, and then just a couple go in this way. Now with this, we're going to A. Let's try a cube projection with this. We'll try cube projection and then see how this is looking. Let's give this the faded canopy, like the second one here. So this is a blue one. And how does this look? So this looks quite nice how it's flowing here. Let's go into Edit mode. And let's rotate these UVs around. And now we get this. Does this look better? This looks better, how it's flowing this way. Maybe we could select these faces and then try rotating these islands around. G to have to press Y on these islands down here and then go 90. Make sure this selected. We got proportional edges, non down here as well, so we need to turn that off. So these are separate 90. And maybe we could give it something like something like this probably looks a bit more natural. Go to camera view, and we have this. But I do like having some stripes here, so maybe you do something like that, that should be okay. Now with this, we could just turn on proportional editing in edit mode and start shaping this. I'm going to select this middle loop here and go GZ and just make it nice and big and we can bend that down there. I'll select some of these vertices, make it small and start bending some of these. These corner ones we can make a bit lower, just like that. And then we don't want to go too exaggerated. Just kind of make it as natural as we can get it. And then these back ones, we could pull some of these up a little bit. Just like this should do. So there's another one. And then we could probably duplicate this one here. I'll go Shift D X Z -90, and then we can put this one in front of the doorway here. Goo GX. And then I might select like a load of these at the front here and then go GZ, make it nice and Mm. Maybe if we rotate in object mode on the Y, give it a little bit of a slant, not too much. Just something like that. Put this in the middle here, and this should look okay. And then with this one, yeah, we'll keep it like that. In the reference, I just realized this one is blue, and these are red. So we'll keep it like this. I'll be fine. So we have these in, and then we just need some wooden poles for these now. So what I'm going to do is take this wooden pole here. We'll go shifty and then Z can bring this here. I'll go shifty then AZ 90 to rotate this 90 degrees. And we just kind of create like a little wooden frame. So we want one. I'll go shifty Y on this one and bring this into probably easier if we start with these corners here. So we'll get that one in there. Make sure it's wide enough, so I'll go SX and just scale it out a bit. So we have that holding, and then this one could go underneath here. So it's like so it's like this, look. And then this one we'll go SX, make this bigger, and then put this underneath this one. And then this one can be duplicated to the other side. We go shifty X, bring this one this side. And then we need one going downwards. So we'll do Shift D and then RX 90. You can bring this down to the floor. We got GY and bring it on the inside like this. And then in edit mode, we can select this top face here. Grab the top face, turn off proportional let it in now. And then we can bring this somewhere like that back into object mode, and then we can go Shift D and then X and then put this one somewhere like right back here. Should be alright. And now we need some four here. Now, from camera view, we can't really see behind this shelter, so we can get away with just getting these front ones in. So if we just duplicate one of these and go shift the Y and then GX, we can get away with scaling this up a bit and then placing it in these corners here. And then go shifty X and bring one over this side us from camera view, that should look okay. And then probably the same for this front one here. So we'll have shifty X. We'll put one in this corner here. I'm going to move it down and move it into the corner like that. We'll go shifty Y, have one this side. It's okay if they go into the floor, it's not a problem. And then maybe we could just shift D X, have them against the wall here, and angle GZ, and move these into position. So they're nice in the corner here. Double check from camera view that we can't see underneath these shelters, and that looks quite nice. Cool. So there are some shelters for you. We will Well, we could probably apply, so for this one, let's apply the subdivision and the solid five. And then I'm going to join this one together. Like this. So go all these pieces, Let's Control J to join these. And then we'll go Shift D Z 90, and then we're going to bring one over here. So we'll go GY, and we'll have this one somewhere here for now. Let's have a look on camera view. So this needs to go back a bit further. So this is in the wall here. Then we can go it's a bit weird moving it from camera view. So GY, we can move this somewhere opposite, just like that. Now, one last thing I've just noticed while I was playing around here, this blue material here. See how this one has a 0.001 on it? Now, it's saying there are two users with this material, but I don't know how this material got in here. The one we want is this one here. So this one is just called material 01. It doesn't have the the 0.001 on this one. This one's the old version of the material, and you can see this one is quite clean because it's just the image textures. But this one here, I've added some like ambient occlusion and the like a noise texture as well to add some dirt to it. So this is the one you want. Make sure you have this. I don't know how this one got into this file, but I'm just going to change this to the material 01. So this is the material that you want. So there are some shelters for you. I will see you in the next lesson. M. 44. 3D Lesson 43 Creating Clay Pots and Plates with Bevel and Solidify: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to start working on our smaller props. Okay, so I'm going to shift and right click over here, and let's go Shift A, and let's add a cylinder. Now, let's go into edit mode with this and we can scale it down nice and small. We can bring this up a bit. We could probably bring our reference over here so we can see how big this will be. And now with this, we can go into edit mode. We can scale it on a Z a bit, maybe make it a bit smaller. And now we're just going to put in some edge loops and just scale these edge loops in, so we can put edge loops here. And then I'm going to shift select. I'll do I'll shift and click this edge loop as well and scale both of these in like this. Then we can put an edge lob in here. We should scale down the bottom edge loops as well. So I'll click this one, scale this one in a bit. And then we'll put one in here and scale this up. And then if we bevel this, we can create a nice curve shape at the bottom. We can put an edge lob in here and scale this in. And we're just scaling some edge loops to create a nice shape of a pot here. And then for the top, we could put an edge loop in here, and then another one here, scale this out, and then bevel this for like a nice curve here. And then for the top, all we have to do is select the top face and then I to inset, and then we can scale down something like that. Maybe we could make this a bit bigger here, so we'll go S and then shift Z, something like that. And that'll do for a pot here. We can go into object mode. I'll right click Shade Smooth, and then add our bevl modifier. We'll go shading to harder normals and then we can play with the amount here. I'll put it to like 0.01 should do. It might not make a difference because it's quite a curved object. We don't really have any, sharp edges, but you can always bring this face down a bit further as well, and make sure it's small enough where it doesn't cut through the edge here. So into object mode, we could add a now, we don't have a clay or a terracotta material. So what we could do is, use the we go over here to material properties. We'll add a new one. And if we add our stone material, we can use this. This already looks pretty good. But if we create a new copy here, and we can rename this to clay or something. And then if we scroll into the shader editor and look for our mixed color here, we can play with this color and get a nice This is ambient occlusion. We want this one at the end here. We might have to add a new mixed color. So if we drag this out here and let's add a new mixed color node, and just place this in the end here. And then we can play with a factor and then just play with this color to get a nice kind of color for our pots. And then play with the factor here. Maybe make it a bit darker. And something like this should do for our pots. And then I'll go right click Set origin to geometry, and then we can bring this down into the carpet. Maybe this is too small, so we can just scale this up a bit and make it a bit bigger, just like that. And then what I'm going to do with this is just move some over here, G Y, and then I'll just shift D and then X and duplicate these just to create a nice collection of pots here on the carpet. Just something like this. Now we can create different variations. So if we wanted to just take this and duplicate it and then go into edit mode, we can scale some of these edges in to create a different kind of shape. So it might be easier if we like, dissolved some edge loops to control X like this. And then just move some edges around and then, bevel them. And we can get a different shape here. So be careful of this inside face. With the inside face, I'm going to scale it down a bit more and scale in this edge here. Let's dissolve some of these edges at the top. Just like that. This edge can go down. We can bevel this top edge here, just like that. And then we can play around with this edge here, maybe scale this in and bevel it to create something unique and just do whatever you feel like you want to do. This one's looking a bit ugly, but, you know, you should understand the whole method of creating pots, just adding edge loops to a cylinder and scaling them in and stuff. So this one, we could create a new clay material. Just have this as clay 0.001 or something. And we can lower the saturation and then make it darker. So we have more of like a grayish pot, something like that. You'd also play with this metallic, maybe it might look better, as like a metallic material. Maybe not. So play with a factor here. We'll have something like this, maybe. Maybe a bit brighter, something like this. And then we could just duplicate this one. So shifty X and just create a collection of pots here. And we can always move them around so they look a bit more like chaotic, you know, rather than just, like, rows of pots like this one. So we got shifty X and then GY. Just like that. Now, we could also add, like, some plates. So shift a mesh, and then bring in a new cylinder. We can scale this down and bring this up, bring this face down here. And then I'll do Control E and then delete these faces so we only have this plane here, and we'll go eye to inset and then GZ to bring this down a bit like that. And then with this, we could add a solidify modifier. And then by default, that thickness should be okay. And then we just add a bevel, as well. But the shading to add enormo and then play with this amount. Something that should be okay. And then if you're going into wearing mode, you can always adjust the shape with this inside face here, just moving it up and down. And then we could give this the clay material as well, something like that. And then bring the stain to the carpet. Could make it a bit bigger. And then duplicate this a few times. Just like that. Now if you wanted to make more of a bowl kind of shape, we just take one of these, go into edit mode. And then if we add click this outer edge and bring this up a bit more. And then we alt click the edge going around the face. You might have to disable the bevel so you can see the edge. And then if we control B and bevel this, we can create more of like a rounder shape like this. And then into object mode, we should probably shade smooth this one and then turn on a bevel again. And then we have a nice bowl and then we could maybe give this the other clay material like this, and then just duplicate this a few times. And then we have a nice collection of pots on our carpet. Now, we could also make a bigger pot, like a big like flower pot or something. So let's go Shift A mesh and then cylinder. And then this one we'll scale down to something around about this size, I think. And then let's bevel the bottom edge here. Bevel this. And then add in an edge loop, we'll scale this one in, scale this face in as well. And then we could do E to extrude and then scale this one out. And then if we I to inset and then extrude this one down, and then we can bevel some of these edges to run them off. So we'll select all of these, control B to bevel, make that nice and round the. This one, we'll bevel this one just like that. This one should be beveled. And then we need to bevel this edge here. Something like that. And then maybe we could give this a bevel, as well. Now, we have a nice big flower pot. Maybe make it a bit bigger, Shade Smooth. Probably don't need a bevel on this one. Should be okay. And then we can give this the clay material. And then maybe Okay, so this one's a lot bigger. So I'm going to go into edit mode and unwrap it. We'll unwrap and then set out with TD because we had a bit of stretching on the texture. And then if you wanted to have a little some little detail here, we could like alt click this face loop or something and then add a new material and give this, the second clay that we made and then hit a sign. So now we have something like this. And then this one could go over here. We could shift D and then X and then bring this one somewhere over here as well. And play with the size, make them a bit bigger, maybe. And just put your props around your seam wherever you feel like they should go. You know, you don't have to go exactly like the reference. You could just play around with your own environment, make something yours, you know? So that's the basics of making some pots and plates and bowls. I will see you in the next lesson. 45. 3D Lesson 44 Modeling a Clothes Rail with Bevel and Custom Hangers: Hello. Welcome back to Blender, stylized Arabian market course. So in this lesson, we're going to create EWA Closesail. Okay, so now let's go to File and then append. And let's go to the resource blend file. So Arabian Market resources. And under collection, we want the cloves collection. We're gonna bring these in. And we can start playing around with these. So these are just basically image textures placed onto like a mesh. This one is just like a plane with the texture on it. So we can start creating the cloves line down here. So what we really need to add some cylinders to get the frame. So I'll shift right click here. I'll go to a solid view and then shift a mesh cylinder. We'll go R Y 90, rotate it this way, and then we can scale this down. I'm going to bring a reference over here. Then with this, we can make it a bit smaller. So we'll bring it up. We go Alts to make it smaller like that, and then SX and scale this up a bit. Something like that, maybe alts and make it a bit thinner as well. And then we could go Shift D and then Z, bring one above, and then Shift D and then RY 90, and we'll have one either side like this. Now, this one should probably be a bit thicker than the ones going across. So I'll go into weedi mode and then Alts may get a bit thicker like that. And then this top face needs to come down, so we'll select that. And just bring this somewhere like here, and then into object mode, we go shifty and then X, rip on this side. And then we want something for the legs. So let's add a cube. We'll make this nice and small and then bring this over here. I'll go GZ, put it down to the floor. Maybe make it a bit smaller like that. I'll go A, S Y, scale it this way. And then we could just, like, bevel these two edges here. I'll go control B. I'll give it some segments and make a curve shape like this. And then once you left click, can get this menu. If we go to profile shape and then drag it down, we can control the shape of the curve here, so we can create something like this. And then maybe I'll bring this face to the side a bit more, make it a bit thinner like that into object mode. We can add a bevel to well, maybe if we let's go shifty and then X, we'll bring on this side, and then we will join all of these together with Control J. But let's make sure this is the right size first. So maybe this needs to be a bit higher. And then these two, we'll bring these up a bit. We can scale them on the Z to make them a bit taller. Yeah, so I think that's a lot better. And then if you wanted this to be longer, no, I think this is right. Yeah. This will be fine. Let's select all of these, and then control J to join. We'll add a bevel to this. At a bevel, and then 0.01, shading hard and normals. And then we'll write collect Shade Smooth. Then we'll go into Edit mode. We'll go A, U, smart UV project, wrap, set press A to make sure we select all the items and then set TD. And then we can give this the wood material. So choose one of your woods here. Let's go with wood light or something. So there we have a nice frame for our clothes. So let's grab our T shirt here. We go shifty and then Y, and then Azzi 90. And we can put this into position here. And then we could create just like a little shape for the hanger. So if we just add a cylinder or something. We'll go Ax 90. We'll bring this up. We'll delete the front and the back face, and then delete some faces, something like this. Right, Let's rotate this by -90 and make it smaller. And then we need to make it thinner as well, so I'll go S&X, make it thinner this way. And then we need to make this smaller and then push it in here. So we just have something that shows this, some kind of hook coming out here making much smaller. And then these faces, we could probably just, like, E or extrude and then make sure it's going down on the Z, something like that. And then we might have to fill in these faces here. And then these faces, we could select all the way up here, and then right click extrude along normals. Now these normals are different here. So I'm going to select both of these and then go Altn and then flip so they're the same all the way around and then extrude along normals, and we can extrude like that then. And then we could just probably scale this something like that. And something like this we do we might not even need a hook because it's so small. We might not even see that amount of detail, but just something simple to go around here should do. And then we could always give this a bevel or something. And then we need to fix these normals. So let's recalculate the outside and then play with the amount here. And then shading how the normals. And we can just give this like our metal like that. And then we can right click Shade Smooth. Let's just apply the bevel to this so that we can join it too. So on the T shirt here, I'm going to apply this mirror, and then we can join these two together then. So now we can go Shifty X. And if you wanted these to be a bit different, you can go into edit mode. I'll press L on the T shirt, so we only select this, and then just go S and then Z, make this a bit longer, and then go GZ, move this back into place like that. And then we can just duplicate these a few times. Just like this. And then if you wanted, like, a different color on these, let's go into the materials over here. And for the clove, hanging cloth atlas material, let's create a new one, and we can scroll up and add a huge saturation value node plug this here. And then we can, bring the saturation down a bit. And then play with the hue. Maybe we could go for, like, a light greenish color like that. And then we can shift select a couple of these. Shift select this one last and then Control L and Lincoln materials. So now that we have this, we can shift select all of these and then just go shift the Y. We can go AZ 180 to flip it round, so it's a bit different and then just move this one into place over here, and then we have a nice little clothes rack that we can use. There we go. I'll see you in the next lesson. 46. 3D Lesson 45 Create Cloth Piles and a Realistic Clothesline: Okay. Hello, Welcome back to blender stylized Arabian market course. In this let's see, we're going to finish up with our cloves. Okay, so I'm going to shift the right click here and let's add a plane. We're gonna shift a mesh plane. I'll bring this up a bit. And I'm gonna go into edit mode and just scale it down and create something like this we do. Now, I'm going to add just a couple of edge loops. Something like this. And then let's give it the subdivision surface multifierPut the levels to two, and then let's give it the solidifier. And then we can tighten up these corners if you wanted to. And then let's go to mode, proportional editing. Let's turn this on. And let's just give it a little bit of a bend. Something like this will do. And then we can bring up some of these edges like this. And then I go to play with this solidify here. Now, we might want a That's right click Shade Smooth. And this might be fine as it is. I'm just going to quickly add a bevel and see what it looks like with a bevel. I don't think there's any point in adding one. You could do if you really wanted it, but I'm going to go with it. That should be fine as it is. Now, with this, I'm just going to go Shift D and then Z and bring it up. I'm going to go to solid view. It might be easier to C. So we could do something like this, and then we could go Z 180 and flip it around this way. And we can always make it a bit thicker, as well. Something like this. And then we can select both of these and then go Shift D and then Z, and then AZ 180 to flip these around. And then we can select all four of these and then go shifty and then Z, bring these up, and then go AZ 180. So we have something like this. And then we could select all of these again and then just go shifty, Z, and then AZ 180. And now we have a nice stack of clothes that we can use. Now I'm going to select all of these. And a nice quick way to apply modifiers and multiple objects is to just go right click and then convert to mesh. So now they're applied on every one of these. If you're going into Edit mode, we can see the topology here. Now, with this, we can control J to join and then into Edit mode. We go to material preview. Lo go A, U Smart UV project and wrap and then let's add the material to this. So we want the same as our canopies here. So it was cannabis faded canopy material one. So there's one of them. Now let's add the second material, and we want the other canopy material. So the red one, canvas awning material, this one. And then let's go into edit mode. Deselect everything, and let's press L on some pieces just to make it a bit different. Something like this and then hit a sign. And now we have this, and then we can place this on the ground here. We can just duplicate these and put them around. So you can go shifty and then X or Y. And then we can go shifty Z. And then we could turn it over maybe, just like by going X 180. So it's like upside down. And we can snap this down here. And then we could duplicate one of these, put this over here, and then we get to select all of these and put some over this side, we shifty and then Y. And just place these arranged somewhere just like that. We could always just, like, give them a bit of a rotation to make it look a bit more natural. It's not like they've been like hands placed, you know. Just something like that will do. Now, I might bring in one of their barrels as well, so I'll get a barrel and bring this one over there as well. And then I'm going to go to camera view and just have a look from camera view and make sure we can kind of see everything from Camera view and let's move this it the way so I could go like here right here somewhere. And this is looking quite nice. So that's an easy way to get a nice pile of clothes. Now, maybe we should work on the clothes line. So we're going to make the clothes line here first, and then we can move it up here. So we're going to go Shift A, and then we're going to use a curve for this, and maybe we could use a Bezier curve. So we will get this over here, just like a little curve that can bend. Now, if we go into Edit mode on this, we have these handles. Now, by default, this curve is a little difficult to see. So I'm going to go into our modifiers and add a new modifier called curve to tube. I'll choose this, and then we can bring down the scale and create a nice little clothes line just like this. And then with these handles, we can rotate these. I'll turn off proportional editing. And we can bring these out and create the shape of our closes line here. So we can always scale these up and bend them and helps to control the curve just like that. So with this curve, we could bring one over here. We'll go RZ, rotate it a bit. We'll go into edit mode. And with the first one, we could place it somewhere where we want the closed line to start. Let's say, we put it up here or something, and then this one can go all the way up here. And we want it to make sure it's, like, bending with gravity. So I'm going to select these handles here. And if we move this one down, you can see it creates like a bend, just like that. I'm going to go to camera view and see how it looks here and make it nice and like, so it droops down quite a bit, maybe. And then we can add a second one just by going shift and bringing the started this one up here somewhere. We'll select this one. And then we can adjust these handles to make it a bit different. So something like this so now with these, we could just give it like we just give it the wood material, like a wood dark or something. It won't really, like, look like wood. I'll just look like something brownish, you know. So I'll give this the wood material. You could try wood light. Maybe wood lights a bit better. And then we're going to duplicate these. We'll bring these up. Let's grab one of our green T shirts as well. Grab one of these. We'll have to go into edit mode on this and then delete the little hook, so I'll press L and then delete the faces. And we're just going to put these under the clothes line here just by rotating and moving it around. I put this one here, make sure it's the right rotation. We'll have that there. And then this one got Azzi to top view. And then this one could go somewhere over here. This needs to go further. I'm going to rotate it a little bit like this. Make sure it's in place here. And then to make it a bit more natural, I'm going to go into edit mode on this and then turn on proportional editing, and then make sure we have a nice big circle, and I'm just going to kind of move it so it looks like it's like shaping with gravity, if that makes sense. Just give it a bit more of a straight kind of something like that or something, maybe not so bendy, but where it's kind of pointing down rather than as an angle. These ones should be okay because they're more in the center. Maybe this one we could play with a little bit, just kind of move it slightly, something like that. Now we also want to create some, like, blankets, as well. So I'm going to shift right click here, and then go shift A, mesh and then plane. Go RX 90 and then bring this forward or rotate it. We can make it a bit smaller. We'll turn off proportional lets in as well. And then we'll make it thinner like this. Move it just above like that. And then in edit mode, I'll select this top edge and then E to extrude and just kind of extrude this over and then move these edges closer to the line here as close as we can. Now, we might need to rotate this just like that. And then we can give it the subdivision surface modifier. And then put it to two. We'll give it the solidify, increase the thickness of this. We all right shade smooth, and then let's give it some edge loops on the corners. And then down here as well. And then we want some edge loops in here and then go long ways as well. So like that. And then with proportional editin I kind of move some of these vertices around. To something like this. And then we'll go shifty, another one, rotate it so it matches the curve here. And then with this, we're going to edit mode, and we can move some of these vertices around Something like that. And then with these, let's go into Edit mode. I'll go AU, smart UV project unwrap. And then we can give the materials then. One of them was canvas awning. That's that one. Gonna go into edit mode and then rotate these UVs by 90 degrees, so it goes a long ways. And then this one faded canopy and no one should be finding. Let's go into camera view to see how this is looking. Now this T shirt, I might adjust the way this is flowing. Something like that would be fine, I think. I'll move these closer to the line. And now with these clothes, we could just, like, shift a mesh cube, and we'll make this nice and small. Even smaller than this and create some kind of cloves peg. You just do a simple shape. I'll just go like SX then SY, make it nice and thin like this or something. Maybe eat. I'll go Alts and scale it down a bit more and then just give this the wood material, something like that. And just duplicate them and just put them here like soap and then duplicate these Maybe they need to be a slightly bit bigger. Then we can always adjust the thickness of the curve as well by going into the modifiers and then playing with the scale. So 0.01 should do. And have one this side. Just like that. And then for the T shirt, we probably have some Okay. And something like this should be okay. Let's have a looking camera view how this is looking. And then we have a nice clothes line for you. Now, if you're happy with these, we could probably delete these now, I think we done with the clothes. Maybe we could have like one more up here somewhere. So there we have a nice little clothes line. Once you've done with that, we could probably just move these out of the way or delete them up to you. Have a looking camera view. And we're getting close to the finish line now. All we need to do is a few more props, and then work on the left side here. I'll see you in the next lesson. 47. 3D Lesson 46 Modeling Detailed Tables, Chairs, and Props: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to create some tables and chairs. Okay, so let's grab our reference and then go Ot G, and then let's go shift S and then cursor to world origin. And I'm going to go back to solid view. So table is pretty simple. All we need to do is shift a mesh, and then plane, and then bring this up to the height of the table. And then put it into way that mode. We'll just scale it on the exhibit. Just like that. I'm going to turn off proportional edit and you don't need that now. I'm going to add an edge loop in the middle here and then go Control B and give it like a single bevel and bring it this way. And then an edge loop in the middle here, Control B, and bring it this way here. So we have these four squares. So with these four squares, we can select these. We can go Shift D to duplicate and then E to extrude, bring this down to the floor. Now, this table is looking a bit tall, so I might bring these up a bit just like that. I can select these edges here. Make sure they're all selected. And then I'll do Control X to dissolve. And then we can put in some edge loops here now. I like that. Now, this face is going to be weird, so I need to undo I'm going to press L on these legs and hide them the way, just so I can select these edges without selecting the legs and then Control X. Now I can add some edge loops in. Then I'll select every other face like this and then go Y to separate them off like that. Then we can select these and then just go E to extrude and bring them up a bit, just like that. I'll go lt H to bring everything back. Then A, Alt N, recalculate outside, put this down to the ground. I'll give it the bevel. 0.01 and shading two harder normals. And then we could add a little bit of extra detail to this just by going into Edit mode. We could put like an edge lopeer and then like, bevel it. Like this. So we have a face here that we can go Shift D, and then I'll do E, then hold control and snap it to this leg here. Then I'll press L on this and then go S Y to make it a bit thinner and then SZ as well. Then we can just go Shift E Y and bring one this side. So now our table is done. Then for the stool, we'll just go and bring in a cylinder. We can scale this down quite a bit. I'm going to move guy to the side a bit. And then get the right size for the seat. Something like that will do. Now let's bring in a cube. And with this cube, I will scale this down, make it taller. I'll go ltest and make it thinner. And we want this to be between the face and the floor like this. I'll select everything, and I'll move it in edit mode to keep the origin point in the middle here, so I'll bring this out and then go Y, rotate it a bit. And then just make sure it's tall enough just like that. So now the origin point is a middle. We can just duplicate this in object mode. Make sure we're on freed cursor up here. So then when we do R and then Z or rotate around the freed cursor, and we can get it just like this going around around the store. So I might go with three legs just like this, going around. And then with this, we can select them all and then just control join. But I might make this a bit thinner here and then join them all together. Control J. I'll shift click our table, Control L and copy the bevel over. And then with this, we can right click Shade Smooth. And now we can go into material preview. We can give this the wood material. So we can select them both into E mode. A U S MiURpject wrap, set there with TD back into Object mode. We can give them the wood Woodl maybe. Let's go to render view and have a look, actually. Which one looks better. Maybe wood light or maybe Wood Micood and then control copy modifier. We want Link materials. Maybe we could have a different material on the store. It's up to you really. Maybe it would dry, just like. So now we could grab maybe some plates and place them on the table here. Just by jupicating and moving them around. Now we could create a like some cups. So it'd be very simple. We just add a cylinder, make it nice and small. Then I'm going to select half of these faces here like this and then go Shift D and then X to bring this out, and then X 90 to bring them this way and then SY to scale them in just like this. So we have half of a cylinder here, and then we can just extrude the long normals, bring these in, compress L, scale it down, and just put it into a Mg like that. And then alten and then recalculate outside. And then for the top, we just need to I to inset and then E the scale we have a nice simple murkier. And then we just give it our bevel modifier. And then shading to harder normals, right click, shade smooth. Give it like the clay material. Might need to unwrap it if we have some texture stretching. So I'll go A smart U V project, unwrap. That should be okay. And then we can duplicate these around. I might give these a different material, so I'll give these, like, the second clay material, just so they're not the same as the cups, you know. And then we could create like a bottle. So I'll go shift a mesh cylinder again. I'll make this a bit smaller. And then make it a bit taller as well. We want an edge loop in here, and then this face and then this edge loop. Let's scale down the top face first. So make sure we're not on fredcursor anymore. We want medium point up here. We'll scale this face in. And then we want another edge loop here, just like that. This one could be beveled. Now, if you'll bevel this weird like this, it's because we did the profile shape. We just need to reset this 2.5. And then this face, maybe we could scale it up or down. And then we just need to I to inset, E to extrude. And then we could bevel some of these edges as well. Just like that, bevel this edge a bit. And then the bottom edge as well, we could bevel. And then with this one, I might give it I'll right click shade smooth and then give it maybe the metal material and then just duplicate these around. Like so. And then with this table, I'm going to go shifty and then X. But maybe if we select them all, like that and then go Shifty X and move them all together. So this one could go, like, under our shelter over here somewhere like this. And then this one I'll go shifty Y, bring this out. I go to camera view, maybe this needs to be a bit bigger. Just kind of try and match our reference a bit. It's not going to be the exact same, but we'll get, like, a similar kind of vibe here. And then the store, we could just duplicate these around and just place them wherever you want. And then make sure to rotate some of them so the legs aren't like pointing the same way. Have a camera view, and there we go. Now we have a table over there, and then this one, maybe we could put this somewhere else, as well. So like maybe try not to select the floor right. Move this one. Maybe this can go over here. And it could just be pointing on the edge of the camera a bit, I'd be fine. And then this one probably needs to be a bit bigger, so I'll scale these up and slap it down to the ground and make sure it's in the shelter just like this. So now we have a nice table chair with some props. I'll see you in the next lesson. 48. 3D Lesson 47 Building a Detailed Wooden Wheelbarrow: Okay. Hello, welcome back to blender stylized Arabian market course. In this lesson, we're going to create a wheelbarrow. Okay, so we're going to start with a cube. So let's shift a mesh cube. And with this, let's go into Edit mode. We'll go SC get a bit smaller and then X. And we want the kind of basic size of our wheelbarrow. So we can delete the top face. And then we should probably separate some of these faces. So let's press Y on every face here just so that they're all separate like that. So for the side faces, I'm going to add three edge loops. Like so. And then for the front, we'll add two. And then this face could probably be deleted, as well. And then for the bottom, let's add three. And then we want to press Y on all of these faces here. So these are all separate now. Now, we can add some variation into the way these wood panels will look like if we add in an edge loop and then we could move. Actually, what we can do, I have an idea. We'll add a few edge loops in all of these faces. We might have to press L on some of them and hide them, so we can put edge loops in here. Like this. We could put some in here. Just so we have more topology to move around. And then the bottom, we could put some in. Like so. Now, let's go to edit mode, and then we'll extrude along normals like this. Like that. Now we can give it the bevel modifier, search bevel 0.01 and then harden normal CN. And then into Adic mode, you can press A and then under mesh, transform, randomize, and then we can put this to like 0.01, 4.02. So now we have some random movement in the wood. So that's right like shade smooth. So now wood's bit like crooked and bendy. So now we need to start adding like, like, the handles, I think. So we'll go shift a mesh cube, and we'll scale this on the X, nice and thin, and on the Z, nice and thin like that. And we'll move this to one side like here. We'll go Alts, make it a bif in a just like that and then move it back a bit. And then this face can come forward with G and Y. Then we can put an edge loop somewhere like here, and then another one here. And then click if we select this face and then Alt Shift click this face loop and then go GZ, we bring this up. So we have some nice handles here. Let's go A, Alt N, and then flip to fix those normals, and then we go shifty and then X, bring them this side. Just like that. We could put in some more edge loops here. We'll go with quite a few. So now, once we have some edge loops in, we can go A and then mesh, transform, randomize, 0.01, just to make these a bit bendy. Go tr 0.02, as long as it's not too much. I think this is too much here. So we'll go with 0.01 here. Just like that. And then we can just click shift this and then Control J to join it to the wheelbarrow. So now we need some pieces that will hold the wheels. So we'll go shift a mesh cube, go SX, scale this in SY, and then SC, maybe a bit bit thinner on the X and on the Y, just like that. And then this can go somewhere here. Now, I'm going to bring this up a bit. So now we can get underneath here and maybe make this a bit smaller. And then this can go somewhere around here. Just like that. And then we go shifty, X, bring it this side. And then we'll press A, shifty Y, bring them this side. And then we could select all of these edges. Like this. And we can bevel these control B to bevel, just like that. Now we want some cylinders going across. So let's just control J to the wheelbarrow, so now they're joined. And then let's shift A mesh and then cylinder, and then we'll go Y 90 into edit mode. We'll go Alts, scale it down, nice and thin, good G Y, and then put this into position here and scale it A. We want it to be a bit thinner. Something like that. And then we want to make sure it comes to where the wheels would be. So I imagine somewhere like here. And then we can just go shifty Y, just like that. And then we could go into we could try put some edge loops down here and down here and then going in A faces I mean, mesh transform, randomize 0.01. But then I don't think it works so well with the cylinder, so I'll Control Z and just keep it like this. And maybe we could select one of these edge loops and just kind of move them manually like this, move them up and down just to create a bit of a bend in this wood I have to zoom in, so we can just click this edge loop and then go GZ, great little bend in the wood there. And then we can control J to the wheelbarrow, just like that. Now for the wheels, we need a cylinder. Mesh cylinder. We've got RI 90. And then we want to scale this down to get the size of our wheels. So I need to be a bit bigger, go SX make it a bit thinner. And then we can place these in here. Now, these might need to be a bit bigger, which means these cylinders might need to come out a bit more. I just trying to think where these would go. So maybe on the outside of these handles so make the wheel a bit thinner. So we're going to scale these cylinders, so it goes all the way. But for now, let's delete these faces here, just like that. Now, before I do that, let's go into edit mode on this and let's select our cylinders with L. We'll go SX just bring it so it goes past the wheel just like that. So now we can select the wheel here. And then into edit mode, you'll press A, right click, extrude along normals, extrude them in just like this. And then we want to select some faces. So we'll just select a couple going around for the what are they called? These things. I'll select some faces. We'll go Shift D. Then we'll go SX I mean, to scale them in just a little bit like this and then right click extrude along normals and we can bring them we can just bring them inside like this, maybe. We can press L on all of these pieces. We try Alts to make them a bit thinner. And then if we go S shift Y or S shift X, we could just adjust a scale like this. I'll just scale them up. So we have something like this, and now we can move this. So this is in the center here. And then with this cylinder, let's go into edit mode. We'll put an edge loop in the middle here and then control B to bevel, give it a single bevel. So now we have this here, and then we can select these faces and then extrude along normals. So we have something like this, just like that. So now with this, we can fix these normals here, and maybe we should, I'm going to go into Edit mode on the wheelbarrow, and I'm going to delete this backwards cylinder here. And with this cylinder, I'm going to mirror it. So I'm going to click this face here and then do Control plus on number pads to delete some of these here. So we'll go ex delete faces. So we have half here. And then we want to add a mirror. So let's go add modifier, search mirror. And we want to separate from the wheelbarrow because we've mirrored the whole wheelbarrow, so let's press L on this piece. We'll go P, separate selection. Let's remove the mirror from the wheelbarrow into object mode. We can select this name. We're going to make sure we turn on clipping, so like eclips in the middle. And then we can select this face loop here and then just go Gx and connect it and then back into object mode. Now we can shift select our wheel, so we have this selected and then go shifty Y and bring one this way. Then we have this. And now we just need to copy these wheels to the other side, so it'll go shifty X and just bring them into place here. And now let's apply the mirror on these cylinder pieces, just like that. And now we can join all of these to the main wheelbarrow. So it's like this last controlled J to join. So everything has a bevel on it. Now we just need to right click and Shade Smooth. And that's the modeling done. So now with this, we can just go to material preview. Going into Eit mode, we'll go A U Smart UV project, unwrap, set TD. And then let's give it a wood material, so maybe wood light. We'll bring it down to the floor, and then we can place this somewhere here. We're going to camera view. Rotate this, maybe make it a bit bigger, and just have a look at a reference and have this somewhere around here. Maybe have a nice wheel barrow. I will see you in the next lesson. 49. 3D Lesson 48 Boolean Doorways and Architectural Window Details: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to start working on our final buildings. Okay, so with this building, because it's on a slant, it's going to be quite hard for us to, like, model pieces and then get them into the wall. So to reset the rotation, we just do lt air so we can have this this way now. And maybe we could just bring this to the side and we can work over here. So first thing we want is some steps. So let's shift shift them right click. We'll bring our freed cursor over here. We'll go Shift A mesh cube and we'll go GZ, hold control, and we can snap this to the bottom here. Now we also want our reference. So I'll bring over our reference here. And then he's on the floor, so that's okay. And then let's add in some steps here. I'll go G, X, and then snap it to the wall here. And then we can bring down this face and then bring in this face here. And then I'll add a couple of edge loops in, maybe three edge loops. We'll select these faces, we'll go E, and then these faces, we'll go E, and then this bottom face E, just like that. So now we can just give this the bevel. So we'll search bevel 0.015 shading harder normals. Now we want our doorway. So we could grab the door over here. We grab this door, we'll go shifty and then X. And then with this, we could place this into position here. So I'll go GZ and snap it down to the top of the steps there, and I go G Y. And then we need a cutler piece for this door. So what we could do is going to edit mode, and we select some edges, like these outside edges. So I'll go and select all of these. And then some edges like these bottom edges here. We'll go Shift D and then X to bring these out, and then P separates selection. So we'll go into object mode and then select these edges that we duplicate. We'll press one for vertices select, and we can join these up with F and just join these up with F here. And make sure all these are joined together. So these aren't joined together here. So what we need to do is just go A and then M for the merge menu, and we'll merge by distance. And it says here, removed free vertices. So hopefully, these are all connected now. So now we just need to alt click this, and then we just F to fill, and then we can E to extrude, and then we can bring this out into object mode. We can go GX, put this into our wall here. And then we can add Boolean. But before we do Boolean, because it's going to give us an go on, we should probably add in some edge loops first. So let's go into edit mode on this. For the top face, we'll go Shift D and then E to extrude. And then we can press L and then S and then ShiftZ to scale this out a bit. And then we could duplicate this. Shift D Z, bring this up. We'll snap it down to the top face, and S shiftZ scale this up a bit like that. Then we have this. Let's put in an edge loop here, and then we can go Control B to bevel. We'll go Shift D, and then right click extrude along normal supress three, right click, extrude along normals here, bring that out, and then we'll press L on this and then just go GZ and bring this down here. Now select I'll click one of these edge loops and go GZ and bring this down a bit. Then I'm going to alt click this face loop. And then, actually, let's put another edge loop in the middle here. Control B to bevel, I'll create a bevel like this. And then with this, we can go S, shift Z, scale this in. So now we have something like this we can add another one above it, so we'll we'll add an edge loop here. We'll go Control B to bevel like this and then put an edge loop in the middle, Control B to bevel, and then S shifts, and we can bring this one in just like that. You can always adjust it by scaling a bit like that. Then we have that? Now we can press L on this piece here and go Shift D and then Z, bring this in between here. Now, I'm going to go into object mode and grab another window. So I'm going to grab one of these windows here. We'll go Shift EX, bring this over, and then AZ 90 to rotate it. And let's bring this up somewhere over here, just like this. Now we want a cube here. So I'm going to shift right click. We'll go shift a mesh cube. And I'm just going to scale this. So it's roughly the same height as this window. Doesn't need to be perfect. And then we can bring this to the side a bit with GY. And then I'm going to push this into the building a little bit like that. That's going to be another boolean cutter. So I'm going to bring this one to the side here, and then this one can go just here. That should be okay. So yeah, we could probably add our booleans now. So I'm going to shift D and then Z here, and then GX GY I mean, and move this one here, so we have a window here as well. Now, let's start adding booleans to this. So add modify Boolean. And then we'll select this door cutter here, and then we can apply, and then we can delete this cutter. So we have a hole here now. This seems to be going a bit strange here, so I'll just go into edit mode. That's why. So I'm going to control Z. It's because the cutter had a bevel on it, so you want to remove the bevel from the cutter here. And now, if we add our Boolean, yeah, we need to control Z a few more times. So we have the Boolean here, but remove the bevel. And now we can apply the boolean. So now if we check, this looks good, so we can move that doorway in. Click on the building again, we'll add a new modifier, Boleion and then we can select the window. And then we have a hole here, so I'll move this, apply the Boolean and then move the window out. And then one more Boolean up here, so search Boolean, choose this one, and then hit apply and move this one out here. So now we can get work on our windows. So this cylinder piece here, this storway piece can be deleted. But this one, I'm going to go into Edit mode. I'll select the front face. Control I, X, delete faces. And we'll just do a quick design. So let's put edge loop here. We'll Control B, get the side pieces and then hit Y, then put an edge loop in the middle here, so we might have to hide one of these faces. So we can get an edge loop in here, Control B to bevel. And then let's Y. And now let's hide one of these faces so we can put an edge loop here and an edge loop here. I'll select both of these Control B to bevel a little bit like this and then press Y. Now I'm going to put in some edge loops in these faces here just like that. And then we want to press Y on all of these faces. So now these are all separate from each other. I'm going to go up here to individual origins and then select all of these faces. And then we want to press R and then Y to rotate them this way, so we can create some panels here. And now we just need to E to extrude. We'll extrude them inwards like this. And then we'll do Altagepring everything back. These center faces. We'll go E extrude these out a bit, then these wooden frames here can be extruded out just like this, and then we go A, lt N, recalculate outside, and then we can push this into position here. And then we can get to work on this window here. So we'll continue in the next lesson. O. 50. 3D Lesson 49 Final Building Details with Array and Bevel Modifiers: Mm. Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to start working on our final buildings. Okay, so now for here, what we could do is going into Edit mode on this. We'll select this face here. Let's press Control I and then X, delete faces. And then I'm going to put an edge loop in the middle here and then delete this side face here. So we can do two windows at once if we add a mirror modifier. And instead of the X, we're going to choose the Y here. But and we need the origin point to be on this edge here. So let's select this edge. We'll go Shift S, cursor to selected. And then into Object mode, we'll go right click Set origin to free Dcursor. Make sure we have merge de selected here, so they don't merge together. Now we'll go into Edit mode and we can just work on this one face here. So put an edge loop in here and then Control B, and we'll put these to the side here. We'll select these faces and then go Y and then H and then put an edge loop in the middle here, go Control B. Like this and then Y and then H on these faces. Now, I'm going to select this face and then just shift E and then Y shift in the X, we'll push these back. So we'll use these later. Let's put an edge loop in the middle here and then an edge loop in the middle here, and then we'll move these up. And then this edge, we'll control B to bevel, scroll at once, so we have an edge in the middle and just move them out somewhere like this. I'll press one and then select this vertice and then go GZ and bring this up. And then we can delete these two faces here. Is like that. And then this back face, we can put in some edge loops. And then this way as well. We can press A. Actually, let's press L, so we only select this face, and then we'll press I to inset and then I again, and then X, delete faces. So now we have this. Let's press L on this piece and then go E to extrude. We'll extrude these out a bit. And then let's extrude these faces out. E to extrude, we'll bring these out. Let's do Alt H, and then we can extrude these faces out. And then we can press L on this back face, we'll go G, X and move this behind our windows here. We can snap it to the face, maybe and if it goes a bit weird, we'll just move it back and just have something like here. Then we have this. So now if we go into object mode, we will push these back here into our window. Now, this one, I'm just going to rotate on the Z a bit and then go G and then X, bring this out, and this can go on the side here, just like that. And then we go Shift D and then G Y, and then we'll rotate this one. So this is on this side of the window. Just like that. Now, let's go Shift A, mesh. We'll add a cube. We'll go into Edit mode. We'll scale this down. Actually, let's select this top face. We'll go Control I X, delete faces, so we just have a plane, and then I'll go SX, make it a bit thinner, and then SY, make it a bit longer, like this. And then we can put it towards our wall here. Just up against the wall, we'll bring it down. Maybe we can bring this edge further back like this. We'll put in some edge loops here and then select these faces. We'll go Y to separate them and then A and then E to extrude them down. And then this needs to go a bit further so it's not poking off the edge here. And then we'll go A, Alt N, recalculate outside. So now we have a nice little balcony underneath here. Et's actually go Shift D and then Z. We'll bring one underneath this window here into edit mode, we'll select these faces. We'll go G and then Y and push them back here. And then maybe we could press L on these two and delete them. So we have two here. And then press A, S, Z, make it a bit thinner and just have a thin one under the window there. So we can bring this down a bit more just like that. Now, let's grab some support pieces from over here. There were some on this balcony we can grab. So let's go into wearing mode on this. We'll press L, Shift D, X, and then P separate selection into object mode. We'll select this piece here and then move this over. We'll go RZ 180 to flip it round. And let's bring this underneath underneath our balconies here. So we'll go G and move it down a bit. And just place this underneath here. We can go Shift D and then Y, have one in the middle, and then Shift D Y, just like that. Then we go Shift D and then Z, and we can have some of these under here. And then we could add an array to this one, so add modifier search array, and then we want zero on the X here, and then we drag out the Y, increase the count. And something like this should be fine. And I think that's all the modeling for this building done. We do need some of these wood supports here, so we'll grab these wood pieces here, we'll go Shift D, and then X, bring these over, place them into our wall here. We'll bring them up a bit and just place them against the wall. If they have the array, we can increase the account a bit more and then just go GY, just like that. Okay. So now let's apply the arrays on every piece here. So we'll apply the array so that these are all applied. And then we want to join all of these together so we can move it all at once, really. So let's shift select every piece here, and we'll make sure that we have everything. But we go G to move, make sure we grab everything here. Yep. Okay, so now that they're all selected. We can go Control J to join them together. So Control J. So this is all one piece. And now let's just add a bevel to this. We had the bevel modifier. And we can get away with this maybe. Now it is looking at a bit off. If we Oh, yeah, so we need to add harder normals. And then right click Shade Smooth, just to make sure. And now let's go into material preview. And it has let's just remove all the materials here. Let's go into edit mode. We'll go A, U, smart UV project, wrap, and then we will set TD, and then we can start adding some materials to this. The first one we need is our wood. Let's add the wood dark material. So now we have wood. Now we can add a second wood. Let's add the wood light material and choose some pieces to be wood light. So maybe maybe these outside frames here could be wood light. And these pieces in here maybe we could select these to be wood light. Just like that, we'll we'll grab these outside pieces as well. So we'll grab these and these frames here, and then a sign. And then maybe these wood panels here, and then these two here, we'll hit a sign. Now these are wood light. Let's add another material. We'll add our stone material, and then we'll press L on our steps here and then hit a sign. And then we want the stone on these frames here. And on the top as well, we hit L on these, hit a sign for the stone. And then another material. We need our stone plaster material. And then we can hit L on the wall here, hit a sign. And then we need one more material for this face loop here and here. So we'll add another one, and it's another material we haven't used yet, and it's one of these trim sheets so I'm going to scroll through. I'm going to type in Trim. So sandstone carved wall trim, we'll have this one. And then we'll just select let's select these face loops here and then hit a sign. And then we need to go into our UVs here. And we need to I'm going to press this law arrow icon here. So it only shows the UVs of the faces we have selected here. And with this, we just need to we probably need to unwrap these in a different way. So let's start with the top one. We'll go U and then cube projection. Let's try cube projection. And our UVs should come like this as like a flat kind of line here. And we can move this into one of these patterns here. And as long as we have it over the pattern, we can have the trim on the face like this, just like that. So we'll do the same. We'll click this face loop. We'll go and then projection. So now we can move this one to another design. Maybe this triangle shape here, and then you can always, scale it up and then move it around, so the corners kind of line up here. And now we have a nice pattern here. So now with this, we just need to go into vertex paint as well. So we get the yellow material here and then back to object mode. And there we can move this back into place now. So I'll move this with G and X and then R Z to rotate it, and then G Y and then we'll go into camera view, and there we have this placed here. Now, we forgot to apply the mirror on this window piece. So what we could do go into Edit mode, and we could press L on these here. And then if we go to maybe local transform and then go shifty and then shifty Y, we can move these across here now. Just like that. So I'll fix that. Back into object mode. We'll go to camera view, and then we can always adjust the position. Make sure we go back to global transform here and then go GX, and we can move this somewhere around here, just like that. Now to finish up, we could grab this building and we can shift select all of these pieces here. We don't need this balcony. We just need these windows as well. So we have these, and we can go Shift D and then AZ -90. But I'm going to control Z and make sure we're on medium point, so it rotates properly, AZ -90. And then this building can come over here somewhere, just next to this building to fill in this space here. Let's go to camera view, and we can see here we can push it back with GMY. Now, we don't have a wall on this side, but we have a wall on this side. So what we can do is just go S Y minus one to flip it around. And we could probably get away with that. I'll go into camera view and then just go GX, move it out this way a bit, just to fill in this space here, just have something like that to fill in there. Maybe we could move this tower to the side a bit. And adjust these buildings just a little bit like that. So that's looking good there. Now, for this final one, we could just go into Edit mode. We can put an edge loop somewhere around here. We can select this face here and then go E to Extrude and bring this out. And then if you wanted any more details, we could put in an edge loop like here, and then go Control B to bevel, give it a single bevel, and then right click, we'll press free, and then right click extrude along normals. We can bring this out a little bit, and then offset even. And then we could have another one appear somewhere. Let's go to camera view so we can see where it will be just like that. And then, Control B to bevel, right click, free, right click, extrude along normals, offset even. And then we can Alt S to adjust. Just like that. We're going to Edit mode on this AU, smart UV project wrap. We'll press A so all the islands are selected and then set TD back into Edit mode. And then we can give this the the stone plaster material, and then just go into vertex paint here back into object mode. And that should be okay. If you wanted a little doorway here, we could just go into edit mode. We could just put like an edge loop here somewhere and then like an edge loop somewhere here. And then if we alter click this edge and then just go Control B to bevel, create a little doorway and then select this face and then go E to extrude, just like that. Might have to delete this bottom face here. There's two faces, so we can delete both of those, and we just have to re unwrap it because we've got some stretching on the texture here. So we'll go A, U, smart UV project, wrap. We'll press A, so all the lands are selected and then set TD. And that should be okay for that building there. Now we could also grab, let's say, like this balcony here, this shelter thing, we go Shift and then X, move this over AZ -90, AZ 90, actually. And then snap this to the wall. Go GZ, go into camera view. And that's looking quite nice here. You also bring it down or have it somewhere along here, just like that. And there are buildings. Now we also want some trims. We'll quickly do these pillars as well. So let's just delete one pillar, and then we'll just work on this pillar. Let's come into edit mode. And then for this second material, we'll add another trim. It's called arch and wall trim. And then we'll just select this face here and then hit a sign. And then with the UVs here, we have our face here. We'll just go at 90 to rotate it. And then we can choose one of these patterns. I'm going to go with this one with the circle pattern here. We'll just place the face over this. And now we have this pattern on our pillar here. And then we can just go Shift D and then X and bring this over this side. Now we have some nice pillars done. So let's have a look in rendered view. And we're almost done more a few more props that we could place around the scene. And then we could just add the final details. I'll see you in the next lesson. 51. 3D Lesson 50 Skybox Control with Light Path and True Displacement: Okay. Hello. Welcome back to Blender stylized Arabian market course. In this lesson, I'm going to show you how to change the image of your skybox and teach you about displacement. Okay, so I'm going to show you how to change the sky without changing the lighting. So let's go into our Shader editor here. And let's go from object to world. And we have our sky texture going into the background here. So we want another node. So let's go shift a search image texture. We'll bring this in, and we'll open we'll go to our course files, and in textures, we have this desert background image. We can open this image. Now, if we plug this straight into the background, it's going to change our lighting and it doesn't work very well. So what we can do can plug this back up here. And what we want is a little node called a I camera ray. So this is basically saying if this image can be seen by the camera, then we're going to replace it. We're going to add it over the top, basically. So we want to add in a mixed color node. And this is going to go into the factor here. And then I'm not sure which way this will go. I think the background goes into the B, the sky goes into the A, and then this goes into the background. And now we can see we have the lighting from the sky texture, but the background is now this image here. Now, we might have to adjust this a bit. Now, if this isn't working, like it isn't here, maybe it's because it's the wrong node. So this is an image texture. If we delete this and try a different one, if we try environment texture, get an environment texture node and then open up our desert background file here and then plug this up. Now we can see it's added just added the image from this. So now we have a nice blue kind of sky here. That's all you really need, little mixed color nodes. Maybe we could try different blend nodes like maybe ads. Add doesn't work. We'll just go and mix here. That works well. And now we have a nice blue sky. So yeah, just an environment texture node, not an image texture, you want that. And then just a mixed color and then camera ray here into your background. So that's how you get a nice sky there. Now, I'm just going to go back into let's go back to material preview. And we want we want some props on this side to fill in the space, so I'm just going to grab some of these props. Go shifty x, bring this one over here and put it like this side of the doorway. I'll grab a barrel, go shifty X, and then bring it to this side of the doorway. And then I'll grab some of these crates, as well, and just bring these over. I'll go into camera view and have a look down here. Now, I might duplicate these and just kind of fill in this corner here with some objects. Now, this one, I might scale these up a bit bigger. And then this one, I might go into Edit mode, press L on the food here and just give it a different kind of food. Maybe maybe this rice here will do. So it's a bit different here, and then that'll be fine. That should be fine, no. Co. Now, I think we're pretty much ready to render. Now, we could add in some displacement on yeah, we need to do the displacement, and then we need to do Vertex painting. So I'll show you the displacement quickly. So with this plane selected, let's go into edit mode, and we're going to add quite a few edge loops. Now, this is going to add a lot of topology to your scene. So if you have an older system, you probably want to avoid using this method because it might become a bit heavy for your scene. So if you have a good computer, then by all means, go for it, but just add in a load of edge loops. And then we want to add a subdivision surface modifier. We're going to start with one, first off, and let's go to rendered view. And let's open up the material here. We'll go to object in the Shader Editor. And if we see here, we have a little displacement node and what displacement does, it moves your vertices so that you have actual freed geometry based on your texture. So these individual tiles are actually going to pop out. And what we need to do is in the shader editor, we need to press N, so we get this side panel here, and I believe it's under options and then settings. And then when it says displacement, we need displacement and bump, make sure that's selected. And I'm just going to double check this is all connected up properly. Yeah, it should be. Yeah, we should be good to go. Right. So now, if we have a look here, once we increase the levels here, we should see some movement on the actual tiles. So if we go quite high to, like, it's going to get quite slow, five is a good kind of value here. And now we see these tiles. Have actual geometry to them now. So that's a good way to get some detail. You can see the difference here if I turn the subdivision off, it's nice and flat, and if I turn it on, it's we have some nice, like, geometry on our tiles now. So I'm going to do is, like, under render, I'm going to put this to five. And then on the levels viewport, I'm going to keep this at one. So in our viewport, it will stay flat and it won't be so heavy on our scene. But then once we render, it will change this to five, and we'll keep this on here then. It's a good way to get some some geometry on our floor, right? So in the next lesson, we're going to go to have to re apologize our buildings to make sure we have some quads so that we can put in some edge loops and then start vertex painting. So I will see you in the next lesson. 52. 3D Lesson 51 Vertex Paint Damage and Sand Variation: Hello. Welcome back to Blender stylized Arabian market course. In this lesson, we're going to start Vertex painting Ear Buildings. Okay, so we can go back to Solid View. And let's start with this building here. Let's forward slash to isolate it. And let's go into Edit mode. And this one is all quad, so we're fine. All we need to do is just add some edge loops. Here, and then we can have some across going this way. And the more vertices you have, the more control you'll have over your painting, the more details you can paint in. So this amount should be plenty. So this one is fine. Let's select this building forward slash, and then into Edit mode. And we did this earlier with a topology, so we can just add in some edge loops down here and add some between these windows here. And then you can put like two going long ways down this side. And then I don't think we can see this face, can we? Not really, but we can add we can add a few. I mean, it won't hurt. So that'll be fine for that building. Now, this building, this one, this is going to take a while to read apologize all of these verses. So we'll probably just avoid painting on this face here. But on this face, we could probably add some going this way. And maybe we could add some, it's going to go weird if we put some going across. So can we get away with deleting these faces? No, it's just going to go weird. So unless we spend the time, but with our knife tool and connecting up all of these verses, we're going to have quite an annoying time. So what we could do is I'm going to dissolve this edge here. I'll just put some edge loops going this way and we'll just work with what we have. So maybe we could just get away with only just a little bit of dice painting on this one. Now, let's go into this building and this one. So what we could do, I'm going to press Control free to go into the side view here. Let's grab our knife tool with K, and we'll we'll cut just above our windows and doors here. So we'll just cut the line going that way, and then we'll cut this going this way. And then we'll just connect this all the way around so that we have an edge loop this last one we can just j to join. So now we can put in some edge loops here like that. We can put some at the front here, just like that. And then we'll have a couple just on the corner here. I like that. And now we can just paint some details in by here. That'll be fine. So now let's go back to material preview. And we can start vertex painting. So let's start with this building, and let's go to vertex paint. And I still want to check here, yeah. So for black, we have the color here, so black will add the painting just like this. And then if you change this color to white here, you can, like, erase. So all I'm going to do is just, like, switch this to black and just paint in some damage. So I like to go, like, around the edges here. And then I like to go, like in the corners a bit. And then some up here maybe and just, like, add some stuff wherever you feel like you want it and just go around your building. Just like this. It's quite nice. Just do add whatever you want. I like to go at the bottom, as well. I guess I'm in here. Just like that. And you could probably take more time than I'm going to take, but I'm just going to quickly go through it and just show you how to do it. So mine might look a bit not as nice as yours. So once we're done with that, we go into object mode up here. Like out second building into vertex paint, and then add some to this one. So I might go, like, underneath here under the balcony and then put some around here, maybe some up here, try and get in between these windows and then up here a bit. Just like that. And then this building, we had just these vertices here. So if I go to the vertex paint and just kind of add some on these vertices here, that should be okay there. Maybe we could get away with some up here as well. That should be alright. Now, this last building, I'll probably just add some on this wall here, so we could just add a bit bit of damage on this wall here, just like that. Now, we also have vertex painting on our floor, as well. So if you want to Vertex paint here, it will change to, like, a sandy material. So now if we add in the black here, it removes the sand. So what I might do is, like, go to black and kind of, like, paint all the way over here, paint everything black so we can get rid of it. And then I'll go back to white, and I'll start painting in, like, the sand, like in the corners. By the way, you can use F to change the size of your brush here. And I just like to add some sand in the crevices where they would build up here, just along, like kind of buildings. And all in these kind of crevices down here and around here as well. And then, if you go to, like, a grayish color, it won't be as strong. So now you can kind of, like, mix in some sand, like in the middle here and just have a nice color variation going around just seen just like that. And now you can just add some more creativity to your texture. So that's the basics of Votex painting. I'll see you in the next lesson. A 53. 3D Lesson 52 Final Render with Mist and BlendCraft Compositor: Oh. Hello. Welcome back to Blender stylized Arabian market course. So in this lesson, we're going to finish up by rearranging our scene and then compositing. Okay, so once you're happy with how your scene is looking, we can start setting up for a render. So I'm going to go to camera view, and we can have a quick, last looking rendered view here. So before we start rendering, let's go into our render properties and double check our setting. So I'm on cycles. I'm on GPU compute here. Now I have under render. Now we have Mac samples. So the more samples you add, like, the better quality image you'll have, basically, the longer it will take. So sometimes you can get away with maybe like 500 samples. Like, sometimes I'll start low and then render and then see how the scene looks. And then if I'm happy, then I'll do another render at, like, a higher sample. But for me, I'll probably just go with something like 2000. I'll go with two phase. This will probably take a while. It'll be a high quality, but two pasan is like a good amount. Sometimes you can get away with even lower. Sometimes it's like free 500. It's just about like trial and error, really. So we'll make sure we have denoise turned on, and everything else should be all good to go here. And if you go to this printer icon here, this is your output properties. So here, we can change the resolution. So by default, it's like ten ADP. If you want to change this to four K, we can just go asterisk and then two, I believe. So 3840 by 21 60. So I'm going to do a four K render here. And then output, you can choose where to save it here if you want to. Media type image, file format, PNG. You have different types here. You have JPEGs and stuff. And then everything else should be okay. So that's where you change your resolution. Now, we want to go to the compositing tape up here. So if we click this, and then we can drag this window up here. And then on the right here, if you don't see this, just press N to get your side panel up. And then you should see the free D compositor tap here. We're just going to click Setup compositor, and then click Okay. So now you should have this scene. And then we should have a menu here with all different kind of settings. These are our compositor settings here that we're going to use. So let's go back to layout. So now we're back into our screen, and our sky should have turned into this kind of checkered pattern. That means it's worked, basically. And what it basically does is we go to our render properties here and then under film. You can see it's turned a transparent, so it's just basically a transparent transparent background. Now, it's up to you if you want to use that, but I'm going to disable that because we don't need a transparent world. It just does it by default. Now, another thing we're going to do is just quickly go back to a solid view. And if you have a ier camera here, you can see it has this line booken out of it now, and this is your mist. So we want this line to be going all the way through our scene. So we want it to be over here. So if we click on our I believe it is is it in world Miss pass? Yeah, so you want the world properties here, this red world icon. And under the miss pasta setting here, we want to increase this depth so the line goes all the way through scene here. So we're just going to increase this just so it goes all the way past our buildings here. So that'll be fine. I've got like 57 meas here. And now we can just go to render. But first of all, let's save first. Make sure you save and then render Render Image. So click Render, and then you'll be greeted with this pop up window. And then we just wait for it to render, so I'll pause and then come back when my render has finished. Okay, so once your render is finished here, if you wanted to save this version out, you just go to Image up here, and then you can click Save As. Now, I'm going to minimize this window. So we're back into Blender here. And now you should see a tab at the top called Fred tower Blend Craft. Let's click this tab, and we should get this window. Now you can zoom in and out on your image here. And we have our settings over here. So under presets, if you wanted to click this plus icon, you could save your settings and then load them if you wanted to keep them. At output, this allows you to change your resolution. You can change where to save it and you made the compression and stuff. And if you had a bloom pass, you could save that out separately as well. Now, background. If you wanted to have a different image for a background, you can choose different images here as long as they're inside your blend file, but we're not going to use that we just can use none because we have a skybox. And for miss, we check mist, you can see it adds mist to our scene. Now, you can change the color of the mist if you wanted to make it like a desity sandy color, do something like that. And then you use these arrows to adjust your mist. So you click this white arrow and then click this white bar here, and then you drag this down towards black. This will change the strength of your mist here. So I'm just going to bring this down a little bit, just so it's not so intense. And then this black arrow changes like the depth of your mist. So you can see it moves away from the camera the more I bring it out here. So I'm just going to keep this to the left here. And with this, we can adjust the color. So I'll go, like a brownish color, I think, and then just play around with that. And then I'll play around with the strength by clicking the white arrow here. Like so. I have mine somewhere around about here. Now, I'm going to minimize that. And now for color, this is like your color depth, so you can change this curve here to affect the depth of your colors. So I'm going to just push mine up a tiny bit, and then you can choose the hue saturation and value as well if you wanted to. So I'm going to keep mine at default. So is it saturation one? Yeah. I'll keep mine at default. Maybe lift the value up a bit. Make it a bit brighter or make it a bit darker. It's up to you. Name for gloss, this is, like, your metal stuff. So these bottles and, like, the top of our towers, you can choose the brightness and contrast here, the metal glintser the main one here. If I put this to one, you can see it's very glimmering and shiny. So this is a bit too strong. I'm going to go with like 0.2 for mine. Just add a little bit of shine to this metal. So that's gloss. Transmission and volume. Transmission is for, like, transparent stuff. We have gonia. This volume we didn't add, so we can skip that. Light and bloom. This is like for adding bloom and like, lens flares to, like, your emission textures. We didn't use emission, so we can skip that one on this one. Environment. So this will change your skybox, so you can choose the brightness of your sky with this curve here. Then adjust the factor here. So I might bring this up a bit, bring the brightness up because the mist has covered the sky, so we need to bring back the blues. So if we go to lift here, we can start adding in this blue again and then maybe adjust some of these settings. So maybe if I put a factor to one and play with this curve and try and bring back these blues. So this is going like a purple colon. So maybe we try again. And we can see the color is coming back slightly. So I'm just going to put this to blue and then see later on in the color correction, we can change that maybe. So ambient occlusion. We check this. We check this color here, and then change this color to, like, a dark color. We can see the ambient accusion comes in there. So I'm going to spring this up tiny bit. And then we can always change the color of it maybe like a yellowy sandy color. So we have some sand in those crevices, just add some color there. I could always adjust the strength using these arrows and get a different kind of look, increase the contrast by moving these arrows. So I might bring this black fervor in actually and have it like around here somewhere. Inclusion. Now for effects, you have different sharpen options. Diamond sharpen if I bring this up, you can see the effect it has. So I'm just going to have a low value. And then box sharpen is another kind of sharpen. So I'm going to keep this disabled, we don't want to soften can soften it up a bit. So maybe a little bit of soften could, like, especially for this wood, so maybe we can play around with these sharpen options. And just have something like this, Antillasin. We can just check that to get rid of anything. Color balance. So we can play with the lift and add some color and just do some color grading this way. So if you wanted to play with this, you could get different kind of effects for your scene here. So I might just keep this at like default maybe. AB curves, so you can adjust this curve to increase the brightness and stuff if you've seen here. So I'll probably just bump this up a little bit like that. And then we have hue correct. So maybe we can get this blue back with hue correction. So we have saturation. We have hue saturation value with these letters here. So saturation, maybe we can bring these blues up and get the blue back in our sky here, and then bring this up. And there we have quite a nice blue sky now. So we have value as well. We can make it brighter. So maybe not too much. We just kind of bump up those colors a bit. Something like this. So now we have our blue back in our sky. And then this will change the hue. I probably will mess with this. Then we have brightness contrast. We can increase the contrast if you wanted to increase the brightness as well. So I will probably keep mine at default. I think mine's okay. And then hue saturation value, you can change the hue and saturation of your entire image. That's why you wanted to do, but I'll keep mine the same here, and then just increase the value a little bit, maybe. Something like that. And then I'll just check the noise just to get rid of any noise in the scene. So there is your compositor. Feel free to play around with those settings and see what you come up with. So now, if you wanted to save this out, you just need to open up your render window. So this window here, and you can see your composite here. If you want it to compare, we have a drop day menu. So right now it's on composite. If you go to Viewayer, this is your render here, and then to go back, you just click Velayer and choose Composite. And then if you wanted to save, you just go to Image and save as. And then you can save out your image here. You can change your file format and stuff. Compression. You have all these options here, and then just save here. So, yeah, I hope you enjoyed the course. I hope you learned some new skills. Now, we do have a discourse server if you have any questions or if you get stuck on any point, or if you just want to share your results, that'd be cool. So feel free to join. Little there's a little text document in the course files folder with the link that you can use. And feel free to leave a review, leave some feedback. I'm always trying to improve my courses. So any review, I would love to hear from you. So I hope you enjoyed and take care.